Reminders about ComboCrate 2024, the Steam Scream Fest sale, and showcasing a variety of community-created content.
Video: "I made Unturned 10X harder!"
[previewyoutube=TK7YutpgIAU;full][/previewyoutube] Is Unturned too easy? Watch as Max Winterfield cranks up the difficulty to make zombies stronger, bosses more frequent, loot harder to come by, and more in his struggle to survive.
Mod: Animated Sushi
The Animated Sushi Mod, by Axodouble. Often, the simplest things are the most charming. The Animated Sushi Mod by Axodouble just adds one piece of sushi, with a satisfying eating animation. Exactly as advertised on the box.
Video: "Thank You For A Year Of Unturned"
[previewyoutube=z1KkxGZeZM4;full][/previewyoutube] Check out this short montage by Jemsie, in celebration of this past year for Unturned.
Fly High, o' Bounce Charges
Who doesn't love Bounce Charges?
Watch "I love bounce charges" on Reddit, by u/EtGoose.
Screenshot: u/Broaded's Waterfall Home
u/Broaded shared their modern home design, built atop Germany's beautiful (albeit rather noisy) waterfall.
Posted by u/Broaded on the r/Unturned subreddit.
Steam Scream Fest 2024
The Steam Scream Fest sale is currently live! Most bundles in the item store, as well as the Permanent Gold Upgrade DLC, are discounted (up to 50%!) until November 4th. As a reminder, on November 5thafter the Steam Scream Fest endswe're adjusting the Stockpile prices to be more consistent. This change was originally planned for November 1st, but has been pushed back due to the ongoing sale. For more information about those changes, you can find the original announcement in the 3.24.6.0 Update Notes. Item Store Permanent Gold Upgrade DLC 3.24.6.0 Update Notes
ComboCrate 2024
Following last month's announcement, there's been over 150 submissions to the ComboCrate 2024 event! Submissions will close on December 1st, so be sure to get your items in before then. We have seen a few submissions that haven't met our guidelines. (E.g., "ComboCrate" wasn't included in the title, but in some other location.) We've reached out to participants when we've seen this happen, but please make sure you are following the guidelines! Even if you aren't participating, you can still view other people's submissions on the Steam Workshop! ComboCrate 2024 Announcement View Submissions
Q&A
Q. How does item spawning work? Each individual spawn point has a chance to spawn an item when the node is eligible to do so, as determined by the Spawn_Chance and Respawn_Time options. There are four notable difficulty settings that affect item spawn/despawn behavior. More information can be found on the "Gameplay Config" wiki page. Unturned Wiki Gameplay Config Q. Sometimes, I can't hear the sound of doors or campfires. Only 64 sounds can be heard at the same time. If there's a lot of sounds nearby, you won't be able to hear sounds with a lower priority. (Answered on our GitHub.) Q. How do make my character right-handed and not the left? Characters can be made right-handed (or left-handed) from the character customization menu. (Answered on our Steam Discussions.) Q. What's salvageable after the last update? Tons of new items can be broken down after the 3.24.6.0 Update! Key resources such as Chemicals and Explosives should be easier to acquire, and you can salvage less useful items like those pesky Iron Sights too. A player, JOSIAH5555, posted a helpful list of newly-salvageable items. List of Salvageable Items, by JOSIAH5555 on Steam Discussions. Q. Bring back the OG clouds please! One of the main reasons for replacing the clouds was a technical one. By moving effects like the sun, moon, and cloud into the sky shader, players could benefit from configuring the draw distance as much as they want. You can find Nelson's full explanation, and his thoughts on changing clouds again in the future, on the subreddit. (Answered on r/Unturned.) Read Nelson's complete answer on r/Unturned.
Send Us Your Questions!
Thanks for reading! We regularly respond to questions posted on our Forum, Discord, Steam Discussions page, or the r/Unturned subreddit! You can also message us via email, Bluesky, or (Twitter). View Blogpost
Gameplay Adjustments
Despite sparking controversy on the preview branch, we've removed the Maplestrike's grip attachment slot. We're curious to see whether this is a net positive for the meta once it's had a chance to play out, so please bear in mind we're open to feedback and nothing's set in stone.
- Is there more variety in combat encounters, and is that more fun?
- Can you Maplestrike Enjoyers out there maintain dominance?
Halloween 2024
Alongside our traditional Halloween content, we'll have a new craftable mystery box - the Halloween Candy Bag - courtesy of Toothy Deerryte and friends! The event will run from October 20th through November 1st, during which time you can craft them from Menu > Survivors > Inventory > Crafting.
Trees and Skybox Ambience Removals
Two more controversial changes, sorry! Although the speedtree models looked nicer than the old ones, they were overly detailed compared with the rest of the vanilla art style. We've decided to stop putting it off and remove them along with the tree models graphics option. Other reasons included:
- Their trunk shape wasn't quite 1:1 with the old models, so whether a player was seen as in or out of cover was inconsistent depending on graphics settings.
- They're much more performance intensive.
- Curated maps released after 2018 haven't included speedtree models.
Item Price Consistency
On November 1st we're going to be adjusting the Stockpile prices to all be consistent. For the past two years or so all new regular items have been a consistent $1.50 USD per item. This primarily affects older items, where pricing and bundle sizes were less consistent. For some items, this is an increase. While for others, it's a decrease. Please keep this in mind if you were considering any item purchases in the near future! Beyond this, we don't intend to mess with the base item price again.
Changelog
Added
- Flashbang Brightness, Explosion Camera Shake Intensity, and Damage Flinch accessibility settings in Options menu.
- Button in Workshop > F1 menu to export all asset IDs to csv files in Extras/AssetIDs folder.
- Server options to turn off Damage Aim Flinch and Explosion Camera Shake.
- Inspect and preview on character for items in Stockpile.
- Copy/paste freecam position and rotation from clipboard with Ctrl+C/V or "/copycameratransform" client-side command.
- Melee weapon quest reward support for strong and weak attacks.
- Random_Inclusive and Random_Exclusive operations for Flag_Math NPC reward type.
- Support for vendors to add attachments to guns for sale.
- Option to apply delayed quest rewards when interrupted.
- Military spraypaints for each vanilla map. [IDs 1873-1877]
- Halloween Candy Bag for upcoming Halloween 2024 event.
- Main menu support for Steam BBcode previewyoutube tag.
- Dialogue object interactability mode to replace invisible NPC workaround.
- Option to delete attachments from blueprint with item state transfer enabled.
- News item for Stockpile sale special events.
- Tree models graphics option and reverted to older models.
- Use_Skybox_Ambience option from Preferences.json file.
- Removed grip attachment slot from Maplestrike.
- Adaptive Chambering reduces horizontal recoil control -20% and vertical control -30%.
- Increased Sentry and Hostile Sentry health from 75 to 150.
- Increased Friendly Sentry health from 75 to 300.
- More findable items can be salvaged for supplies.
- Captain Sydney can authorize further aircraft requisitions on Russia.
- P.Riso can acquire an Upgraded Fishing Rod blueprint for you on Russia.
- Doc Ernie can prepare Upgraded Aces and Bluntforces for the Coalition Armory on Russia.
- Default Internet filters include empty and full servers now that the default sort prioritizes them appropriately.
- Player-instigated locked vehicle spawns now also unlock for group members.
- Server moves the most recent file to a backup when writing saves.
- Explosive charge assets can set Bypass_Claim to false.
- Include sentry gun in example assets. (Finally!)
- Sawed Off shares Masterkey skins. (Finally!)
- Holidays are scheduled in local time zones rather than synchronized globally.
- Level editor volume property changes not marking level dirty. [Thanks Jdance!]
- Skipping terrain color rule error missing asset context. [Thanks Spebby!]
- Layered attachment skins got broken at some point. [Thanks Molt!]
- East-2 Zubeknakov fallback material misconfigured. [Thanks Molt!]
- Unusable door highlight between door and doorframe. [Thanks InsignificantNull!]
- Potential cause of duplicate item button on main menu. [Thanks InsignificantNull!]
- Plugin UIs can use Canvas Scaler to sync with game UI scale. [Thanks DanielWillett!]
- Use target speed rather than current speed for vehicle third-person camera distance. [Thanks BoomViz!]
- Map zoom and centering wrong with UI scale. [Thanks BoomViz!]
- Infinite/NaN spawn chance editing legacy spawn tier with one entry. [Thanks Sodazone42!]
- Unnecessary farm Update call on dedicated server. [Thanks asineth0!]
- Shirt item model left/right arm backwards. [Thanks DerpyHoowes!]
- Another potential source of discrepancy in airdrop landing position (compression). [Thanks Zombs-R-Cute!]
- Support door slot snapping with Y forward. [Thanks MrGoBi!]
- Negative NPC health reward can no longer cause bleeding. [Thanks Gloa233!]
- Jumping from prone in air traffic control killing player. [Thanks FreeDzee, Sma1L, and TSB!]
- Eruption typo instead of Erruption. [Thanks RadicalBeetle!]
- Reverted "skin width" portion of floor snapping changes due to all the side effects. [Thanks to many players!]
- Rate limiting and additional security for connection queue. [Thanks Jdance!]
- Text mesh missing from sign and placard LOD group. [Thanks Eismeister!]
- Russia map corrected location names hadn't been updated in NPC dialogue. [Thanks Eismeister!]
- Underlying cause of some interactables working incorrectly on vehicles. [Thanks Eismeister!]
- Insane skin attachments changed orange to pink. [Thanks ZParticle_!]
- Barricades use same yaw-only special case as structures. [Thanks QERT2002!]
- Misplaced item spawns under Russia oil rig. [Thanks TickTackM!]
- Incomplete skybox reflection on item icons captured during level startup. [Thanks FohnJallout!]
- Voice chat volume not applied properly. [Thanks AngelAbov3!]
- Zombies chasing destroyed barricades during horde beacons. [Thanks liebesleid!]
- Surrounded Holman Isle bunker and Silo 22 with tons of death barriers.
- More comprehensive death barriers for Mansion #1, House #4, and House #6.
- Barricade load not closing file stream.
- Some bugs with GUIDs for vendor buying/selling entries.
Curated Map Updates
Escalation: Midnight Update
The Midnight Program created a robotwhich survivors have dubbed D.A.V.E. (Defensive Autonomous Vehicular Emplacement)an experimental AI-piloted tank. Its AI has gone haywire, and it will attack any survivors or zombies that enter its line of sight. However: if defeated, it will drop plenty of good loot. You can access this area with a Midnight Keycard, which can be acquired from Artemis Platform zombies or Airdrop calls! You can then use this keycard inside the Locke Dynamics tunnel.
- Revamped Map area, extending the map a significant amount to the east. Some older locations (like the Northern Deadzone and Redgrove Airfield) have also been revamped.
- Dozens of balance adjustments and other changes to the LTLM and Strike Calls, weapons, and clothing/armor.
- Added Dual Pistols.
- Added the Tempest rifle. (51322)
- Added the Intragat machine pistol. (52286, 52287)
- Added the Sundoor submachine gun. (51321, 51347)
- Added the Trident Rocket Launcher. (52313)
- Added the Frostbite sniper rifle. (52300, 52304)
- Added the Hera Grenade Launcher. (51324, 52078)
- Added the Falcon .50-SP and Golden Falcon-SP. (52294, 52295)
- Added the AH-46 Kings Hand Attack Helicopter. (51032)
- Added the Falker Fighter. (51033)
- Added the Strike Call - Smoke Concealment (51333)
- Added Precision Ammo boxes. (52085, 52086, 52087)
- Added Armor Piercing Marksman Magazines and Armor Piercing Rifle Clips.
- Added Dual Pistol Magazine (51338)
- Added Fragmentation Rockets, Explosive Rockets, and Tandem Rockets. (52314, 52315, 52316)
- Added HMG Explosive Box. (51050)
- Added 12 Gauge Dragon's Breath. (52264)
- Added 12 Gauge Explosive Slugs (52263)
- Added Armored Structures.
- Added the Ballistic Shield. (51349)
- Added the Midnight Blade. (51348)
- Added the Consolidator. (52095)
- Added the Inferno Axe. (52260)
- Added the Halligan Bar. (52261)
- Added The Irons. (52262)
- Added the Lumberjack Maul. (52255)
- Added the Throwing Axe. (52246)
- Added the Treasure Magnet. (52091)
- Added the Double Hook. (52090)
- Added the Lucky Clover. (52092)
- Added many more new weapons, variants, and ammo types!
- Added many new paintings.
- Added various stylish suits. (52318-52327)
- Added Flight Helmet, Top, and Bottom. (52330-52332)
- Added Headlamp. (52336)
- Added some more NPCs.
- Many adjustments to NPC vendors, and added new quest rewards stores for Arthur, Cecilia, and Edward.
- Completely revamped fishing, adding better tables that can be caught from as well as unique items that affect drops.
- Reworked the chart to have better visual fidelity.
- Added more helpful tips to the loading screen.
- Fixed a few spots where players could clip inside map geometry.
- Many more bug fixes.
A6 Polaris
Polaris' v1.0.3.4 patch released last week, notably with a handful of balance tweaks.
- Re-added gun animations (they had to be removed a while ago).
- Updated Stereos billboard.
- Polaris Roses now give off a slight glow.
- Removed crafting truck from the safezone (should be a bit more exciting to get lotuses).
- Spread out existing spawns a bit more, andadded new ones (should be easier to escape spawn on crowded servers).
- Penumbra: reduced firerate from 7 to 8.
- Krizzy: reduced damage from 23 to 22.
- Tank Cannon: increased explosion radius from 5m to 8m.
- BVL Muzzle Brake: reduced recoil compensation from -10% by 50% (+5% absolute difference) to -5% (same as RAID's 5%).
- PMC Armor: is now not as obvious of a choice over SWAT/Merc, as you sacrifice movement speed & slots for extra protection.
- SWAT Armor: increased storage space, now same as PMC MK.II.
Elver
Elver had a small update last week.
- Certain glass objects now use a custom-made dithering shader.
- Increased no-build around Junction-67.
- Hay Bale is now sellable for 500NAZ (more worth than selling bundles/wheat).
- Increased mesh spawn rate at fire stations.
- Airdrops have been buffed.
- Melee is now any slot.
- Nightvision is now usable in 3rd person & does not replace glasses cosmetics.
- Mechanic skill is now limited to 2 levels and costs 2.5x more.
- Reduced Pallas DMG from 12 to 11 per pellet.
- Kick for skin color too similar to Elver's grass color
Buak
Buak had a small patch in September, which fixes a few bugs that had been reported recently, and lowers the stamina costs for many melee weapon heavy attacks.
- Corrected the item rarity for various spears.
- Changed the item rarity for the Kitchen Knife.
- Readjusted all melee weapon stamina costs.
- Knife and scrap spears now always cause player bleeding.
- Losing all experience on death.
Arid
Arid had a small patch in September, with a few bug fixes and other tweaks.
- Fixed skill loss on death!
- Added Covert Drum compatible with SL-VA and Vintar rifles.
- Buffed Technical HMG (DMG 37 48) and the Tank one (DMG 34 42) while also reducing the recoil a little bit.
- Buffed accuracy of the Plane mounted MG.
- Adjusted Pillow to remove fall damage when falling on it.
- Adjusted Painkillers and Multi-Splint to not re-equip after usage, but they don't jump around in inventory after usage.
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.
Craftable & Purchasable Boxes
We wanted to do something a bit different, which we're calling the ComboCrate 2024 Event. For this event, we want to release two different Workshop boxes. One craftable (similar to the 10th Anniversary items), and one purchasable from the Stockpile item store. Since only the purchasable box (and its equivalent bundle) would offer a revenue split, creators should include a minimum of two items as part of each submission that's one for each box!
Guidelines
Were looking to accept 1418 items per box. These items should be uploaded to the Steam Workshop, and follow our Submission Guidelines & Requirements. View the Submission Guidelines & Requirements Submissions must also do the following:
- Include ComboCrate 2024 or ComboCrate in the title, e.g., Awesome Top Hats [ComboCrate 2024].
- Each submission must include at least two items. These can be in the same Workshop upload or as separate uploads. If separate, please link them (e.g., in a Collection or the description) and ensure the same authors/contributors are listed.
FAQ
Q. Whens the deadline for submissions? Currently: the deadline is December 1st. We may extend this due to the tentative release date for the boxes. Q. Will you accept older submissions? We will consider older submissions if they've been updated to match the event guidelines. That means including "[ComboCrate 2024]" in the title, and submitting at least two items. They should also follow the latest guidelines/requirements outlined in our documentation! Q. Are you accepting multiple items from the same author? We'd like to accept items from a variety of creators. However we may consider additional options depending on the number and quality of valid submissions, along with factors such as items that have multiple contributors. Q. Do my items have to be related/similar? Your submissions do not need to be similar! For example, your items could be a fancy hat and an Eaglefire skin. We will decide which box each item is placed in. Q. Can I submit more than two items? Even if your items are not accepted as part of this event, they could still be accepted for a different update in the future! Q. Will boxes require a key? No. Both boxes can be immediately opened. Similar to other purchasable boxes, the purchasable ComboCrate 2024 Event box will also have an equivalent bundle that contains all of the items within its box. Q. How do I create a skin or cosmetic? You can check our official documentation below the guidelines/requirements we've linked to earlier! There's also many helpful community-made tutorials, but some of those may be outdated. Q. What happens if my items are not accepted? Even if your items are not accepted as part of this event, they could still be accepted for a different update in the future! View the latest Documentation for Creating Skins/Cosmetics View Blogpost
Changelog
Added
- "% Full" optional column for server browser.
- New default server list sort using mix of ping, fullness, and player count.
- Death barriers in PEI harbor foundation and Seattle bridge ramps.
- Clarify wording of online safety toggles current value.
- Online safety menu can be shown again using new toggle at bottom of Options menu.
- Raise default server filter max ping from 200 to 300 ms and turned off for non-Internet defaults.
- Show original link URL in tooltips when rewritten for Steam link filter.
- Broken fortification and garage alignment in slots with Y forward. [Thanks mos3025 and MrGoBi!]
- Quick filter toggles zero size with IMGUI glazier mode. [Thanks TSB and RBMKBlaze!]
- Third-person camera blocked while snapped to floor prone. [Thanks Happy12222!]
- Jumping height adjusted for slight floor snapping height difference. [Thanks to many players!]
- Snapping to slopes inadvertently making tree climbing easier. [Thanks to many players!]
Default Server List Sort
Previously, servers were sorted from lowest to highest ping by default. Many of the lowest ping servers were near empty, however, so you'd need to click the Players column if you wanted to find busy communities. With this update the default sort now considers a mix of ping, player count, and how full the server is to put popular servers with a good connection at the top of the list.
Hello!
Vehicle Improvements
Bicycles, dirtbikes, and snowmobiles have received upgrades to physics handling and their visuals, similar to those received by 4+ wheelers in the Carr Update! They're still somewhat janky, but it should be a step in the right direction.
Quality of Life
- Volume sliders for each type of audio replacing the on / off toggles!
- Rather than typing in a map's name in the server browser you can now pick which ones you want from a sub-menu, and filter for multiple maps at once!
- Expand and collapse the server browser quick filters panel to choose which filters you want shown! The full suite of filters is always accessible from the presets editor.
Online Safety
A reminder about online safety and quick access to several important settings is now shown before opening any of the multiplayer menus. Links to third-party sites are redirected through the Steam community link filter, and links to join Discord servers other than our official Discord server for Unturned are hidden in-game, but can still be linked from external pages. These changes are intended both to increase safety for younger players, and to improve the first-time player experience. If you've had an unsafe experience as a minor we'd strongly encourage you to speak with a trusted adult like a parent, guardian, or teacher. We'd like to take this opportunity to reinforce the importance of practicing online safety. You should never give out personal information like your password, address, phone number, age, or full name to people online. Considering that many gaming communities are hosted on Discord, you should be aware that they have their own rules for promoting safe and healthy environments, and inappropriate behavior can be reported to Discord's Trust & Safety team. Discord is in the best position to help with those reports. Here are some relevant resources: How to Report Discord Messages and Users Discord Community Guidelines Discord Safety & Privacy Although we cannot directly help with inappropriate behavior outside of our official communities, if you feel there's something we should know or be aware of please contact us through our help center: Smartly Dressed Games Support
Changelog
Added
- Volume sliders for overall music, death screen, main menu, and ambient/in-game.
- Exclude_From_Satellite_Capture object asset property.
- NPC vehicle reward property to override vehicle's paint color.
- -PreviewLevelBatchingUniqueMaterials command-line flag to assist in debugging static batching.
- Vehicle option to fully randomize default color (as opposed to a list of colors) and applied to vanilla cars.
- Per-level Death_Music property to override default death music.
- Per-object option to remove owned culling volume.
- Vehicle AdditionalTransparentSections property.
- Quest asset AbandonmentRewards property for cleaning up unfinished quests.
- Seppuku Waffles Tee achievement reward for Buak's "Do You Like Waffles?" achievement.
- Server list filtering for multiple maps at once and a map selection screen.
- Toggles for which quick filters are visible in server browser.
- UseableEventHook component for Inspect animation notification.
- Fishing rod Quest_Rewards and Reward_Experience_Min/Max properties.
- Option for toggle voice rather than push-to-talk.
- Effect NPC reward type as an alternative to Effect Spawner component.
- Config for players to lose one level in a number of skills after death, rather than a percentage.
- Online safety screen when first opening multiplayer menus.
- Improved handling of vanilla bicycle, dirtbikes, and snowmobile.
- Lose a level from a random skill in normal mode and two skills in hard mode. (none in easy mode)
- Snap player movement to the ground when stepping down.
- Physics material net ID table can resize if needed.
- Paint affects more parts of Bicycle.
- Adjust freecam FOV with mouse scroll wheel while holding CTRL.
- Separated aircraft third-person camera mode from non-aircraft vehicles.
- Redirect non-Steam/non-SDG links through Steam's link filter.
- Remove error for non-vanilla vehicles with legacy ID less than 200 (including zero). [Thanks WW-TC and iBowie!]
- Pink material visible when inspecting APC skin. [Thanks Diddlyono!]
- Russia quest lasers visible in satellite capture. [Thanks Da_Exploding_Oli!]
- Spine_Hook item parent missing extra offset shoulders receive. [Thanks DerEnte!]
- Delete and scrap item buttons slightly too wide. [Thanks ai-kana!]
- A change to how vehicles were moved on clients broke some modded physics. [Thanks Mew!]
- Mark vehicle for replication update when steering input changes. [Thanks Mew!]
- Mythical effects not synchronizing on equipped gun when toggled. [Thanks LNQX!]
- Beds and sentry guns in multiplayer using wrong yaw after quaternion upgrade. [Thanks sowbad180!]
- Update Trkiye country name in Turkish jersey text. [Thanks Beratcan!]
- Heartbeat counter on Medic Vest on left-handed characters. [Thanks Thirteen!]
- Missing description details for Earpiece and FilterDegradationRateMultiplier stats. [Thanks Spebby!]
- Shoulder flag direction on US jersey, Desert top, and Arctic top. [Thanks TrueNinjafrog!]
- Fighter Jet glass canopy water sort [Thanks Alexondeer and skeleton-(withgun)!]
- Vehicle stamina boost not applied when using newer gear configuration. [Thanks Spebby!]
- Running out of tire motion particles at high speed. [Thanks Mew!]
- Wait for vehicle to stop before changing to reverse gear. [Thanks Mew!]
- Boombox UI performance bad with thousands of songs installed. [Thanks DANNYL!]
- Pooled barricade ignored by previously attached vehicle. [Thanks Snowb34r!]
- Incorrect item spawns in St. Petersburg prison and hardware store. [Thanks Naamell8!]
- German prison vehicle spawn table using wrong police cars spawn table. [Thanks Naamell8!]
- German firetruck wrong wheels connected to engine. [Thanks Naamell8!]
- Battery-powered boats getting cleared on save. [Thanks sensucha and Gamingtoday093!]
- Ragdoll effect on meshes with more than one material and on DL volatiles. [Thanks Diddlyono!]
- Main menu off roader wheels not updated to new models. [Thanks Diddlyono!]
- Again Diner #1 interior door missing slot. [Thanks HathHub and AdamDN!]
- Curated level link buttons too short for translated text. [Thanks Susu!]
- Acid and Nuclear zombie spit emissive too dark. [Thanks elsultaan!]
- Mistakenly copy-pasted exception message in GuidBuffer.Read. [Thanks Jdance!]
- Potential cause of a door/gate/window/etc snapping issue. [Thanks prank!]
- Cosmetic icon visible while waiting for skin icon. [Thanks Buggobot!]
- Airdrop temporarily audible for some players. [Thanks ItsRodrigoAl and Jdance!]
Behind the Scenes
For the modders out there looking for details on how to implement these improvements in your own content, here are some links to the relevant documentation: Effect Reward Type Fishing Rod Rewards Object Exclude From Satellite Capture Per-Level Death Music Quest Abandonment Rewards Vehicle Reward Paint Color Vehicle Random Paint Color Mode Vehicle Balancing Forces Vehicle Transparent Sections Thanks for reading!
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
Event Content
The main menu is decorated with a harkening back to the 2.0 era. And, for the first time, we're releasing a craftable mystery box, or, more accurately, mystery... tophat? Reach in and draw a random item from the hat! Its design pays homage to the company's early hat-themed logos (I named SDG when I was around 12-13 and unfortunately don't recall quite what I was thinking). The hat contains a variety of classic items from Unturned 2.2.5. It's similar to the original Anniversary Gift Bag, but freely craftable rather than a playtime drop in our continued opposition against bot farms. For the next two weeks, as part of the anniversary event, you can craft it from Menu > Survivors > Inventory > Crafting:
Credit and special thanks to Toothy Deerryte! We hired her to port the assets from her 2.0 data mining, and I think she brought a special nostalgic perspective as a player from that time.
New SDGNelson Plush
We're also excited to unveil a new collaboration with Makeship to make the SDGNelson/SDG-logo-character into a limited-edition collectible plush toy!
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 SDGNelson Plush on Makeship To produce them we need to reach the funding goal of 200 orders before the campaign ends. Everyone will be refunded if the 200 mark is not achieved. View Makeship FAQ
Recent Major Update: A Carr Update
In case you missed it, earlier this week we released a major gameplay update, too! Various vehicle improvements, an audio menu, kicking for grass-colored skin, and more:
Read A Carr Update Announcement Post
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.)
3.24.4.0 Changelog
Added
- Vehicle spraypaint items. [IDs 1840-1866]
- Audio Menu with new Game Volume slider separate from Master Volume and Voice Volume.
- Options for adjusting volume and limiting framerate while alt-tabbing.
- Preliminary engine RPM and automatic gearbox systems for vanilla cars.
- Tire kickup particle effects on vanilla physics materials.
- New wheel models that properly match suspension, steering angle, and speed for vanilla cars.
- Support for item names in vanilla /give command and vehicle names in /vehicle command.
- Kick for skin color too similar to terrain color. Enabled on PEI, Washington, and Russia.
- Enable_Terrain_Color_Kick server config and TerrainColors level asset property.
- Per-item-type options for Has_Durability tuning.
- Spread_Midair and Recoil_Midair gun properties.
- Invulnerable [true/false] property for attachments. Enables Invulnerable property on the gun.
- Shared_Skin_Apply_Visuals item property.
- Per-deadzone damage and radiation control.
- FilterDegradationRateMultiplier mask item property. Multiplier for per-deadzone radiation intensity.
- Redirector asset type for replacing one asset with another.
- VehicleRedirector asset type specifically for consolidating vehicle color variants.
- OnExploded event for VehicleEventHook.
- -LogVehicleWheelConfigurations command-line flag to assist in converting to new wheel system.
- Changing directions while driving is more responsive by automatically braking until velocity changes direction.
- Third-person camera rotates independently of vehicle.
- Converted barricade and structure rotations to use quaternions rather than euler angles.
- Perform host bookmark GET request without protocol specified if address contains forward slash.
- Consolidated all vanilla vehicle LOD groups so wheels don't disappear so soon.
- Merged vanilla vehicle color variants into paintable base vehicles.
- Respawn affected vehicles when reloading assets.
- Physics material names are replicated using a string table now that tires use them.
- Vehicles should no longer require a legacy ID for anything.
- Similarly, spawn table legacy IDs should be mostly optional except for references by legacy systems.
- Updated example assets and project packages.
- Laser/light/rangefinder attachments now only affect damage and firerate when enabled. [Thanks danaby2!]
- Aprix bandit shirt and pants overriding elf ears color. [Thanks Armstrong!]
- NPC support EquipablePrefab override. [Thanks NSTM!]
- Boss_Spirit zombie type missing bullet resistance. [Thanks Molt!]
- Focus camera mode drifting away from focal point if spinning. [Thanks diddlyono!]
- Hide attachments without name in otherwise unsupported slot from item description. [Thanks Happy12222!]
- A few small visual bugs on Russia. [Thanks Happy12222 and Williriano!]
- Maybe fix some visual issues with mythical effects. [Thanks ai-kana!]
- Escalation Bionic Spine and Spirit Signs adjustments. [Thanks dug!]
- Adjusted a few vehicle names including renaming Russian APC to Vodyanov.
- Duplicating NPC reward volume not preserving asset reference.
Behind the Scenes
If you're interested in the thought process behind this update, you might find this blog post interesting. It explains why and in what order some vehicle changes were worked on: A Carr Update - Notes from the Preview Branch For the modders out there looking for details on how to implement these improvements in your own content, here are some links to the relevant documentation: Vehicle Wheel Configurations Vehicle Engine RPM and Gears Vehicle Paint Vehicle Engine Audio Vehicle Redirector Asset Vehicle Paint Tool Tire Motion Effects Redirector Asset Terrain Color Rules
BattlEye needed this client update released as soon as possible, so it's the only change in this tiny patch.
Changelog
Added
- Add_Default_Actions item property. Defaults to true when no actions are specified.
- Buildable_Placement_Rule vehicle property. Replaces vehicle Supports_Mobile_Buildables property.
- Russia keycard door progress for players who follow a friend into the room. [Thanks SkeJ!]
- Replacing vehicle battery using the wrong guid. [Thanks NSTM!]
- Headlamp not overriding Priority_Over_Cosmetic. [Thanks Zombs-R-Cute!]
- Duplicate automatic repair/salvage blueprint actions. [Thanks TeemoCell!]
- Default new terrain tiles to Fallback_Green material. [Thanks Jdance!]
- Map credits list cut off in some cases without enough height. [Thanks WWTC!]
- Push forward rendering decal out from surface 2 mm.
- Exception when logging out inside ambiance volume.
- Potential cause of out-of-sync NPC date/time counter.
Welcome to Escalation
Featuring a myriad of new gameplay mechanics, systems, unique items, and more, Escalation raises the bar for Unturned. Escalation's arsenal is designed to feel great between immersive animations, precise attention to detail, and high-quality sound design. A great deal of focus went into weapon balance to ensure that each gunfight feels fair. You may come across certain objects that can be shot or blown up. When set off, these objects can cause considerable harm to any unfortunate souls caught in their wake. Strike Calls are powerful, single-use offensive weapons. They can be utilized with the assistance of an LTLM (Laser Target Locator Module) to cause considerable damage at a targeted location. Base building is designed to be easy to understand but also has a great depth of functionality and detailing. Complex structures are available to those who choose to make them. A variety of decorations allow any survivor to decorate their base however they like. [previewyoutube=Q19R0ndWqCE;full][/previewyoutube] Watch the Escalation Trailer Here To host a server running the map add its workshop file ID (3251926587) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Escalation" (without quotes) in Commands.dat.
For the next two weeks, as part of the map's release event, you can craft a random new limited item from Menu > Survivors > Inventory > Crafting.
This project was created by dug, NSTM, Renaxon, and Witness Protection. If you enjoy the map and would like to support them, consider checking out their items in the Stockpile: Escalation Map Mystery Box Escalation Map Bundle Escalation Mythical Singularity Aura (available during release event) Other links: Bug Reports Feedback ID List
Changelog
Added
- Escalation Mystery Box, Map Bundle, and Singularity Aura.
- Escalation Steam achievements and Hush Up achievement item.
- Escalation cosmetic items craftable during release event.
- Jaded Weapon Kit new ragdoll effect available in crafting and bonus items.
- Moved Spread_Hip conversion logging to separate -LogGunSpreadConversion command-line flag.
- Quite a few LOD group issues with core assets, now found by asset validation.
- Backwards +/- symbol for scope sway description. [Thanks WWTC!]
Changelog
Added
- Server bookmarks as an alternative to Steam's Favorites list.
- Option for whether group member name tags fade out near crosshair.
- "-ScrollViewSensitivity" command-line value.
- Rewards_List_Asset reward type which can reference a RewardsList asset or spawn table.
- NPC Rewards Volume which grants a RewardsList asset.
- Zombie kills condition LevelTableOverride option to spawn specific zombies.
- NPC "cutscene mode" reward type which hides viewmodel and prevents shooting weapons.
- NPC player stamina condition and reward types.
- Spread_Swimming and Recoil_Swimming multipliers for guns.
- Support for plugins to verify players on custom backends using Steam web API.
- Firerate offset can be applied to all attachment types and supports negative values.
- Show a tiny dot on map when player avatar images are turned off.
- Default Allow_Per_Character_Saves to off in multiplayer.
- Separated experience loss on death from skill loss. Default to retaining skill levels but losing 50% of XP.
- Bad positioning of Frying Pan kill counter. [Thanks Arturbraun1408!]
- Russia militia spawns containing Viper rather than Viper Magazine. [Thanks RadicalBeetle and babybillygaming!]
- Anastasia door symbol stuck in place. [Thanks analizin!]
- Problems related to deleting group while in exit queue. [Thanks sunnamed434!]
- Equipment stuck in busy state after attempting to fire gun with invalid magazine. [Thanks DerpyHoowes!]
- Progress Pride Pin too far to the side. [Thanks Unkn0wn_Gh0st!]
- Previous fix to -SkipAssets doing the opposite of intended. Oof. [Thanks rube200!]
- Buildable transform out of sync if edit was cancelled on client. [Thanks StilauGamer!]
- Setting invalid render mode in config file to make terrain invisible. [Thanks FORTI!]
- Missing default text formatting for base NPC reward. [Thanks LocoCZ!]
- Quest screen scrollbar not taking UI scale into consideration. [Thanks Spebby!]
- Ammo per shot, bullet damage multiplier, and spread multiplier sentry gun inconsistencies. [Thanks MoltonMontro!]
- Explosive bullets not detonating in sentry guns. [Thanks Renaxon!]
- Default Priority_Over_Cosmetic behavior was backwards. [Thanks Waryth!]
- Vehicle turret keeping previously equipped item's quality. [Thanks Renaxon!]
- Out-of-bounds exception with chat text repeat. [Thanks Lion4K!]
- Misplaced lamp on Russia. [Thanks WilliamB0rum!]
- Catch exceptions when formatting NPC condition/reward text. [Thanks sunnamed434!]
- Names of a few locations on Russia. [Thanks DerpyHoowes!]
- Positive oxygen modifier incorrectly listed as stamina in item descriptions. [Thanks Toothy Deerryte!]
- Dango headband circle z-fighting when far from origin. [Thanks Jdance!]
- NPC dialogue animated text when first character is '<'. [Thanks CPL!]
- Changing weapons before rechambering animation finishes. [Thanks Spebby!]
- Rain barrel item collider oriented along wrong axis. [Thanks WWTC!]
- Sneaky bug of doors stuck with colliders off if destroyed while animating. [Thanks Gamingtoday093!]
- Some dumb mistakes on the preview branch. [Thanks DiFFoZ!]
- Compression artifacts on Kuwait pajama tops and detective top. [Thanks Animatic!]
Server Bookmarks
One downside of the favorites server list is that if the host address or port changes, there can be a long delay before Steam internally updates the listing. This update adds a new "BookmarkHost" property to the server's Config.json file to help work around this issue (among others). If the server has a GSLT and BookmarkHost is set to a DNS record (e.g., "myunturnedserver.example.com"), a Bookmark button will appear on the server info screen and in-game pause menu. The bookmark saves a few details about the server, such as the name, description, and thumbnail. It can then be quickly rejoined from the Bookmarks menu without refreshing the server list. For more advanced usage, the BookmarkHost property can be set to a web API URL starting with https://. In this case, the client will initiate a GET request. The response can include an address or DNS name, along with an optional query port override. This allows the address and port to change without affecting bookmarks. Servers using Fake IPs can then keep the randomly assigned address and port in sync with a custom backend. Pandahut has already implemented this on their servers and has graciously offered to share their implementation. We will update this post with a link to it when it's ready.
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.
What does this mean?
As the wiki continues to grow with the game, it became clear that the current wiki wasn't up-to-par. Here's some of the changes you'll notice:
- The wiki is more focused on Unturned rather than "Smartly Dressed Games"! No more confusing categories, page names, logos, etc.
- Switch between light and dark themes that are more closely inspired by the game and some of our other sites.
- If you're coming from the FANDOM site, ads are significantly less intrusive, and are only for other games! For an ad-free experience, create an account.
- Browse from your mobile device we've made several changes to make mobile viewing a better experience, including to the main page.
- New editors have more information about getting started! You can also join the wiki.gg Discord server for help.
- Use the wiki.gg Redirect browser extension (for Chrome, Firefox, and Edge) to be automatically redirected to the new site.
Eaglefire page as displayed in both the light and dark themes. All of the up-to-date content from our old official wiki is still here but you can help by joining the community and creating new pages or adding more information, or recommending that other players use the new wiki! There's already a lot of information about vanilla content, but we always need more information added about all of the community-created content we've accepted into the game. If you'd like to provide feedback, please visit the dedicated thread on our Forum! We're super excited about this migration, and we hope you'll join us on the new wiki. Learn how to get started as a new editor! Join the wiki.gg Discord server for help.
Changelog
Added
- Map options to hide markers, name labels, and avatars.
- InteractableObjectQuestEventHook component.
- Replaced Raw Explosives in vanilla carepackages with Demolition Charges.
- Fade out group member labels near the center of the screen.
- Included character action and zombie animations in examples package.
- Increased max item drop height (again) from 512 m to 2048 to cover full level height.
- Replaced tutorial button gap with confirmation button.
- Monitor all server workshop files for updates instead of just the map.
- Seeds planted by non-players can grow by default.
- Aurora Skier helmet/glasses slight adjustments. [Thanks August!]
- Lime Tracksuit cap/fannypack slight adjustments. [Thanks Joko!]
- Pharaoh hat/necklace and Strawberry Waitress hair fixes. [Thanks Animatic!]
- Incorrect level buildable object ID conflict warning. [Thanks GreyTC!]
- Misplaced bookshelf in St. Petersburg. [Thanks Erdbeersahnetorte!]
- AssetBundleName:AssetPath format not supported by newer dat parser. [Thanks Curly0-brackets0!]
- IOBS event hook inconsistency between singleplayer and dedicated server. [Thanks DrDallas1!]
- Lack of warning for destructible objects with more than 8 sections. [Thanks Axodouble!]
- Copying transform in global space only applies position, not rotation. [Thanks DanielWillett!]
- Buildable distance from hull not considering train cars. [Thanks Tiway!]
- Various minor visual issues around PEI. [Thanks AdamDN!]
- Physics material discrepancies between some terrain materials accompanying boulders. [Thanks Spebby!]
- Merged barriers around Volk Military Base to increase draw distance - also provides more cover. [Thanks Happy12222!]
- Log rather than crashing when capturing screenshot larger than max supported texture size. [Thanks Karma!]
- Missing impact effect in gaps around vanilla doors, doubledoors, gates, hatches, and shutters. [Thanks kelllmonakil!]
- No padding around news feed contents. [Thanks Jdance!]
- Planting seeds on top of vanilla berry bushes. [Thanks LocoCZ!]
- Unclear create/update workshop file error popup despite logging more details. [Thanks DanielWillett!]
- Melee swing and punch swoosh sound only audible for attacking player. [Thanks diddlyono!]
- Zombies and animals alerted by damage despite plugin cancelling. [Thanks Gamingtoday093!]
- Bulk disconnect message showing average for all clients rather than kicked clients.
- Startup stuck if saving curated map auto-sub without write permissions.
Changelog
Fixed
- Potential cause of crashes introduced in the update. [Thanks MrGoBi, surv0013, and QERT2002!]
- Invalid level asset cached if missing when first loading into server. [Thanks Alniroza!]
- Material palette fields visible in objects editor before selecting anything. [Thanks Jdance!]
- Eagle truck missing rear collider. [Thanks kyvbii!]
- Dragon Serpent skin metallic maps. [Thanks Alpha-17!]
Changelog
Fixed
- Asset hash mismatch with certain OS languages e.g., Turkish. [Thanks Pootwich!]
- BattlEye advertised status mismatch when VAC is turned off.
Server Codes and Fake IP
Hosting a server to play with your friends just got one step easier! Joining using the new Server Code or Fake IP features bypasses the need for port forwarding:
Server Codes are enabled by default, whereas Fake IP is opt-in. For more information, please refer to this documentation: Server Codes Documentation Fake IP Documentation
Raiding Meta
Freeform buildables were among the most popular ways to gain altitude over bases with a claim flag. With their recent adjustments, it seems fitting to make explosive jumping a more viable alternative with two new items: Bounce Grenades and Impact-Absorbing Boots
Impact-Absorbing Boots cushion against long falls by absorbing impact into the springs, preventing broken legs and most fall damage. They can be crafted from Cargo Pants, Wire, and Metal Cans. Bounce Grenades are interchangeable with Bounce Charges stats-wise but do not require a Detonator. C4 is no longer a requirement for either explosive! Precision Charges now deal twice as much raiding damage, metal freeform buildables are weak to all weapons, and freeform buildables are enabled by default again. It ought to be interesting to see how this plays out!
New Outfits
Six new outfits have been accepted from the Curated Workshop into the Stockpile:
Aurora Skier Bundle by August Balanced Breakfast Bundle by Toothy Deerryte Chicken Suit Bundle by FlodotelitoKifo Infernal Demon Bundle by Timo987 Mushroom Bundle by Dizzpie Strawberry Waitress Bundle by Animatic and NSTM
Changelog
Added
- Ability to connect by "Server Code" without port forwarding.
- Support for Steam's "Fake IP" feature.
- Aurora Skier, Balanced Breakfast, Chicken Suit, Infernal Demon, Mushroom, and Strawberry Waitres bundles from the Curated Workshop.
- Bounce Grenade [ID 1838]
- Impact-Absorbing Boots [ID 1839]
- Default_Battery [guid] option for vehicles.
- Falling_Damage_Multiplier [float] and Prevents_Falling_Broken_Bones [bool] clothing item options.
- Crafting Bounce Charges no longer requires C4, only Wire and Explosives.
- Doubled Precision Charge damage against barricades and structures.
- Reverted Allow_Freeform_Buildables default to true and separated into Allow_Freeform_Buildables_On_Vehicles.
- Metal freeform buildables are vulnerable to all weapons now.
- Fuel canister/tank and generator item descriptions show capacity and burn rate information.
- Item stats in the same paragraph sort positive before neutral before negative.
- Revised default server list preset naming for clarity.
- Server list is not refreshed when returning from server info screen.
- Refresh server list when Enter is pressed in server name or map name fields.
- Missing "offline" text in singleplayer loading screen and pause menu.
- Singleplayer config defaults not applying in tutorial.
- Hitch for some players when starting and stopping voice chat. [Thanks Senior-S and GazziFX!]
- Zombies not climbing through Gas Station #2 windows. [Thanks FluffyWabbitz!]
- Changing mannequin pose on vehicle blocked by vehicle colliders. [Thanks AdamDN!]
- Decal editor gizmos flickering with node visibility off. [Thanks AdamDN!]
- Player list sort button out of sync with Group_Player_List config. [Thanks ItsRodrigoAl!]
- Placing pillar/post/wall/rampart with top of center underground. [Thanks BeEmpathic!]
- Broken interaction between blueprint supplies marked critical and not searchable. [Thanks Renaxon!]
- Diner #1 interior door missing slot. [Thanks AdamDN!]
- Moon Buggy corrupted metallic map. [Thanks Axodouble!]
- Turning off NV when wearing NVGs and switching to third-person while aiming NV scope with scope quality off. [Thanks 10fireking!]
- Exploit related to swapping contents of asset files. [Thanks Michal!]
Server Browser Upgrade
The server browser has been overhauled with custom filter presets, icons and tooltips for every element, optional columns, map icons, and more!
Changelog
Added
- New and improved server browser menus.
- Allow_Freeform_Buildables [bool] option to gameplay config.
- Priority_Over_Cosmetic [bool] option for clothing items. Override default NVG behavior.
- Nightvision_Allowed_In_ThirdPerson [bool] option for NVGs. True for vanilla NVGs.
- Date_Counter NPC condition for events that happen after a certain number of in-game days.
- Food, water, and virus equivalents of health NPC reward type.
- Event when admin uses freecam.
- "Matchmaking" menu.
- Increased nighttime brightness on all vanilla maps.
- Detonators and Raw Explosives are available (rarely) in care packages.
- 1911, Maschinengewehr, Luger, and Determinator have been moved from care packages to militia spawns.
- Placeable vehicles default to locked, if supported.
- Editor levels list tooltip indicates whether file is from workshop or local copy.
- Reduced main menu news feed header and title font sizes.
- France Crusader shirt and pants metallic map corrupted. [Thanks Alpha-17!]
- Players able to queue exiting the same group multiple times. [Thanks rube200!]
- Lavaflow shader alpha behaving differently after engine update. [Thanks Flodo and Molt!]
- NPCs able to sell locked vehicles that ordinarily can't be locked. [Thanks DerpyHoowes!]
- Item prefab override missing in character menu after state update. [Thanks DerpyHoowes!]
- Inconsistency in how item condition amount was counted in UI. [Thanks QERT2002!]
- Adjust capitalization of server's input map name after loading. [Thanks BeetMacol!]
- RegionList constructor allocation performance cost. [Thanks archie426!]
- Server with -SkipAssets kicking players for missing assets. [Thanks rube200!]
Map Updates
Renaxon has updated Arid several times recently with lots of new items, vehicles, and content:
Arid Changelog Animatic has completely remade the Kuwait city of Miral in a recent update:
Kuwait Changelog
Changelog
Changed
- Include code documentation xml alongside dlls for plugin devs. [Thanks DiFFoZ!]
- Spawns editor tooltips show ID and asset origin.
- Null reference exception if legacy spawn asset was missing.
- Exception when loading auto-found dll a second time.
- Decals remaining between level loads. [Thanks wsmajt!]
- Aiming gun with safety on and Can_Aim_During_Sprint on. [Thanks Axodouble!]
- Action buttons in item popup not working in IMGUI mode. [Thanks QERT2002!]
- Revert postprocessing package version (again). [Thanks Kubusiek3!]
- Bounty Hunter Ace skin metallic map corrupted. [Thanks DustyOwO!]
- Teklowvka and Formal Fusilaut metallic maps corrupted. [Thanks MoltonMontro!]
- Supercharged Shadowstalker, Accelerated Force Determinator, and Air Raider Augewehr metallic map corrupted. [Thanks Oyamat!]
- Bodycount Nightraider metallic map corrupted. [Thanks Toothy Deerryte!]
- France Crusader Shield metallic map corrupted. [Thanks Alpha-17!]
Item Stats
Item descriptions now automatically include a variety of stats, from damage to movement speed to recoil control. More stats and tuning will surely follow feedback after the update.
Multi-line Text Chat
Text chat messages can finally span multiple lines. Previously, the length was enforced by a 127 byte limit, severely restricting languages with multi-byte characters. This limit is now 512 bytes for player messages and 2048 for plugins.
News Feed
Before on the left, after on the right. The old news feed was created separately from the rest of the game's menus, so it didn't match the UI scale or your custom theming. All of the UI is finally unified under one roof!
New Outfits
With Halloween on the horizon, six new outfits have been accepted from the Curated Workshop into the Stockpile:
Autumn Comforts Bundle by Basil Cat and NSTM Beekeeper Bundle by biedaktokox Executioner Bundle by WalnuT_Orion and sympathizer Goth Bundle by FlodotelitoKifo and Emizip Untombed Pharaoh Bundle by SirAdy and Animatic Wandering Wizard Bundle by Timo987
Behind the Scenes
Item descriptions, multi-line text chat, and the main menu news feed all have one thing in common: Their size depends on the amount of content. It may seem silly, but Unturned could not automatically adjust the UI layout according to content size until this update. If you're interested in more details, please check out this documentation link: Glazier support for IMGUI, uGUI, and UI Toolkit A button to mute text chat per player has been added to the player list in further response to concerns raised about multiplayer toxicity earlier this year. Additionally, voice and text blocks are now saved between sessions to your Steam Cloud. Spawn tables should be much nicer to work with. Their asset files can use the newer list format, eliminating the tedious index-based keys. They fully support GUIDs to reduce conflicts (even if the target type, like items, doesn't support GUIDs yet). Failed spawns provide additional context in what triggered them. Before this update, your NPC dialogue choices were sent to the server for NPC logic, but the UI relied on locally predicting the following message and response. Over the years, this caused a few issues, like broken interactions if the server rejected your choice or relied on a randomized value (e.g., dialogue-driven spawns in custom modes). Dialogue has been rewritten so that the server has complete control over the flow of events, fixing these problems and introducing new possibilities. Unturned has gradually gotten better at enforcing file integrity in multiplayer, preventing a variety of easy cheats related to modifying assets. A more complicated case involved replacing the Unity player's resource/scene files to override assets not yet stored in asset bundles, like skin and hair. With this update, those Unity files are now protected as well. Miscellaneous:
- UI_Requirements option enables more complex quests with multiple stages rather than showing all the steps upfront.
- Considering farmables are often repurposed as item-generating machines, Rain_Affects_Growth and Harvest_Rewards options make them less plant-like and allow non-item uses, e.g., to unlock a door.
Changelog
Added
- Stat values in all item descriptions, and Use_Auto_Stat_Descriptions [bool] item option to turn off.
- Autumn Comforts, Beekeeper, Executioner, Goth, Pharaoh, and Wandering Wizard bundles from the Curated Workshop.
- Left_Handed_Characters_Mirror_Equipable [bool] option for text items like Buak maps. Defaults to true.
- UI_Requirements option for quest conditions to hide certain steps until other steps are complete.
- Barricade_Wall build type for barricades without interactive function.
- Support for the newer dat list format and GUID references in spawn table assets.
- ThirdPerson_Zoom [float] property for scopes. Defaults to 1.25.
- "-TimeOverlay" command-line flag to show seconds since startup under FPS in upper-left.
- "-LogSpawnTablesAfterLoadingLevel" command-line flag to log all spawn chances.
- Player list button to mute text chat messages per-player.
- Rain_Affects_Growth [bool] and Harvest_Rewards options for farmable items.
- NPC Global Event Messenger component for mods.
- Override Relevant Distance option for Effect Spawner component.
- Optional integration with Unity's newer UI system: UI Elements / UI Toolkit.
- Player_Life_Health NPC reward type.
- Per-player voice and text chat mute is saved between sessions.
- Text chat (finally) supports more than two lines per message. Raised player-sendable length from 127 to 512.
- Converted main menu featured workshop and news feed to same UI system as the rest of the game.
- Pressing camera focus hotkey in volumes editor with nothing selected returns near to world origin.
- Effects support replication using quaternion for rotation rather than forward vector.
- Unity scene and resources files are included in multiplayer hash validation.
- Character preview adjusts render target resolution to match on-screen size.
- NPC dialogue tree is no longer locally predicted.
- Updated from Unity 2020.3.38 to 2021.3.29.
- Pressing item hotkeys while mouse is visible outside inventory menu unbinding them. [Thanks Ankumo!]
- Hide mute button for yourself on the player list. [Thanks Matqyou!]
- Hide selected item hotkey hint for primary/secondary weapons in inventory. [Thanks Spebby!]
- 3D hitmarkers not showing multiple when spraying full-auto. [Thanks Pickle Burger!]
- Potential cause of non-registering hits immediately after equipping melee. [Thanks P9nda!]
- Default terrain texture tiling size when unreadable. [Thanks DiFFoZ!]
- Clamp volume scale to +/- 100km to avoid some physics problems. [Thanks AdamDN!]
- Heightmap brush sometimes destroying terrain. [Thanks Romelete, DanielWillett, and AdamDN!]
- Hostile animals not playing startle animation upon detecting a player. [Thanks DerpyHoowes!]
- Gun/turret event hooks OnShotFired not invoking on server. [Thanks ZoliWorks!]
- Transport failure breaking disconnect partway through workshop/assets/level loading. [Thanks DiFFoZ and kezaspr!]
- Aim animation speed not changing properly with attachments. [Thanks Wyvernaed!]
- Unable to create new assets using the spawn tables editor. [Thanks Jdance!]
- More potential fixes to spaghetti-patches of pathfinding code. [Thanks DiFFoZ!]
- Include attack interval in animal eat/glance animation delay. [Thanks Gamingtoday093!]
- Civilian nightvision grayscale effect not applying to dual-render scope. [Thanks dug!]
- Repeatedly generating GUID for asset when unable to parse GUID. [Thanks LocoCZ!]
- Dead bodies blocking interactable doors. [Thanks Twddisco!]
- Exception if nightvision property was added to saved glasses. [Thanks Barinnf!]
- An exploit related to NPC dialogue. [Thanks Liebesleid!]
- Unknown session response kick when server Steam ID changed. [Thanks sunnamed434 and DiFFoZ!]
- NPC conditions/rewards not applying for repair or ammo crafting. [Thanks iBowie!]
- Level loading null reference exception if forageable bush was missing Forage object.
- PEI civilian vehicle spawn table not spawning rally cars properly.
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
- Reverted addition of kill volumes inside some vanilla boulders.
Changed
- Show message when trying to join WAN address without Internet available.
- Placed kill volumes inside some vanilla boulders.
- Raised SNS timeout from 10s to 30s to potentially help servers experiencing spikes of traffic.
- Potential fix to zombie path not released error. [Thanks DiFFoZ!]
- Changed Scalar magazine rarity from Epic to Rare. [Thanks Naamell8!]
- Disabled workshop file setting ignored if response is received after initial startup. [Thanks Blaze!]
- Prevent using style and align tags in server listing description. [Thanks ItsRodrigoAl!]
- Converting UTC time in dat files to local time.
- Asset validation for non-readable object navmesh not checking child components.
- Asset validation log for quest condition resetting None status.
Changelog
Added
- Command-line "-LogBadMessages" option to help check for invalid network messages.
- Moved scythe cosmetic animation further back from character. [Thanks Toothy Deerryte!]
- Potential cause of workshop mods not loading on startup sometimes.
- Live config problem with byte order mark.
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
9th Anniversary on Steam
Today marks nine years since Unturned 2.0 first launched into Early Access on Steam. Thank you to everyone in the Unturned community for your support and creativity through another great year! With each individual update it can be hard to see how the game is changing and improving, but looking back over the years it's wild to realize how much has happened.
Firefighter Zombie Plush
We reached the minimum order quantity, many thanks to the early backers! Makeship has extended the campaign to the 15th, so if you're interested there is still time to pick one up. View Unturned Firefighter Zombie Plush on Makeship View Makeship FAQ
Vanilla Changelog
Changed
- Improved how zombies with multiple special attacks randomize their choices.
- Germany civilian ammo spawning 1911 magazines rather than Ace magazines. [Thanks Naamell8!]
- Reloading vanilla assets with /reload command failing due to legacy IDs in reserved range.
Changelog
Added
- GrantDelaySeconds option for NPC rewards.
- PlayerKnowsNameFlagID option to replace NPC name with ??? until introduced.
- Load asset bundles with same name and redirect if loading fails.
- Removed bone influences setting, default is now four.
- Shoulder and elbow bone blend weights. [Thanks many animators in the community!]
- Typo in Feather Hoodie description. [Thanks Bautobrodo!]
- Grenade assuming box collider is present. [Thanks Spebby!]
- Airplane propeller partial transparency while not driven. [Thanks Toothy Deerryte!]
- Shirt/pants metallic texture Smoothness missing from combined clothing shader. [Thanks Renaxon!]
- Several item rarity colors in crafting list. [Thanks MoltonMontro!]
- Different behavior of GC cleanup and unloading unused assets after loading rewrite. [Thanks Wyvernaed and CyberAndrii!]
- Potentially fixed using numpad enter in text fields. [Thanks Strilyx and MoltonMontro!]
- Picking up items from ground into storage bypassing max item count. [Thanks Lyhme!]
- Zombie special attacks damaging barricades, structures, and vehicles when targeting is disabled. [Thanks P9nda!]
- Loading error if a script on an effect threw an exception while pre-populating effect pool.
Firefighter Zombie Plush
We have collaborated with Makeship to bring the Firefighter Zombie to life in the form of a limited-edition collectible plush toy!
You can order this lovable monster from the Makeship campaign here: View Unturned Firefighter Zombie Plush on Makeship To produce them we need to reach the funding goal of 200 orders before the campaign ends on July 8th. Everyone will be refunded if the 200 mark is not achieved. View Makeship FAQ
Changelog
Fixed
- Stopped audio cutting off after original timer expired. [Thanks Toothy Deerryte and Jarshoowa!]
- Docs link in workshop menu not pointing at new docs site. [Thanks Kopfstroh!]
- Festive Toque overly aggressive culling distance. [Thanks Matqyou!]
- Exception if gun properties were specified for non-gun NPC item reward. [Thanks P9nda!]
- Incorrect write permission denied error for workshop submission on Mac and Linux. [Thanks CyberAndrii!]
- Inconsistent labeling in Options menu. [Thanks ItsRodrigoAl!]
- Near-zero and near-one bone blend weights on a few vertices of character model. [Thanks FJleKSS!]
Changelog
Added
- New animated hitmarkers and option to use non-animated style.
- Accurate range markers on vanilla scopes.
- Craftable Progress Pride flag jersey and pin available during Pride Month event.
- Transparency option for crosshair, hitmarker, and critical hitmarker colors.
- Accepted Artist, Hooligan, and Lime Tracksuit bundles into Stockpile.
- Multi-threaded asset loading with additional information on the loading screen.
- SpotLight_Enabled option for melee, tactical, and headlamp items.
- Allow_Lobby_Groups server config option.
- Windows dedicated server intercepts quit handler to save+shutdown when closed.
- Replaced Ballistic_Drop gun property with Bullet_Gravity_Multiplier.
- Removed Recoil_Aim gun property.
- Searching crafting list by name can show results without any available items.
- Redact certain hate speech regardless of profanity filter setting.
- Stop inspect and equip audio clips when the item is dequipped.
- Removed peripheral integrations. (e.g. long-disabled Discord integration and RGB keyboard integration)
- Replaced 2D cosmetic icons with 3D preview icons.
- Your own bullet impact audio is slightly audible regardless of distance to provide more hit feedback.
- Track kills on weapons with Shared_Skin_Lookup_ID. [Thanks NickSkunk!]
- Phantox Timberwolf albedo and emission textures flipped. [Thanks Semidvista!]
- Prevent resetting gun's fire delay by clicking again. [Thanks DerEnte!]
- Enable HUD during red flinch overlay similar to flashbangs. [Thanks Renaxon!]
- Miscolored roll bar on colored offroaders. [Thanks Alex!]
- Sentry gun spread/misses not properly using aim direction. [Thanks PiggySvK!]
- Clamp terrain cut brush radius to work around an engine crash. [Thanks DanielWillett!]
- Terrain material brush pixel average mode not working. [Thanks DanielWillett!]
- NPC passive pose resetting when unloaded. [Thanks Toothy Deerryte!]
- Items in nearby inventory incorrectly removed when a non-visible item is removed. [Thanks Joko!]
- Using lobby to bypass group member limit. [Thanks Semidvista!]
- Potential exploit to load assemblies from assets. [Thanks CyberAndrii!]
- Sync pending visibility changes when baking navmesh. [Thanks Toothy Deerryte!]
- Arrow tracers getting immediately destroyed. [Thanks Toothy Deerryte!]
- Ignore asset paths less than 2 characters as a workaround for material palette assets missing closing list bracket.
- Not applying framerate and vsync limits at startup.
- Fail loading of animal assets missing required game objects.
Scope Distance Markers
This doesn't make sniping easier, rather it raises the skill ceiling by giving distance estimation more use and removing scoped recoil reduction.
Before this update the markings on scopes were arbitrary whereas now they are adjusted to account for your field of view, the gun's muzzle velocity, the level's gravity, and your unit system preference. Modders can update custom scopes to use these new features, for more details: Sight Distance Marker Documentation
Asset Loading
The real meat and potatoes of this update: startup loading should now be faster for most players. On average it's about twice as fast.
Previously all of the asset loading was done on the main thread. Now the vanilla content and each installed mod is assigned two threads: one to search for files, and the other to read and parse them into memory (building on the asset parsing rewrite from the last update). This leaves the main thread to focus exclusively on pairing game data with the assets loaded from asset bundles. The majority of the main thread time is spent loading from asset bundles now. This step has to be done on the main thread, and unfortunately synchronous vs asynchronous loading doesn't make a difference here. In the future deferring some of this loading to as-needed async loading will cut down on startup time at the cost of slight delays, for example async loading a hat only when it's equipped.
Closing Windows Server
Kind of ridiculous to proclaim a minor change with fanfare and an image in the update notes, but as a PSA: clicking the Close button of the Windows dedicated server should no longer be a tragic mistake. Previously this immediately terminated the server process without giving the game a chance to save, so misclicking the Close button could result in lost progress. Now the game intercepts this event and tries to save+shutdown while sleeping the Windows routine. Using the regular shutdown command is still recommended however because by default Windows only allows up to 5 seconds before the server will be closed regardless.
Patch #1
Fixed
- Unable to select repair item blueprint. [Thanks Rattle189 and Renaxon!]
- Per-server manual workshop folder not working due to extra '/' in path. [Thanks baranmod!]
- Holographic reticule not visible with transparent critical hitmarker.
- Some hardcoded audio references not working.
- Not loading hitmarker style preference (oops).
Patch #2
Added
- Blueprint_#_Searchable (bool) option for debug items to hide from search results.
- Server reorganizes assets after loading to keep ID override order consistent with client.
- Incorrectly matching closest master bundle in file hierarchy when folders had same prefix.
- Parse unrecognized escape sequence as '\' and log message about '/' for file paths.
Changelog
Changed
- Rewrote .dat/.asset parsing and made distinction between "v1" and "v2" assets irrelevant.
- Removed April Fools' terrain materials because they were widely reported as annoying.
- Temporarily ban players kicked by BattlEye for 60 seconds. [Thanks Alex!]
- Potential workaround for reaching audio channel limit while loading. [Thanks Animatic!]
- Infinite loop if animated NPC dialogue was missing a closing angle bracket. [Thanks NSTM and Dug!]
- Blowtorch LOD1 incorrect UVs. [Thanks ItsRodrigoAl!]
- Respawn button disabled label out of sync. [Thanks ItsRodrigoAl!]
- Outdoors skill description missing increased drops. [Thanks P9nda!]
- Shared_Skin_Lookup_ID not working with ragdoll effect or kill counter. [Thanks NickSkunk!]
Asset Parsing Rewrite
Previously there were separate code paths and file formats for older and newer assets. This has been rewritten into a unified code path and unified file format. It doesn't sound particularly exciting, but there will be a variety of future benefits, and in the meantime:
- Modding is a bit easier without the separation between "v1" and "v2" assets, and now with better error messages.
- Parsing asset files is a bit faster. Rather than copying the entire file in memory multiple times it is parsed+hashed as it is read.
- Cleaned up significant "technical debt".
- All of the new code is unit-tested to help avoid accidental bugs.
New Modding Documentation Site
Molt has recently finished upgrading all of the documentation for a dedicated Unturned docs website. It is still a work-in-progress, but already has a much better UX / UI, built-in search functionality, offline downloads, and the option to switch between release (stable) and preview (latest) documentation. The new docs are written in reStructuredText, built with Sphinx, and hosted by Read the Docs. View Documentation Site
Patch #1
Fixed
- Lasers and night vision not parsing color blue channel. [Thanks DiFFoZ and DanielWillett!]
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.
Changelog:
Added
- Compare workshop file timestamps when joining server instead of asset bundle hashes.
- LogMemoryUsage command for server owners to get a high-level view of what exists on the server.
- Tracked quest title in HUD too short for some non-English characters. [Thanks nemukopic!]
- Pegasus Empire skin incorrect attachment color. [Thanks Yadaven!]
Changelog:
Added
- Gameplay config for third-person recoil and spread multipliers.
- Holding primary/secondary input will start item action as soon as possible.
- Allow bulk-reassigning material index/palette in editor.
- Ambient audio never playing if audio channel limit was reached during load.
- Exception when loading culling volumes on dedicated server.
- Garbage generated on server when filtering relevant connections for RPCs.
- Placeholder partial fix for spamming shoot inputs, however rate of fire is still lower than full auto.
- Item drops falling through narrow gaps when using raycast rather than spherecast. [Thanks Ghosticollis!]
- Vertical alignment of Masterkey when aiming. [Thanks MediumPlayer!]
- Remove warning for objects with legacy ID now that it is unused. [Thanks LocoCZ!]
- Valentines quest condition was applied to wrong secret admirer note dialogue. [Thanks GG_Gabr!]
- Miscellaneous Washington visual fixes. [Thanks AdamDN and Firecynical!]
- Missing distance check for barricade/structure salvage. [Thanks Ghosticollis!]
- Zombie detection radius while prone was too low for the newer collision. [Thanks JimmyDeluxe0 and Ms.Yawhaw!]
Third-Person Recoil and Spread Configurable:
When the third-person recoil and spread debuffs were added there was a lot of debate about making them configurable versus keeping the game experience more consistent between servers. The configurability argument is that the game should be as moddable as possible to encourage creativity and enable players to do whatever they find most fun, whereas the consistency argument is that it is confusing and disorienting to run into wildly different movement, gunplay, difficulty, etc. on every server. 2x recoil and spread in third-person is the intended vanilla experience. By requiring it for a while it became the consistent baseline, preventing reactionary servers from immediately disabling the change. (Unlike the movement changes which many servers immediately reverted.) Now that it has been the default, servers can choose to customize and raise and lower the multipliers as they see fit. Was this a good approach? We will see where it might make sense with future gameplay changes.
Changelog:
Added
- Arid Scout and Tourist cosmetic bundles.
- Always_Spawn_Full [bool] option for fuel items.
- Affected_By_Agriculture_Skill [bool] option for farmable items.
- Teleporting causes a complete culling volume update immediately rather than time-slicing.
- Limit max horde beacon item drops to 256. Previously a misconfigured drops multiplier could overwhelm the game.
- Prevent using single quote ' and double quote " when stricter built-in name filter is enabled.
- Support NPC hint reward in multiplayer.
- Discard loaded barricades if type has changed to avoid savedata compatibility problems. [Thanks Jdance-Media and joeymisfit!]
- Exclude uninitialized objects from level save, for example volume components inside Unity prefabs.
- Rubble hit collider can be any depth, not just direct children.
- Exception/kick when walking into a just-destroyed vehicle. [Thanks warren39 and DiFFoZ!]
- Barricades on surface of vehicle not working with child explosion armor multiplier. [Thanks Molt!]
- Flickering textures on atlassed meshes with original UVs exactly at 0.0 or 1.0. [Thanks AdamDN!]
Patch #1:
Fixed
- Slightly increased texture atlas UV padding for larger textures.
Arid Update:
The developers of Arid have added two new locations, new items, vehicles, quests, and improvements to the progression, balance, performance, and more!
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, dug, danaby2, and clue. If you enjoy the map and would like to support them, consider checking out the new Scout and Tourist bundles on the Stockpile: Arid Scout Bundle Arid Tourist Bundle
Changelog:
Added
- Option to use the classic crosshair shape.
- "Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.
- Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component.
- Exclude_From_Culling_Volumes [bool] option for objects.
- Exclude_From_Level_Batching [bool] option for objects and trees.
- "-DisableCullingVolumes" command-line flag. Not recommended.
- "-UseLevelBatching=true/false" command-line option.
- Valentine's day holiday condition for secret admirer note quest on Liberator.
- Per-location option to hide from map UI.
- Improved and re-enabled batching of level objects and trees.
- Assets with duplicate guid are now skipped during registration rather than assigning a new guid.
- Use same collision height (2 meters) for all zombie types.
- Slightly increase zombie vertical attack range by 0.1 meter.
- Slide while standing on zombie's/animal's head.
- Allow masks to work as underwater breathing apparatus with backpack.
- Semi-auto repairing melee items play an impact sound.
- Terrain tool weight target option can be used with auto foundation option.
- Stereo not *playing* the tracks not installed on the server, rendering the change in the previous update pointless. [Thanks Timmy!]
- Teleport animals that fall out of the map to a valid spawnpoint. [Thanks Toothy Deerryte!]
- Pooled effects getting prematurely destroyed. [Thanks Gamingtoday093!]
- Transparent pixels in supersampled screenshots. [Thanks Tiway!]
- Some inconsistent skin/cosmetic emissive intensity values. [Thanks diddlyono!]
- Animal collider not getting disabled on server. [Thanks surv0013!]
- Misaligned UVs on player/zombie ragdoll neck. [Thanks Toothy Deerryte!]
- Extremely small network positions off by one. [Thanks Gamingtoday093!]
- Some inconsistencies when enabling/disabling crosshair. [Thanks KarmaWSYD!]
- Interior culling size of several objects.
- Loading screen not appearing between clicking exit and reaching the main menu.
- Legacy airdrop/location node conversion not assigning instance ID.
Batching performance improvements:
This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false For more information there are two new articles intended for map developers: Level Batching Manual Object Culling
Changelog:
Added
- Option to use custom sized crosshair rather than size calculated from spread.
- "-DisableLightLODs" command-line flag. Not recommended.
- Delete_After_Filling_Target [bool] option for fuel items.
- SalvageItem [guid] option for placeable items when picked up below 100% health.
- Min_Items_Dropped_On_Destroy, Max_Items_Dropped_On_Destroy, and Item_Dropped_On_Destroy options for placeable items.
- Terrain_Test_Height option for housing floors, defaults to 10. (max height above terrain)
- Destroy_Clothing_Colliders [bool] option for clothes, Destroy_Attachment_Colliders [bool] option for attachments, and Destroy_Item_Colliders [bool] option for items. Defaults to true. Previously only root colliders were destroyed, but in this update child colliders are destroyed as well following low performance reports of mods with complex colliders on item prefabs. These options exists for mods which relied on child colliders (not recommended).
- Scale_Aim_Animation_Speed [bool] option for guns. If true, Aim_Start and Aim_Stop animations are scaled according to aim duration. Defaults to true.
- Laser_Color option for tactical laser.
- Main menu links to support site and preview branch changelog.
- Zombies block player movement again. (finally!)
- Stereo tracks list allow songs not installed on the server.
- Holiday condition supports Not_Equal comparison.
- Adjusted wording of pause menu respawn button.
- Support multiple workshop file IDs in AssetBundleCustomData.
- Log state of player in queue during transport failure.
- Better logging for custom modules to aid troubleshooting.
- Updated missing object and tree kicks to newer asset integrity used by foliage.
- Prevent viewmodel springs exploding at very low framerates.
- Case where logging exception could throw another exception.
- Stuck if EffectSpawner component was triggered while loading level.
- Nodes editor unable to select empty named locations in IMGUI mode.
- Fishing rod collision detection error logged when bobber started floating.
- Clamp server Timeout_Queue_Seconds lower than client timeout.
- Not tracking kill counter progress when quitting rather than exiting to menu.
- Copy/pasting scale in volumes editor.
- Vanilla ban command IP ban was using old net transport code.
- Objects with visibility conditions using quest GUID.
- Disable vehicle exhaust when all particle systems are finished.
- Incorrectly smooth normals on edge of Hangar #1 roof.
- Discolored wall in Mechanic #2 back room.
- Holding salvage key not resetting on death.
- Disable anonymous WAN IP check when joining through LAN server list.
- Weapons applying bleed/bone/food/water/virus/hallucination damage in safezone.
- Prevent attaching roofs to top of ramparts.
- Match mannequin placement arrow direction to other barricades like signs.
- Mannequin pose button getting out of sync with actual pose when rate limited.
- Server ignores using vehicle horn if audio clip is missing, can override with Has_Horn true.
- Blowing yourself up no longer counts as a kill stat.
- Prevent bed placement inside kill volume.
Behind the scenes:
I consider myself fortunate to have such a helpful community where many players are willing to help others on Steam Discussions, Discord, the subreddit, the forum, etc. I've always offered direct email support, but I don't think I could have kept up if it weren't for all the questions being answered and issues being solved by members of the community. Many thanks and a big shoutout to everyone involved! Over the past couple years I've noticed the volume of support emails rising, perhaps from the higher number of players. This has gradually increased the amount of time required, and reduced time for development. In order to both improve the support process and free up time for gamedev the New Support Website was my main focus earlier this month. There are some issues and questions that come up repeatedly, so my goal is to provide official articles and guides that go more in-depth than I could over email. My hope is these will be easier to find, more helpful, and serve as a resource for community helpers too! For anything not covered, there is a new user-friendly ticket form replacing the old email. This update was primarily focused on catching up with some backlogged fixes and improvements. I'm not quite finished catching up yet, but wanted to get the ready-to-go stuff released considering it has been a while since the last update.
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
Patch #1
Fixed:
- Kill counters and ragdoll effects on detonator skin.
A6 Polaris Teaser:
Watch the trailer for danaby2's upcoming curated map "A6 Polaris" releasing next Friday! [previewyoutube=mtcRMJBXtq8;full][/previewyoutube]
Changelog:
Added:
- Spread_Angle_Degrees gun option replacing Spread_Hip.
- Aim_In_Duration gun option. Old hardcoded default was 0.2 seconds. Vanilla guns have been tweaked +/- 50ms on average.
- Aim_Duration_Multiplier gun attachment option. Large vanilla magazines reduce aiming speed.
- Damage_Falloff_Max_Range option for falloff to finish closer than the total max range.
- Plugin option to hide center dot and disable reputation change notification.
- Separate messaging and auto-shutdown for update rollbacks.
- Is_Music bool option for effect asset used in ambiance volumes.
- Support for warning if there is a large discrepancy between server listing and actual in-game ping.
- Crosshair follows recoil similar to laser and better represents actual spread.
- Prevent joining servers without GSLT over the internet. LAN servers are unaffected.
- Trees can override their appearance on the 2D chart similar to objects.
- Item condition supports comparison other than >=.
- Improved how viewmodel camera is automatically aligned with gun sights.
- Pressing enter in IP field shows loopback/LAN info, and with a ":port" moves port to the port field.
- Gun spread is finally circular rather than square.
- Clear volume selection when changing tool.
- Selecting quests in quest list when a quest asset was missing.
- Foliage tool performance while not painting with large brush.
- Potential nodes editor bug with IMGUI mode.
- Volume solid visualization visible in satellite capture.
- Collision at rear of destroyed ural object.
- Alignment of volumes tab and objects list.
- Not timing out when server did not respond to join request.
Patch #1:
Fixed:
- Crosshair not fading out when opening menus.
- Animator component used by mods/plugins re-enabled.
- Main menu stuck when resolving invalid hostname.
Server Changes:
Edit: this first change has been disabled following feedback. If you would like to find non-P2W servers the best option is to use the "None" or "Non-Gameplay" Monetization filters in the server list. Refreshing the Internet server list without a name filter will only show non-monetized and non-gameplay-monetization servers now. As a reminder: servers selling gameplay advantages should not categorize themselves as non-monetized / non-gameplay-monetization. Examples of gameplay advantages include weapons, vehicles, experience, admin commands, progression skips, etc. The goal is to help promote discoverability of non-pay-to-win (P2W) servers for new players. Last year setting a Game Server Login Token (GSLT) became a requirement for listing on the Internet server list. This has now become a requirement for direct connection as well. The goal is to help with moderation of servers re-uploading other creators' workshop files without permission.
Changelog:
Added:
- All effect, dialogue, quest, and vendor references support guids.
- Asphyxiating status icon while in non-breathable area.
- Max Boss Zombies per-navmesh option.
- Per-dialogue-message option to change NPC face.
- Removed devkit editor and its related unused systems.
- Moved decal visibility into regular editor visibility tab.
- Partially upgraded Nodes editor similar to Volumes and re-categorized devkit spawnpoint as node.
- Moved devkit object material overrides into Objects editor.
- Item Equip sound is redirectable with EquipAudioClip option.
- Server logs when client requests graceful disconnect.
- Slightly improved "spy" capture performance.
- Several exploits to remove grass and terrain materials.
- Twised start of road mesh with "ignore terrain" enabled.
- Another bug with planar reflections with multiple water volumes.
- Leaking foliage cuts when floors were destroyed.
- Pressing rotate item while not dragging item still playing audio.
- Lockpicks, tires, and batteries being removed if another player enters vehicle while using.
- Round scale to -1 or +1 if nearly equal to help reduce slight misalignments between objects.
- Round rotation angles if nearly axis aligned to help reduce slight misalignments between objects. For example 89.99 rounds to 90.
- Adjustments to Kuwait letterman shoes, bubble pipe, and mask. [Thanks Animatic!]
Notes:
Most effect and NPC features did not yet support guids, instead relying on the old 16-bit ids. Now anywhere that a 16-bit effect or NPC asset id is used can also support guid instead. New and future content should use guids where possible to avoid asset id conflicts. Going through all of the related code was a rather large change, so there might be some unexpected side effects that need fixing in a patch. Merging the last few features from the devkit into the regular editor is a big step toward improving the experience for mappers. The focus of editor updates can finally shift from fixing the "devkit vs legacy" mess to new tools, features, QoL, etc.
Changelog:
Added:
- Oxygen volumes for deep caves or special underwater plants.
- Accepted Demon of Greed, Pirate Captain, and Demon Hunter outfits from the Curated Workshop.
- Raised minimum Grass quality from Off to Low.
- Grass is now streamed from a worker thread which reduces the CPU performance impact.
- Improved performance of screenshot capture with supersampling enabled.
- Improved logging of kicks for transport failure.
- Sentry gun shooting while paused.
- Lobby screen breaking if plugin set description to invalid base64 string.
32-bit Windows (again):
Several updates ago in 3.22.14.0 support for 32-bit Windows officially ended. This was not well communicated in game however because unless the archived 32-bit compatibility branch was installed it was combining the older build with the most recent shared/common files. In order to make this smoother for the meantime the 32-bit Windows version will stay up-to-date, but can only play singleplayer (not multiplayer), and shows an explanation on the main menu. Opting-in to the archived 32-bit compatibility branch allows hosting and playing multiplayer on the older version.
Changelog:
Changed:
- Reduced intensity of camera flinch from damage by 50%.
- Increased explosion camera shake recovery speed by around 20%.
- Reduced radius of explosion camera shake for most effects by around 50%.
- Reduced screenshot player tagging distance to 64 meters.
- Improved logging of kicks for bad connection.
- Third-person-only servers have the third-person recoil and spread penalty disabled.
- Foliage manager is added to level if missing when bake is clicked.
- Startup stuck if preferences file is read-only.
- Unable to join servers in third-person-only mode.
- Hockey mask not equipable in hands.
- Catch localization string format exceptions.
- Disabled cultist outfit textures CPU read/write.
- Outline glow appearing over laser dot.
- Housing item mouse wheel input not blocked by UI.
- Not saving options/graphics/controls in level editor.
- Manually installed Maps missing from per-server asset list.
- Accumulating error when copy/pasting transform.
Changelog:
Added:
- Directional flinch when damaged.
- Camera shake from nearby explosions.
- Command-line "-FallbackGizmos" option to use 3D line renderers instead.
- InventoryAudio option for drag/drop item sounds.
- Procedurally_Animate_Inertia bool option for equipable items.
- Zoom_Using_Eyes bool option for gun sights.
- Equipable_Movement_Speed_Multiplier option for equipable items and gun attachments.
- Aiming_Movement_Speed_Multiplier and Aiming_Recoil_Multiplier options for guns and gun attachments.
- Attack_Interval option for animals (measured in seconds).
- Support for server plugin setting item hotkeys.
- Support for server plugin enabling voice chat while dead.
- Command-line "-FrameRateLimit" option which overrides the menu option.
- Command-line "-FarClipDistance" option for players who want to try reducing max draw distance below minimum.
- Recoil and spread are doubled while using third-person perspective.
- Improved tactical laser visibility through scopes.
- Increased default text field length from 16 to 100.
- Reduced bullet casing bounce volume.
- Separated water surface visibility in editor from volume visibility option.
- Animal damage considers player armor.
- Include workshop file name in asset mismatch kick message if different.
- Server description corruption with line break inside multi-byte codepoint.
- Precision loss when repeatedly dragging transform back and forth.
- Crafted guns with state transfer will use default firemode.
- White surface when water volume loads with planar reflection disabled.
- Using fertilizer on fully-grown crops.
- Washington note showing empty line of text.
Recoil Changes:
The skill ceiling of first-person aiming has been raised by adding secondary recoil away from the center of the screen. Holographic sights and tactical lasers are the best indicator for this because they always point exactly where the shot will go. i.e., if the gun has zero spread and the laser has recoiled above the crosshair then the bullet will hit exactly where the laser marks. Third-person recoil and spread have been doubled to encourage the use of first-person aiming.
Changelog:
Added:
- Ability to slightly raise/lower floor placement using mouse scroll wheel.
- Cartography editor volume to mark chart/GPS area for non-square maps.
- Sphere shape option for most editor volume types.
- Newer volume editor equivalents for older volume-style editor nodes.
- Support for multiple teleporter exits per entrance in which case a random exit is chosen.
- Visibility button to volume type buttons in volumes editor.
- WearAudio option for clothing items.
- PlacementPreviewPrefab option for barricades and structures.
- Is_Visible_In_Vendor_Menu option for currency items to hide them from vendor currency list.
- InspectAudioDef, ImpactAudioDef, and WearAudio can now also reference AudioClip, not just OneShotAudioDefinition assets.
- Client adjusts ID-to-asset lookup per-server to reduce multiplayer asset conflict issues.
- Pillars can be rotated in 30 degree increments, and hold shift to rotate counter-clockwise.
- Only screenshots without HUD visible are used on the loading screen.
- Pick axe and jackhammer can damage regular objects and trees.
- Minor engine patch update from 36f1 to 38f1.
- Loading screen music not playing while in server queue.
- Do not use screenshots greater than 10 MB on the loading screen.
- Negative scaling not rotating objects when necessary.
- Sprint toggle input affecting steady aim input.
- Steam Networking debug output crash. [Thanks DiFFoZ!]
- Object and vehicle overrides fallback to client prefab if server prefab does not exist.
- Clouds not visible with OpenGL.
Multiplayer Workshop File Order:
In multiplayer the client now rebuilds the list of known assets according to the workshop file order specified by the server. This fixes a variety of issues like crafting recipes from mods not available on the server showing as crafting options, and ensures that mods which override each other are applied in the same order for all players.
Changelog:
Added:
- Walls and pillars can be snapped above and below existing walls.
- "The Bridge Where It Rains" music by staswalle on Washington loading screen.
- Screenshot resolution multiplier and supersampling option. For example supersampling with a 4x multiplier at 1920x1080 will produce a 15360x8640 screenshot downsampled to 7680x4320.*
- New editor for "devkit" volumes in the regular level editor.
- Box move (double-press Q) and box resize (double-press R) transform tool modes.
- Level editor option to disable underwater effects.
- Customizable acceleration, deceleration and max walk speed for physics materials.
- Enable_Participant_Scaling option for horde beacon per-item. Defaults to true.
- InspectAudioDef option for equippable items.
- OnGameUpdateDetected event for plugins.
- Is_Full_Moon NPC condition.
- Roofs no longer require pillars for placement.
- Improved precision of triangle floor overlap test by approximating with six boxes rather than three. This helps reduce false "blocked by" warnings.
- Hide item action if quest conditions are not met.
- Clip.prefab is no longer necessary for trees and objects.
- Barrels can override muzzle flash position with "Muzzle" transform.
- Destructible objects can use tree blade ID.
- Tweaked the placement of blue trash bags at the Seattle construction site dumpster to reduce clipping and make them easier to safely land on.
- Adjusted chart colors of all vanilla maps, as well as how PEI boulders, Washington boulders, and Russia quest lasers appear on charts.
- Updated icons, preview images, loading screens, charts, and satellite views of all vanilla maps.
- Unified barricade/structure editor, regular objects editor, and volumes editor transform handles.
- Game now handles Steam overlay screenshot requests.
- Screenshots no longer overwrite each other and can appear on the startup loading screen.
- Vanilla pre-placed blood decals are not loaded if blood splatters are disabled.
- Human animation template leg roll.
- Potential problem with per-level version kick, log when unable to parse version.
- Housing ramp blocking pillar and wall placement two floors below.
- Holiday items visible in stylized chart capture.
- Effect spawn position when forageable bushes are destroyed.
- Roads that should have been curved on Germany.
- Spot where the road was partially covered by the terrain on Germany.
- All of the road guardrails on the Germany map to face inwards rather than outwards.
- Removed some boulders that were located under the map terrain on Russia.
- Incorrect materials being used out-of-bounds on Russia.
- Typo for the ragdroll removal tool where the item name was misspelled.
- Icon dimensions of many cosmetics to improve the quality of their high-res icons.
Downward Building:
Houses can finally be extended downward! This is especially useful for bridging gaps like roads and rivers, or repairing foundations after a raid.
Volumes Editor:
All of the "devkit" volumes have been moved into the regular editor, and are easier to shape with the new box move and box resize tools. Subsequent updates will convert older volume types like safezones to this tool, and add other shapes like spheres.
The Bridge Where It Rains:
Washington is the second map to receive theme music by staswalle! You can hear it on the loading screen, boombox item, or his YouTube channel here: https://www.youtube.com/watch?v=Dahxcuufnn8 YouTube Video Link
Notes:
Special thanks to Tyler "MoltonMontro" for the map and icon tweaks and fixes! Playtime item drops have been disabled, but may return for special events like map releases. It was not very exciting to receive the older items, and I want to eliminate any item drop farming if it exists. This will be the final version with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players. *Current supersampling implementation is a mediocre placeholder until I add supersampling as an in-game anti-aliasing option. It will be faster once that is taken care of.
Patch #1:
Fixed:
- All weapons being treated as having bladeID 0.
- Preserve old scale pivot snapping behavior.
- Kill volumes not killing.
Added:
- Floors and pillars can be snapped to floating walls.
- Requires_Pillars option for custom walls.
- Show name of item blocking housing placement.
- Clip.prefab is no longer necessary for barricades or vehicles.
- NPC does not look around while under arrest or surrendering.
- Line wrapping names in main menu character list.
- Protect against vehicle dropping scrap items multiple times.
- Vehicle bumper collisions ignore anything attached to vehicle.
- Climbing ladders angled into thin walls.
- Startup issues when IO permission to log file is blocked.
- Placement blocked by floating walls.
- Menu stuck when launching game through Join Friend button.
8th Anniversary on Steam:
I am happy to celebrate another great year in the Unturned community! We first launched into Early Access on Steam in 2014: eight years ago today. Thank you to everyone for your longtime support and encouragement as the game continues to grow and (hopefully) improve! I consider myself incredibly fortunate and lucky to be able to focus on this project full-time for so long.
Changelog:
Added:
- Housing Planner tool for quickly placing structures. [ID 1764]
- Notification on main menu when an update is available.
- Server option to shutdown for auto-detected game updates. (Finally, eh?)
- Server option to shutdown for scheduled maintenance at a fixed time.
- Grow_SpawnTable (guid) option for crops.
- Copy to Clipboard button for error message.
- Option to make terrain holes visible for finding gaps.
- Terrain material icon in asset list.
- Housing item placement is easier now that connections betweem then are tracked.
- Roof placement requires two pillars rather than a pillar at each corner.
- Shooting/attacking stops clientside if no inbound traffic has been received for 2 seconds.
- Updated barricade placement on vehicle to use netids rather than index.
- Temporarily buffed brick-material housing items from 800 to 1650 HP.
- Many exploits for stacking housing items in the same slot.
- Explosion damage respects zombie armor.
- Terrain editor per-"pixel" smoothing mode near edges.
- Whitespace-only player names with name filter disabled.
- Reverted post processing version to work around TAA transparent field of view bug.
- Some terrain hole gaps on Germany.
- Wrong material on circular table barricade LOD1.
Housing Planner:
The Housing Planner lets you quickly place housing items without waiting for animations, and pick them back up much faster. It can crafted from a GPS and Rangefinder, or found as an uncommon drop at construction sites. There are a variety of housing-related rewrites in this update which are part of a first step towards better base building. Future work in this area will include building downward, claim flags automatically covering the entire connected house, replacing the crafting system, and more!
Server Auto Restart:
Two features have been added to the server Config.json file in this update to make server maintenance without plugins easier: Scheduled Maintenance: Restarting approximately once per 24 hours is recommended for the meantime because most of the older code still uses 32-bit floating point time. While this is gradually being improved an option to schedule shutdown has been added. Enable_Scheduled_Shutdown: if true the server will shutdown at the specified time. Scheduled_Shutdown_Time: local time the server will shutdown. Scheduled_Shutdown_Warnings: list of times before the shutdown to notify players. For example 30:00 will broadcast in chat 30 minutes before the shutdown. Checking for Updates: Finally! The server can monitor for updates and restart when one is detected. Enable_Update_Shutdown: if true the server will monitor for updates. Update_Steam_Beta_Name: defaults to "public", but can be set to "preview" for servers running on the preview branch. Update_Shutdown_Warnings: after an update is detected the server will wait for the longest of these durations to notify players before shutdown. For example if the longest time is 2:30 the server will broadcast in chat 2 minutes and 30 seconds before the shutdown. Practical Application: These options are most useful in conjunction with a script that updates and restarts the server in a loop. For example this Windows .bat script can be placed in the steamcmd folder to infinitely update and restart the server:
@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
Windows 32-bit Deprecation:
This will be one of the last updates with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players. The final update with 32-bit Windows support will be sometime in early August, and will also remain permanently available on a Steam beta branch for anyone returning to the game on a 32-bit PC.
Biohazard Zombie Plush:
For anyone on the fence: this Saturday, June 25th, is the final day the Biohazard Zombie Plush is available for purchase from the Makeship campaign. Thank you to all the early customers for your interest and support reaching the funding goal! View Unturned Biohazard Zombie Plush on Makeship
Steam Summer Sale:
Most bundles in the item store as well as the gold upgrade are discounted for the Steam Summer Sale! The discount is approximately 25% but varies depending on regional pricing. View Item Store View Gold Upgrade
Interim News:
My apologies for the unusually large gap between updates! Rest assured this is only because I am working on some (hopefully) nice improvements for the Unturned 8 years on Steam anniversary July 7th.
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
Biohazard Zombie Plush:
We have collaborated with Makeship to bring the Biohazard Zombie to life in the form of a limited-edition collectible plush toy!
You can order this lovable monster from the Makeship campaign here: View Unturned Biohazard Zombie Plush on Makeship To produce them we need to reach the funding goal of 200 orders before the campaign ends on June 24th. Everyone will be refunded if the 200 mark is not achieved. View Makeship FAQ
Base Game Changelog:
Added:
- "Projection Ratio Coefficient" option for "Focal Length" sensitivity scaling.
- Terrain editor hotkeys to switch active tab.
- Updated Unity from 2019.4.38f1 to 2020.3.34f1.
- Always load english text as fallback.
- Vanilla ban command also bans player HWID.
- Replaced placeholder equipment rate limit fix by converting item hash to the newer asset integrity system.
- Boombox volume slider triggering rate limit kick.
- Explain kick when server per-platform assetbundle hash is out of date.
- Vertical alignment of font color setting.
- Text field character limit in IMGUI mode.
Changelog:
Added:
- Alt hotkey to remove baked foliage with paint brush.
- "Disable" option for sensitivity scaling mode.
- Terrain material editor filter for only in-use materials.
- Terrain material and foliage editor name filters.
- Kick threshold for significantly exceeding per-RPC rate limits.
- Separated terrain editor brush strength value for each tool.
- Assetbundle hash is included in asset integrity check.
- Warn if vendor vehicle spawnpoint is unset.
- Missing vendor and reward spawnpoint for vehicle uses player position as fallback.
- Picking up items while climbing.
- Invalid item conditions on tracked quest breaking UI.
- Fists use melee damage multiplier.
- Terrain undo/redo interfering with other undo/redos.
Patch #1:
Sorry to say that there were two embarrasing mistakes made in the initial release of this update:
- Firstly, the 2020 LTS beta was accidentally set live rather than the actual update. The reason this happened is that my automatic release process was using the newest upload rather than the upload from the preview branch. In order to ensure this never happens again the automatic release will now specifically use the preview branch version rather than the newest version, and a confirmation dialog to double-check.
- Secondly, players were getting kicked for exceeding rate limits when equipping a kit. This highlighted a flaw in the equipment system from back when integrity checks were first added to equipped items. For the meantime I have increased the equipment rate limits significantly as a temporary workaround, but for the next major update I will properly resolve this flaw. If you experience other incorrect rate limit kicks please let me know and I will get them fixed, and as a temporary measure it is also possible to raise the Rate_Limit_Kick_Threshold in Config.json.
Details:
Client-invokable RPCs already have rate limits intended to prevent wasting server processing time. There was no penalty for repeatedly hitting these rate limits however, so time could still be wasted ignoring requests. There is now a Rate_Limit_Kick_Threshold option: if the same rate limit is hit this many times within the cooldown window the client will be kicked. For example a value of 5 means the client will be kicked the 5th time it is called within the same cooldown window. The default is 10. The server checks both individual asset integrity and Unity assetbundle integrity to prevent cheaters from modifying their files to gain an advantage. Previously it was possible to bypass this by loading a different assetbundle on a per-asset basis, for example by adding a legacy ".unity3d" assetbundle to a vanilla vehicle. Individual asset integrity checks now include the assetbundle hash as well which prevents this exploit as long as the multi-platform ".hash" file is available for the server.
Unity 2020 Preview:
Unturned is currently using Unity 2019 LTS. Upgrading to 2020 LTS seems to be stable now and fully backwards compatible with existing content. If you would like to give it a try it is on the "unity-2020" beta branch, though there are still some known issues to fix next week. Assuming there are no unexpected surprises *fingers crossed* it should be in the next update.
Changelog:
Added:
- "Haven Across" music by staswalle on PEI loading screen.
- "Focal length sensitivity scaling" to adjust sensitivity according to scope/optic projection ratio.
- Controls option to use "Legacy" sensitivity scaling from prior to the 3.22.8.0 update.
- Hole mask brush for cutting holes into terrain.
- Gun option Requires_NonZero_Attachment_Caliber to disable vanilla attachments.
- Vehicle and turret passenger Unity events.
- Modulo NPC math operation and B_Value option as alternative / default for B_ID.
- Cost_Multiplier option in level asset skill rules.
- Per-navmesh "infinite agro range" zombie option.
- Browse Files button in editor maps list.
- Flashbang briefly flashes a light component upon detonation.
- Merged "devkit" terrain tools into regular editor.
- Updated Germany, Hawaii, and Greece hole volumes to new hole masks.
- Improved foliage responsiveness by spiraling outwards.
- Updated Freezing mythical to the newer snowflake particles.
- Separated Melee_Repair_Multiplier from Melee_Damage_Multiplier.
- Replaced Germany grass materials with greener variants.
- Map preview image wrong size in singleplayer, editor, and server detail screens.
- Scope focus foliage option leaking memory with dual render scopes disabled.
- Prevent skycrane from picking up destroyed vehicles.
- Black water mask on main menu if logging out while underwater.
- Props with quest condition not updating when quest is abandoned.
- Decals are considered "small" in objects list filter.
- Locked brakes with vehicle physics profile braking model override.
- Placeholder workaround for carepackage landing misprediction.
- Re-enable oil on sand material.
Patch #1:
- Fixed dedicated server was not loading out-of-bounds terrain for automatic conversion.
- Added hint labels for obscure terrain editor hotkeys.
PEI Loading Screen Music:
PEI is the first map to receive loading screen music by staswalle!
You can listen on his YouTube channel here as well: https://www.youtube.com/watch?v=Rxki2vxbAEA
Terrain Holes:
Back in 2016 the Unity engine did not have built-in support for cutting the terrain. "Hole volumes" were hacked together as a solution for Unturned, and basically acted as a portal which disabled collision against the terrain. There were a lot of drawbacks to this approach however: for example bullets had to check whether they would pass through a hole before doing collision tests, and each pixel of the terrain shader tested whether its 3D position was inside a hole for transparency (which is why there was a limit on the max number of holes). Nowadays Unity DOES have built-in support for an unlimited number of holes fully integrated with physics, so the custom workarounds can be removed!
Unturned will automatically convert hole volumes on existing maps to the painted hole mask, but there might be some gaps until the level creator manually reviews the changes. Alongside this upgrade any maps using the old terrain tools are automatically converted to the new terrain tools, which have also finally been merged into the regular editor. In order to "dogfood" these changes I manually upgraded Germany, Hawaii, and Greece (which was using the old terrain system), so hopefully that shows I really believe this is an important improvement for the game even if there are some wonky effects on older maps that need manual revision. (Sorry!) If you are working on a map and run into any problems with this conversion please feel free to email me nelson@smartlydressedgames.com.
Miscellaneous:
Following feedback on the scope zoom and sensitivity fixes in the previous update: we should now have the best of both worlds! A new "Sensitivity Scaling Mode" option has been added to the Controls menu. The default "Focal Length" option is new, and should perfectly adjust the sensitivity according to the perceived size of enemies on screen. I would recommend at least giving it a try, but if you want both the zoom levels and sensitivity to be reverted to how they were before the previous update you can choose the "Legacy" option. Alternatively the "Zoom Level" choice is available which preserves the behaviour of the previous update. Grass loading (especially with "scope focus foliage" enabled) often felt unresponsive because it started in a grid pattern North-West of the camera. Loading now instead follows a spiral pattern outward from the camera, so the closest foliage is loaded first. In sadder news I am sorry to say that Unturned II (4.0) development has been paused. This post summarizes some relevant factors from my personal life, and how Unturned (3.0) will be affected going forward: Read "Unturned II Development Paused" Blog Post
Changelog:
Added:
- Climb interaction on ladder to snap without jumping.
- Graphics option for maximum draw distance.
- Options menus are available in the level editor.
- Quit to desktop buttons.
- NPC reward to override player spawnpoint.
- Zoom factors use preferred field of view.
- Invert water mask while camera is underwater.
- Updated Unity from 2019.4.37f1 to 2019.4.38f1.
- Disabled specular on vanilla static materials.
- Not applying conditions/rewards on quest and vendor dialogue responses.
- Disable sky fog on water backface.
- Missing character limit in uGUI text chat input field.
Ladders:
After the character movement update it became more difficult to climb down ladders, so at long last you can optionally press the Interact key to mount at the point you are looking! Hopefully this reduces the number of hospital visits caused by jumping to climb down. Walking into a ladder to climb is also still supported.
Max Draw Distance Option:
You are probably sick and tired of hearing about fog adjustments with these past few updates.
100% is a balance between performance and quality. It was the intended maximum in the first of these updates, reducing the draw distance from its previous insanely high value. 50% is available for some lower-end hardware, but players at the maximum network distance will be slightly within the fog. 200% is available for higher-end systems. Keep in mind that 2x the draw distance (radius) is 4x the area, so 100% has 4x the area considered for rendering compared to 50%, and 200% has 16x the area compared to 50%. The level editor max draw distance is separate from the in-game max draw distance, and its values are 2x as large. Landmark draw distance is automatically adjusted for the max draw distance, so for example landmarks 100% with a max of 150% is not rendering any landmarks in the fog.
Miscellaneous:
Controls, options, graphics, and display settings can be adjusted in the level editor without returning to the main menu. You can also quit to desktop from the level editor or in-game pause menus, however the disconnect timer applies while playing in multiplayer. NPCs can set a spawn location override so that the player will respawn at a marked location or vehicle spawnpoint. This override is saved between sessions. For example it could be useful for story sections or safezones. Previously scopes and optics multiplied a base field of view of 90 degrees, whereas now your configured field of view is used.
Changelog:
Added:
- Mask when camera near clip plane intersects water.
- PvP damage penalty when client is potentially faking lag. (e.g. "lag switch")
- Various minor gameplay balance adjustments. (detailed below)
- Render sky fog before transparent objects. Water transparency renders sky fog in forward pass.
- Updated Unity from 2019.4.35f1 to 2019.4.37f1.
- Converted hardcoded Anastasia door to text chat component + IOBS component.
- Warning when item blueprints have identical conditions.
- Leftover holiday chicken on Liberator. [Thanks danaby2]
- Capturing satellite image when assets are missing from level.
- Singleplayer pause menu also pauses audio globally. [Thanks Toothy Deerryte]
Balance Improvements:
It is widely agreed that some balance adjustments are long overdue, so this update combines a variety of work-in-progress upgrades from the past few months of tuning and feedback:
- Recoil on the Maplestrike has been decreased by 5%, and the recoil control buff from Sharpshooter has been changed from 50% to 95%.
- Draw distance has been further reduced down to 256m. Inflation of map sizes in open-world AAA games make it harder for us to compete, so the extremely exaggerated fog in Unturned at least makes the map FEEL bigger.
- Green skin color hues have been removed from the Permanent Gold Upgrade. They made it too easy to blend into grassy maps like Kuwait and Arid. Instead, they are now a complimentary benefit of the new subscription-based Platinum Upgrade DLC. Locking them behind a more expensive paywall makes them rarer, and thus more balanced.
- Helicopter audio volume has been increased by 220% to better convey how intimidating it should feel to see a helicopter flying toward your base. The deafening volume for passengers helps balance out how useful they are.
- It was unfair for zombies to use navmesh pathfinding when animals cannot, so zombie AI has been replaced by animal AI. Use of flares and other zombie-attracting items is encouraged to help them get unstuck from corners.
- Devkit was overpowered because it had features missing from the regular editor, so two new level editors "modKit" and "BoxEd" have been added which combine some features and remove others, evening the playing field for beginners to the modding scene. Editing mods without re-uploading to the workshop first is no longer supported.
Underwater Mask:
The lower-left of this screenshot would previously have been a clear view of underwater zones, but now gets filled with the water color. This should help protect secret underwater locations and bases.
Fake Lag Threshold:
In recent weeks the exploit of artificially delaying game packets AKA "lag switching" has become more of a nuisance. To combat this, a new setting in the server Config.json file "Fake_Lag_Threshold_Seconds" has been added with a default value of 3 seconds. If there is a delay between input packets from the client greater than this threshold they will be penalized for a corresponding duration minus one second. For example if the threshold is 3 seconds and the server does not receive any inputs from a client for 3.2 seconds, they will be under penalty for 2.2 seconds. During a fake lag penalty the client's damage against other players is multiplied by the "Fake_Lag_Damage_Penalty_Multiplier" setting which defaults to 0.1 or 10%. For example if the multiplier is 0.2 then the client will only deal 20% gun and melee damage against other players while under penalty. Unfortunately false positives are relatively likely if the client framerate hitches, for example while loading a dense region. With the netcode rewrites of the past year these hitches should gradually be ironed out, but for the meantime the "Fake_Lag_Log_Warnings" setting can be enabled to help tune the threshold.
Changelog:
Added:
- "Disable" option for weather command which cancels active weather and future scheduled weather. Useful for maps like Yukon which otherwise immediately start different weather when cancelled.
- Editor setting to disable clouds on a map. [Has_Clouds in level asset]
- Button to open file explorer in workshop item's install folder.
- Button to open Logs folder from errors window.
- Save preferred in-game player list sort mode.
- Increased level editor far clip plane distance back to 4,096m.
- Sky transition fog only starts blending in past 75% of the far clip plane. This feels less foggy than the previous update, and helps hide issues with transparency.
- Using weather command with currently active weather guid will reschedule rather than toggling.
- Gentle snowfall no longer overrides sky fog.
- Planar reflection skybox projection matrix.
- Hide holiday-restricted props from satellite capture.
- With streamer mode enabled show in-game player list using redacted names.
Changelog:
Added:
- In-game option to sort player list alphabetically or by group.
- Transition fog near edge of maximum render distance.
- New clouds and aurora borealis rendered in skybox.
- Added more trashbags to the fall-cushioning blue trashbag areas under the Seattle, Washington crane, and adjusted their positioning. The changes to mid-air strafing made these more difficult to land on, and they could be difficult to see from atop the crane while in first-person. These changes make the landing easier to see and achieve.
- Adjusted the car parkour at Rainbridge Island, Washington to be more forgiving. The changes to mid-air strafing made it more difficult to traverse. It should now be easier to climb down without breaking bones, and easier to climb up without getting stuck.
- Added wild animal spawns in the wilderness near Chersky Farm, Russia.
- Added item spawns to the upper floor of the Kivgrad Harbor, Russia office building.
- Added item spawns to the interior rooms (and outdoor picnic table) of the ship docked at Kivgrad Harbor, Russia.
- Tweaked the Industrial Generator from Rare Rarity to Epic Rarity.
- Renamed the Umbrella (barricade) items from "Umbrella" to "Patio Umbrella".
- Renamed the Flare (barricade) items from "Flare" to "Flare Sconce".
- Updated the item descriptions of the Golf Club and Wreath.
- Updated localization of the legacy editor's transformation tools for accuracy and consistency.
- Updated localization of various console commands for typos, correctness, and missing localization.
- Explosion armor value while naked.
- Planting seeds on ghillie netting.
- Overriding material IsArable / HasOil.
- See-through underside of debris clipping into the unfinished building in Seattle, Washington.
- Bad clipping and misalignment with objects around Kivgrad Harbor, Russia.
- Misaligned objects at the Keryev, Russia factory building.
- Railway track at the factory building in Keryev, Russia that briefly travelled beneath the floor.
- Floating railway bridge in Germany.
- Spot where players could rarely get stuck atop a crate at Shelton Farm, PEI.
- Floating or misaligned objects in Stratford, PEI.
- Floating snow around the Yukon road tunnel.
- Bugged zombie spawn point in the Ibex Valley, Yukon where the zombie would immediately fall through the world once alerted.
- Usage of various deprecated item properties.
- Skybox tree backface depth pass on forward rendering.
- Not returning attached effects to pool after parent was deactivated.
Draw Distance:
The "draw distance" setting affects which nearby entities are visible. Separately, the "far clip plane" is the absolute maximum draw distance for everything including terrain, water, clouds, etc. Prior to this update the clouds and aurora borealis were drawn as 3D meshes, and similarly prior to the previous update (3.22.4.0) the stars, sun, and moon were also drawn as 3D meshes. This meant the far clip plane distance had to be long enough to cover essentially the atmosphere, but as a benefit the entire terrain was visible at ultra settings. Now that the sun, moon, stars, etc are rendered in the skybox the far clip plane has been reduced to 1,024 meters which means the entire terrain is no longer visible at once, but has quite a few upsides:
- Culling is one of the main CPU bottlenecks, and takes less time thanks to the early rejection.
- On first impression the old mesh clouds were often mistaken for flying boulders. The new clouds are a bit flat, but look less like rocks, and might be upgraded to 3D/volume textures in the future.
- Skybox reflections on metallic objects include clouds, stars, moon, etc.
- Sky transition fog makes the level feel bigger because it cannot all be seen at once, and is visually impressive / fun / colorful on many maps.
- Improved depth precision within the actual level reduces Z-fighting.
- The improved depth precision should allow a future update to merge the first person and third person models, which will make lighting and animations more consistent between both.
Patch #1:
Fixed:
- Cloud ambient lighting flash while rendering item thumbnails.
- Lowered airdrop plane height from so they are less obscured by the reduced draw distance.
Changelog:
Added:
- "DefaultGoodbyeResponse" per-level override for NPC dialogue in level's translation file.
- Support for deprecated *.content files. Reduces loading overhead.
- Support for useless devkit asset browser. Reduces loading overhead.
- Improved parsing speed of .dat files by reducing redundant work.
- Improved sun, stars, and moon rendering, allowing increased near depth precision.
- Cannot purchase vehicles in bulk from NPCs, and minimum five second cooldown between vehicle purchases per-player.
- Renamed Silver augewehr skin to Silvered to avoid confusion with Silver trophy skins.
- Sort in-game player list by name rather than by group ID.
- Pump jack placement on grass accidentally disabled during physics material rewrite.
- Able to plant seeds on top of each other after physics material rewrite. [Thanks WWTC]
- Trap and vehicle bumper player/zombie/animal impact sounds missing after physics material rewrite.
- Sirens missing from editor-placeable police boat.
- Crouch to prone event passing through standing stance.
- Performance with many group compass markers.
- Performance of in-game player list with many players.
- Road editor material checkbox out of view.
- Server not immediately closing rejected connections. [Thanks D-AIRY]
- Queue not rejecting connections with duplicate steamid. [Thanks Rubberduck63]
Russian Invasion of Ukraine:
We stand with the Ukrainian community. Our hearts go out to all of the innocent people affected by this appalling and unprovoked attack. Please keep safe, and stay healthy.
Changelog:
Added:
- Hit sounds for golf club and frying pan.
- Converted vehicle save/load/network to use asset guids.
- Replaced remaining code usage of physic material enums.
- Updated Unity to 2019.4.35f1 LTS.
- Clarified invalid guid and hash mismatch kick messaging.
- Consumeable item exception if NPC item reward was missing asset.
- Glasses mythical attachment incorrect while wearing NVGs or blindfold.
- Do not log server password when enabled.
Official Wiki:
There's a new official wiki for Unturned, and all other things Smartly Dressed Games (SDG)! Welcome to the SDG Wiki the official Smartly Dressed Games reference written and maintained by the community. For all things Unturned, and anything else we do. With 4,000+ pages and 2,000+ media files, the SDG Wiki is roughly on par with its predecessor in terms of content coverage, while also managing to provide many higher-quality pages and templates. Perhaps most importantly: we are hosting the SDG Wiki ourselves. Just like with our official forum, there are no third-party advertisements on the wiki. This also means that we can directly tailor the various features available to readers and editors. For more information, view the full announcement on our blog. Welcome to the Unturned Wiki! Especially huge thanks to MoltonMontro for the massive amount of time and effort he put into this overhaul of the wiki! It has been one of his main projects at SDG for the past several years, so reaching this milestone is a big accomplishment and achievement!
Changelog:
Added:
- Command-line override for active holiday. [-Holiday=]
- Optional masterbundle source workshop file check.
- Better asset integrity check system for barricades and structures.
- Expanded vehicle turret events with local aiming and inspecting attachment events.
- Profanity filter was not being applied to UI for placeable note.
- Toggle sprint not reseting when stopping movement.
- Potential fix for dedicated server overwriting steam_appid.txt with extra zero.
Optional Workshop File Owner Check:
Modders can optionally include ownership metadata in their asset bundles now. If the game is loading an asset bundle from a Steam workshop file but the file ID does not match then loading will be cancelled. The intention is to help prevent asset bundles from being easily copied/stolen. Read More Details Here
Changelog:
Added:
- Allow_Placement_Inside_Clip_Volumes option for barricades. Defaults to true for charges.
- Arena_Compactor_Extra_Damage_Per_Second option to prevent hiding outside compactor.
- BinaryRandom component for events in Unity.
- Each client has multiple hwids.
- Reduce NPC buy/sell rate limit from 10 Hz to 2 Hz now that we have bulk buy/sell.
- Enable rich text for level descriptions.
- Simplified holiday levels to just use server's holiday state.
- Animal startle animation cancelled by moving.
- Clamp requested stereo volume.
- Crafted mythical effect not visible on main menu character skins.
- Vehicle engine audio source not disabling.
- Snowman slightly poking through wardrobe in main menu barn.
- Zero kelvin tool will hide skins which already have a ragdoll effect.
- Layering of emissive clothing textures.
- Missing holiday redirected trees/objects not changing level hash.
- Wicked aura and bananza transparency sorting.
- Potential vulnerability requesting pre-connect server info.
- Discrepency between how return button and Interact hotkey close vendor.
- Arid skull bandana horizontal texture alignment.
Multiple HWIDs Change:
Note that this is not expected to catch cheaters because cheaters will still spoof their HWID(s). It should help make it more difficult for griefers to bypass HWID bans however. Previously the single HWID was a hashed combination of hardware info, so changing any minor detail would result in a different HWID. Now the details making up each of the HWIDs would all need to change before bypassing a ban.
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
Changelog:
Added:
- Asset validation for compression enabled on low resolution shirts/pants.
- Negative Vehicles.Decay_Time value explicitly disables decay.
- Share read access of several files on the server.
- Request promo item grant during playtime drop.
- Effects remaining attached after pooled item was destroyed.
- Refresh vendor conditions, not just amount.
- Velocity threshold for landed sound.
Holiday Festivities:
PEI, Washington, the Yukon and Russia all feature new festive quests created by danaby2! This event includes achievements with unlockable skins, craftable Christmas decorations, seasonal makeovers for the NPCs and maps, and more! You can disable these changes by unchecking "Allow Holidays" in the singleplayer config, or change "Allow_Holidays" to false in the server config.
Changelog:
Added:
- New festive events and quests. [Thanks danaby2!]
- Decay for abandoned vehicles. Moving, refueling, and installing engine batteries resets the timer.
- Guid option for NPC clothes and item reward/condition.
- Target_Loss_Radius option for sentry guns. Defaults to 20% higher than Detection_Radius.
- Bulk sell/buy at vendors when holding CTRL.
- Vendors can use NPC rewards.
- Accepted a few festive skins from the curated workshop.
- Updated Steamworks.NET from 14.0.0 to 20.0.0. [Thanks Riley!]
- Sentry guns do not lose targets immediately outside detection radius.
- Increased breaking legs velocity threshold from 15m/s to 22m/s.
- Converted clothing and equipment save/load/network to use asset guids.
- Bullet holes attach to barricades/structures/vehicles.
- Landing and splashing audio playing during client movement resimulation.
- Loading stuck on levels with very old terrain and ambience asset bundles.
- Ornamental barbed wire fence blueprint not matching regular barbed wire fence.
- Loading lighting on some very old map files.
- Trap explosion effect moving to origin when trap was destroyed.
- Holiday version of Icicle_1 object using Icicle_0 model.
- Server not applying initially loaded clothing speed multiplier.
- Placeholder fix for terrain holes ignored after teleport.
- Holiday redirect failing to disable foliage.
- Gun aim offset while seated in vehicle.
Vehicle Decay:
In order to help clean up forgotten vehicles in the far corners of the map, each vehicle now has a decay timer. The timer is saved/loaded, and resets whenever a player drives the vehicle more than one meter, refuels, or replaces the battery. When the timer passes Vehicle.Decay_Time seconds (default 7 days) it will begin to take Vehicles.Decay_Damage_Per_Second damage (default 0.1).
Changelog:
Added:
- Explosion_Launch_Speed_Multiplier gameplay option.
- AirStrafing_Acceleration_Multiplier and AirStrafing_Deceleration_Multiplier movement options.
- Allow_Holidays option to disable holiday decorations and events.
- Calculate fall damage from velocity rather than vertical distance.
- Increased maximum fall speed from 20m/s to 100m/s.
- Bounce charges deal a small amount of damage.
- Converted structure/barricade save/load/network to use asset guids.
- WIP support for referencing transforms over the network.
- Removed unused name to object lookup.
- Sliding down slope against wall to build up speed. [Thanks Fireside, Loaf, and AriJN!]
- Teleport reverting in some cases.
Teleport Bug:
The problems using teleporters since the previous update were an embarrassing mistake. When it was first reported I included a speculative fix in the .1 patch. Or so I thought. After much testing on different maps, with 250ms fake lag, with forced low server tickrate, etc., unable to reproduce it I realized the fix did not actually make it into the .1 patch, but I had been testing using the fix. Sorry for all the trouble!
Patch #1:
Improved "missing barricade/structure (guid here)" kick message for hosts experiencing the error frequently after this update. Previously the client could not show the name of the missing asset because, well, the asset is missing/unknown. After the .1 patch the client will notify the server of the missing asset, and from there the server can kick for one of two reasons: 1. Guid read/write error. This happens if the missing asset reported by the client does not exist on the server either, indicating a packet was corrupted somewhere. (because the asset had to exist on the server originally) The most likely reason for getting this error is if a plugin is patching/modifying the netcode for sending barricades and structures to the client. 2. Missing critical asset. Here the server can display both the guid and file name to help track down which asset packs are not installed on the client.
Changelog:
Added:
- Bounce Charge [ID 1691]
- Damage_Falloff_Range and Damage_Falloff_Multiplier gun options.
- Bypass_Pickup_Ownership barricade option. Enabled for charges.
- Nightvision_Color and Nightvision_Fog_Intensity options.
- Movement_Speed_Multiplier clothing option.
- Improved movement input in multiplayer to reduce rubberbanding.
- Strafing in midair is no longer immediate, player now has velocity.
- Setting game server login token (GSLT) is required for the internet server list.
- Converted hardcoded physics material audio effects to WIP physics material assets.
- Explosive traps ignoring effect spawn radius.
- Salvaging a Schofield now gives a metal scrap and a maple plank (originally, two metal scrap). This change is consistent with similar item salvages.
- Split Coconut crafting recipe is now categorized under Supplies instead of Tools, just like other food-based crafting recipes are.
- Makeshift Armor salvage recipe is now categorized under Apparel instead of Tools, just like other clothing salvage recipes are.
- Cable Tie crafting recipe is now categorized under Tools rather than Barricades.
- Large Slippery Plate now uses the high-tier armor multiplier (originally, low-tier armor). This makes it consistent with other metal barricades and structures.
- Coalition Beret damage reduction is now 5% (originally, 15%). This fix makes it consistent with the armor values provided by other berets.
- Birch Hole and Birch Ramp structures now have 450 health (originally, 500). This fix makes their health the same as other types of birch roofs.
- Pine Hole, Pine Ramp, and Pine Stairs structures now have 550 health (originally, 500). This fix makes their health the same as other types of pine roofs.
- Metal Ramp structures now have 1300 health (originally, 1100). This fix makes their health the same as other types of metal roofs.
- Canteens/bottles no longer reference deprecated data properties. This change has no gameplay impact.
- Typos/punctuation in the following item localization files: Fedora, Mafia Fedora, Tophat, Police Vest, Metal Scrap, Honeybadger, Machete, Military Knife, Shovel, BLT Sandwich (both variants), Bloodbag, Bandage, Birch Spikes, Maple Spikes, Pine Spikes, Caltrop, Barbed Wire, Ornamental Barbed Wire, Barbed Wire Fence, and Ornamental Barbed Wire Fence.
- Typos in the localization files for Scaffhold objects #13. They have now been renamed to Scaffold.
- Disable cloth colliders on Kuwait parachute pack because unfortunately the game does not have a way for weapons to ignore them yet.
- Dango dragon horns glasses layer.
Multiplayer Movement Improvements:
Movement rubberbanding has been a frustrating problem for a long time in Unturned multiplayer. The issue was that when the server position did not match the client position, the client would get teleported back to the server position to prevent cheating. Many servers would turn this off which then allowed cheaters to noclip and fly. Now after this update when the positions do not match, the client can locally re-simulate inputs that have not been acknowledged by the server yet, sort of rewinding and replaying time, which eliminates the rubberbanding. Servers with custom anti-movement-cheat plugins can disable them now. (not for vehicles yet however) As part of rewriting movement it was a good opportunity to replace special cases for falling and sliding with actual velocity. This restricts the annoying midair dodging in gunfights, and enables fun velocity-related items like the new bounce charges! (and inevitable rocket-jumping mods too)
Game Server Login Tokens:
Setting a Steam game server login token (GSLT) is now required for listings to be visible on the internet server list. Previously server listings could be spoofed or faked, whereas now a valid Steam account with a GSLT is used to verify the server. View Official GSLT Documentation Here
Halloween
The survivors on Kuwait's Icarus island have put up some new decorations to celebrate the event! Halloween festivities are taking place on many of the maps, including Elver, and the Liberator crew are dressed up in their costumes. On behalf of the map creators, the zombies, and myself: Happy Halloween!
Changelog
- Switched query port with connection port to make Steam browser protocol connect easier.
- Removed recommended max players.
- Removed option for servers to use old/legacy/deprecated Steam networking.
- Added calibers to hidden barrels to make them harder to misuse.
- Experimentally replaced manual input re-sending with transport layer reliable send.
- Fixed immediately dying to fall damage on maps below the level origin.
Port Change
The Steam query port is now the configured port rather than plus one. This means any Steam browser protocol links will need their port decreased by one. For example steam://connect/127.0.0.1:27016 should be changed to steam://connect/127.0.0.1:27015. There have been a few related changes to make this work more reliably as well.
Changelog:
Added:
- Accepted several weapon skins from the curated workshop.
- Configurable default starting values for health, food, water, and infection.
- Harvest_Reward_Experience option for harvestable items.
- Forage_Reward_Experience option for forageable trees.
- Halloween_Redirect option for trees, props, terrain materials and foliage.
- Command-line option -LogLevelHash to debug modified level kick.
- Converted mouse aim sensitivity to degrees per pixel rather than arbitrary multiplier.
- Moved server password entry into its own separate menu.
- Separated "space" server list filter into "has players" and "has available slots" filters.
- Updated character .blend included in source files.
- Missing belt on left side of RCMP uniform top.
- Zombie kill XP using Full_Moon_Experience_Multiplier rather than Beacon_Experience_Multiplier.
- Damage potentially rounding to zero and/or getting incorrectly clamped during horde beacon.
- Exception editing arena map after playing non-arena map.
- Loading levels with mismatched bounds/flags_data/flags files.
- Client locally removing group invitation when server prevented accepting.
- Pool cue crafting recipes using logs rather than sticks.
- Scythe incorrect thumbnail camera positioning.
- Shipping cargo containers missing audio after metal door sound was consolidated.
Mouse Sensitivity:
Your mouse sensitivity has been converted to degrees per pixel. For example a value of 0.5 degrees per pixel means your would turn 50 degrees if you moved your mouse 100 pixels. I think it would be nice if more games represented mouse sensitivity this way because it would make it easier to copy input / control preferences between games.
Server Password and Filters:
Entering the password on the server browser screen was confusing. The "space" filter also only showed servers with space with at least one player, so that option was split out and replaced the password field, and the password field was moved into its own menu.
Changelog:
Changed:
- Server kick for exceeding ping threshold is better explained.
- Grass_2 and Grass_3 using wrong physics material.
- Revert enabling character overlap recovery due to multiplayer exploits.
- Prevent newlines and tabs in server listing short description.
- Do not drop berries when attacking berry bush.
Changelog:
Added:
- MinRadius option for zombie kill quests.
- Updated barricades attached to vehicles to use newer netid system.
- Updated engine to Unity 2019.4.30f1. This version fixes the multi-display startup crash.
- Mistake in hood triangulation of Armored Offroader.
- Catch exceptions from onTakeItemRequested and OnGestureChanged events.
- Zombies and animals not using their own armor multipliers when Weapons_Use_Player_Damage was enabled.
- Light from world muzzle flash affecting viewmodel and vice versa.
- Potential cause of issues if player lost connection at transport layer without notifying game.
- Blimp exit position outside bounds.
Changelog:
Added:
- Pooling (recycling) for barricades and structures to improve multiplayer performance.
- Accepted several curated workshop skins.
- Replaced profanity filter with Steam text filter for performance reasons. The old naive filter can be re-enabled with the "-NoSteamTextFiltering" command-line flag.
- Improved clothing CPU and RAM usage. Previously the textures were combined on the CPU rather than a shader. Custom clothing can now disable the CPU readable flag, and is no longer limited to 128x128.
- Fishing catch timer not getting randomized.
- Grid snapping when dragging on plane.
- Use vehicle exit position when saving passenger position.
- Slight discoloration on plush item face.
- Include Level.hierarchy file in level hash.
Barricade and Structure Changes:
This update expands on the base-building optimizations from the 3.21.24.0 update by pooling barricades/structures that have been previously loaded. Rather than destroying these items when an area is unloaded they are now recycled (pooled) and reused in the next loaded area. Many changes and optimizations were made to the code for each barricade type (e.g., generators, mannequins, signs) in order to take advantage of this performance improvement, so there will probably be some unusual bugs to track down. Modded barricades/structures with custom logic may need editing before they become compatible with pooling. To work around this, pooling can be disabled per-item by adding the line "Eligible_For_Pooling false" to their .dat file. Read about the motivations and priorities behind this rewrite here.
Patch #1:
Fixed:
- Claim flags not changing owner properly.
Changelog:
Added:
- Support for different item prefab to spawn when equipped.
- Custom event component for equipped gun.
- "-DisableSteamCloudRead" command-line flag.
- Missing arena circle visual.
- OnInspectingUseable event not getting called on server.
- Water blocking item interaction.
- Terrain and road hits getting incorrectly rejected.
- ApplyDefaultSkills getting called even after loading skills.
- Potential problem with moving buildables between regions.
Patch #1:
Fixed:
- Unable to forage berry bushes.
Changelog:
Added:
- UI button to send chat message.
- Experience modifier for consumeable items.
- Level option to disable faster admin salvage duration.
- Support for deferring RPCs when target object does not exist yet.
- Ireland visited achievement.
- Support rich text in object notes.
- Plugin change UI text RPC looks for input field components.
- Clipboard hotkey copies server details.
- NPC global events are replicated to all clients.
- Time-slice item, barricade, and structure loading in multiplayer.
- Slightly misaligned train tunnel on Russia map.
- Verify integrity of client vehicle physics profile on server.
- Kill counter position on paddle.
Barricade and Structure Changes:
Rather than freezing for several seconds when loading or unloading large bases in multiplayer, the work is now spread over multiple frames at a slightly lower framerate. This is hopefully better, but certainly not perfect yet. These improvements depended on the netcode rewrites from earlier this year, and likewise further improvements will depend on this update. For more technical details: Read about the motivations and priorities behind this rewrite Big thanks to PandahutMiku for extensive help testing and providing feedback on these changes!
Server Monetization Rule Addition:
There was a minor addition to the server monetization rules: "Fictitious and deceptive pricing is not allowed. For example, lying that a discount is nearly expired, or pretending the price is discounted when it has never been at full price. We would strongly advise following Steam's discounting rules to help avoid breaking any real-world laws." Unlike the previous rules there was no prolonged advanced warning period because this seems like an obvious rule that should not have needed explicitly stating.
Changelog:
Added:
- Deadzone full suit protection option.
- Level asset skill default and max level overrides.
- Trap_Setup_Delay and Trap_Cooldown options for traps.
- NPC Global Event Hook component for modders.
- Interactable item dropper and binary switch can set Hint to Custom to use Interact token.
- Explosive bullets inconsistently hitting curved road.
- Incorrect umbrella item icon bounds.
Farewell, Yarrrr
Quoted from MoltonMontro's announcement of Yarrrr's retirement from Unturned yesterday: It has been an honor to work alongside Yarrrr for as many years as I have been able to. He has been a part of the community since the beginning. Now, as Yarrrr is retiring from the community, it is time to say farewell. I have no doubts when I say that he has had a profound impact on the game and its various communities. Yarrrr has stepped down from his administrative roles on the Steam Discussions forum, our SDG Forum, the game wikis, and the official Discord server. I am extremely happy for him to have stuck around for as long as he has, and I know there are many veterans who will be sad to see him retire. Best wishes to Yarrrr, and whatever he focuses his time towards next!
3.21.22.0 Changelog:
Fixed:
- Individually replicated structures using wrong fractional precision.
- Groups, airdrops, and weather not closing savedata stream. Thanks DiFFoZ!
- Ignore request to save if level has not finished loading.
- Plugin disabling freecam, admin edit, or name overlay force disables on client.
- Spec ops helmet missing from Russia and Germany spawns.
Ireland:
has replaced the Ireland map with a reenvisioned / remastered Winter update! They are looking for modders to help on the project, and would be happy to hear from you if you are interested in joining their team. View Ireland on the Workshop
Chef Zombie Plush - Final Day:
We have collaborated with Makeship to bring the Chef Zombie to life in the form of a limited-edition collectible plush toy! July 3rd is the final day of the campaign, after which it will no longer be available for purchase. Thank you to all the early customers for your interest and support reaching the funding goal! You can order this lovable monster from the Makeship campaign here: View Unturned Chef Zombie Plush on Makeship This section of the post will be removed once the campaign ends.
Changelog:
Added:
- Option for unlisted workshop file visibility.
- Server list description can no longer use size, voffset, or sprite tags.
- Pump-action and bolt-action rocket launchers.
- Liberator door missing use sound.
- Variety of textures with compression disabled.
Chef Zombie Plush:
We have collaborated with Makeship to bring the Chef Zombie to life in the form of a limited-edition collectible plush toy!
You can order this lovable monster from the Makeship campaign here: View Unturned Chef Zombie Plush on Makeship Edit: the funding goal of 200 orders required for production was met! Thank you to all the early customers for your interest and support. For anyone still interested, the campaign will remain open to orders until the 1st of July, 2021. More details here: View Makeship FAQ
3.21.20.0 Change Notes:
- Added command-line "-FullscreenMode=#" window mode override. Unity built-in command-line arguments take priority.
- Updated from Unity 2019.4.20f1 to 2019.4.28f1.
- Fixed a few bugs with -OfflineOnly dedicated server option.
Server Hosting Rule Changes Reminder:
The rules announced on 2021-05-14 are now in full effect. Read more details here. Over the warning period these past two weeks twelve server networks were reported. Every notified host graciously cooperated, and at this time there are no reported servers in bad standing.
Patch #1:
Unfortunately as predicted some visual bugs crept through with the Unity upgrade. Namely some NPCs not wearing clothes, and a variety of decals not working in deferred rendering mode. These should be fixed now.
Changelog:
Added:
- Asset validation warning when clothing prefabs are on the wrong collision layer.
- Projectile_Lifespan option for guns with physics projectiles. Default is 30 seconds.
- Filter in server list for players to find non-monetized or non-gameplay monetization hosts.
- Tools for moderating server list without requiring a client update.
- Consolidated door, melee attack, and helicopter ignition audio clips.
- Formatting missing tree asset error.
- Duplicate powerline pole near Liberation Bridge on PEI.
- Collision layer of several dozen curated clothing prefabs.
- Germany, PEI, and Russia quest initialization case sensitivity.
- Exception if collision hit sound was missing.
- Dragging item missing asset.
Server Hosting Rule Changes Reminder:
The new "Monetization" field in each server's Config.json file defaults to "Unspecified", but can be set to "None" or "NonGameplay". If configuring this field please ensure to be truthful. "None" is for unmonetized or donation-only servers, and "NonGameplay" is for servers with purchases that do not provide a gameplay advantage. Players filtering the server list by "NonGameplay" will also see "None" servers. Warnings will start being sent to server hosts breaking the new rules scheduled to take effect on June 11th. Read more details here.
Changelog:
Added:
- Command-line "-RefreshRate=#" preferred monitor refresh rate override.
- Config for custom links in server lobby screen and monetization filter.
- Separated vehicle explosion option into ShouldExplosionCauseDamage and ShouldExplosionBurnMaterials.
- Target_Acquired_Effect and Target_Lost_Effect for custom sentries.
- Can_Be_Damaged option for buildable items.
- Plugin ShowUseableGunStatus and ShowVehicleStatus UI flags.
- Replaced PDW on Yukon with Swissgewehr.
- Moved when buildable spawned events are called.
- Saving levels with hundreds of different tree assets installed.
- Tree audio in Kuwait menu.
- Asset casting exceptions across the entire codebase. These were responsible for the NPC and zombie damage problems on Kuwait when there were ID conflicts with mods of a different type.
- Visible_On_Ragdoll was accidentally disabled for cosmetics.
Server Links Config:
Servers can now include links to their website, support, forums, etc., in the lobby screen. The "Links" field in each server's Config.json file is an array, each entry has a richtext "Message" and "Url" field. For example: "Links": [ { "Message": "SDG Website", "Url": "https://smartlydressedgames.com/" }, { "Message": "SDG Forum", "Url": "https://forum.smartlydressedgames.com/" } ]
[previewyoutube=iNEQPQhST34;full][/previewyoutube]
Watch the Kuwait Map Trailer Here
Kuwait:
An unforgiving desert where basic necessities are scarce, weapons are even scarcer, and everything is trying to kill you. A mix of Yukon, Russia and Elver, the map mixes up the status quo of survival, making it more engaging, fun, overall less grind-y. Want to speedrun to the deadzone? You will have to craft your gasmask. Want to get straight into shooting things? Craft yourself a trusty rifle. More of the laid back PvE type? Try your hand at the available 200 quests. All playstyles are accommodated in Kuwait. Besides the inherent difficulty that comes with the setting of the map; in which you cannot grow your own food on the land, your thirst depletes quicker, and visibility is on either end of the extreme spectrum depending the weather, you may notice several other changes that will impact the way you play the game. Most guns you will come across are Semi or Burst, with the occasional Auto firing weapon. Recoil will also not be on your side. You will have to really pick your shots or risk wasting precious ammo. Watch out for straw baskets that can drop anything from basic food and water, to life saving medicines and crafting supplies. A lot of conventional features in Vanilla Unturned may have been abandoned in Kuwait, from freeform buildables to metal structures; you will have to seek out the alternatives provided.
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. 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:
Assorted Hats Bundle Divine Duneman Bundle Mythical Sunrise Bundle Mythical Sunset Bundle Letterman Bundle [previewyoutube=-DQTFenriVg;full][/previewyoutube] Watch the Kuwait Item Showcase Here
Server Hosting Rule Changes:
Changes to monetization rules for server hosts are scheduled to take effect on June 11th. Read more details here.
Changelog:
Added:
- Heavy rain storms with lightning, enabled on PEI, Washington, and Russia.
- Glacier Arena featured map items bundle.
- Plugin events for repairing buildable items.
- Temporary legacy sand physics material for desert maps.
- Stuck spot under Germany train bridge.
- Multiple instantiated skin material leaks.
- Dirtbikes not spawning at Russian farms.
- Shareable items can grant NPC rewards to other players.
Kuwait Curated Map Trailer:
[previewyoutube=iNEQPQhST34;full][/previewyoutube] Watch the Kuwait Map Trailer Here Kuwait, Unturned's first desert map, is set to release on the 14th of May.
Lightning:
Dark grey fog signals the danger of lightning during a rain storm. The damage from a lightning strike is similar to a rocket launcher explosion, so protecting valuables with a roof is recommended. In multiplayer lightning strikes are always within half a kilometer of a player.
Changelog:
Added:
- Gentle snowfall on Yukon map rather than spans without weather.
- Peak normalization for inbound voice chat.
- Per-material bullet and shell casing impact audio.
- New per-material bullet impact audio.
- Double and triple stacked upgrades of the Experienced Beret.
- Updated older core.content assets to newer format. This enables multiplayer file integrity checks for terrain textures.
- Large slippery metal plate was vulnerable to lowcal.
- Crafting exception if canteen had invalid state.
- Workaround for deferred decals using wrong ambient light values.
- Not updating vehicle speed units label when changing unit system in-game.
Yukon Snowfall:
In early versions of Yukon the blizzarding weather was permanent, but it was brutal not having any respite. A later change introduced periods of clear skies, but the unrestricted sight-lines interfered with the balancing. This update replaces the clear skies with gentle snowfall which limits sight-lines, but not as much as the blizzard, and does not freeze the player. Existing saves will cycle the scheduled weather before taking effect.
Voice Chat Normalization:
Most players should have the same apparent loudness now. This replaces the inbound voice chat gain option. Depending on feedback there may need to be some further adjustments, so please share your thoughts.
Bullet Audio:
Bullet impact, bullet casing bounce, and shell casing bounce sounds have been replaced on most surfaces. These may need some tuning, so please share your feedback. In particular the bullet casing sounds were designed towards the metallic sounding bounce which might be a little too loud? For modders please note that the *_NoAudio effect variants are temporary until the visual effects are upgraded.
Older *.content Bundle Deprecation:
Terrain materials, along with a few miscellaneous other file types, were still being kept in an older asset bundle format. Unlike the newer format these files did not have integrity tests in multiplayer, so players could delete the terrain materials for an advantage. All vanilla usage of the old format has been replaced, as well as on the Hawaii and Greece maps. Support for the old format will be kept for the foreseeable future, but please consider upgrading.
Update Notes:
Added:
- VehicleTurretEventHook component for modded vehicles.
- Slightly increased footstep audio interval.
- Effect volume should not spawn on dedicated server.
- Singleplayer initializing quests twice on load.
- Electric zombie attack loopback exception on dedicated server.
- Not loading Debris_Old.prefab for non-speedtrees.
- Using stuck vehicle to teleport out of arena into lobby.
- Warning for dedicated server per-file workshop result.
- Initial lighting state sent in arena levels.
- Mirror back of shirt for left-handed characters.
- Potential logging UTF8 encoding fallback exception.
- IOBS event hook registering too early.
- Networked gun UI getting created before HUD.
- Swapping rotated item with non-rotated equipped item.
Update Notes:
Earlier this year the lower-level network data packing and messaging systems were rewritten. This update builds upon those by rewriting the gameplay-level netcode systems. All features should work the same, but with improved performance especially on the server side. These changes unlock many possibilities for the coming updates that were previously limited by poor netcode restrictions. In particular the voice chat should perform noticeably better now. Items under active consideration are listed on the roadmap, excluding ideas without a solid plan yet: View Unturned Roadmap The upgrades should be backwards compatible with most server plugins, but in some cases adjustments are necessary. Thanks to many plugin developers for working with us to update their code in advance of this update! For details about the decisions and thinking behind this rewrite consider reading the accompanying blog post: View March 2021 Development Update
Patch #1:
- Fixed first login with item-related quest tracked.
Patch #2:
- Fixed duplicating turret items when attachment changed. This was a mistake in the rewrites.
- Fixed missing obsolete attribute on several of the old netcode APIs.
- Fixed attachment request item type mismatch warning.
- Fixed not assigning default glasses state properly.
Changelog:
Added:
- Higher quality replacements for all of the original footstep sounds.
- Server replaces steam_appid.txt before initializing Steam.
- Disable weather if duration is set to zero.
- Weather hash kick if weather changed during request.
- Snowmobile wheels in Russia tank factory.
- Elver radio backpack light position.
Footstep Sounds:
Most of the original footstep sounds were amateur recordings of me jumping around the neighborhood. There was not much variety and the quality was dubious, so they have all now been replaced by professional recordings. One of the noticeable areas of improvement is walking in and out of the ocean: what was previously only two clips is now separated into four depths with numerous clips each.
Netcode Preview:
The work-in-progress gameplay netcode rewrites went up on the preview branch last week. At this point all of the client->server code has been upgraded, and most of the server->client code. It should be stable for release in a week or two. Highly recommended for plugin developers to take a look. Read more details here.
Changelog:
Added:
- Per-surface landed (i.e. stopped falling) audio.
- Release cursor binding for mods using the gesture/faces menu.
- Rocket 4.9.3.10 OnPlayerDeath respect original ordering.
- Log client/server hashes on weather mismatch.
- Exception when map finished installing after destroying menu.
- Missing NPC vendor currency amount labels.
Netcode Preview:
The work-in-progress set of gameplay-level netcode upgrades went up on the preview branch earlier this week. It is highly recommended for plugin developers to take a look. Read more details here.
Changelog:
Added:
- Bullet flyby / near-miss audio.
- Limit framerate and max framerate options in display settings.
- Consolidated car horn audio clips.
- Object visibility quest added condition.
- Nightvision disabling weather fog.
- Disable devkit viewport outside of editor.
- Orientation of atomic effect on several Elver items.
- Check client weather asset matches server.
Up Next:
Most of the development time this week was focused on the next set of netcode improvements. They will hopefully be available on a beta branch sometime next week.
Weather:
Rain and snow have been built-in for a long time, but not in a way that was customizable or extendable. There were even some old comments in the code for "todo: heavy rain storms". They have now been rebuilt in a moddable fashion so maps can customize them or add new weather events, and lightning storms on official maps are planned for a future update.
Update Notes:
Added:
- Collision audio for bullet casings and spent shells.
- Full support for custom weather. Hardcoded rain and snow have been converted to custom weather.
- Replace personal name when streamer mode is enabled.
- Fixed admin flag ignoring hide_admins during initial connect.
- Placement of kill counter on Nightraider.
- Z-fighting quad on log under wooden window.
- Buildable door snaps to end of animation on load.
- Asset validation checks motion vectors are enabled.
Update Notes:
Added:
- Game version check on server lobby screen.
- Rewrote network messaging code. See details below.
- Moved Washington Arena out of the core install into an optional workshop file.
- Updated Alpha Valley and Washington to use road splines.
- Client compares workshop file timestamp similarly to server change from the last update.
- Blacklisted servers cannot be joined.
- Blending out weather after set to none.
- Elver radio backpack light mirroring on left-handed characters.
- Helicopters and blimps use configured engine pitch.
- Include terrain materials in level hash.
- Spending NPC currency while currency condition is active.
Network Messaging Changes:
Following the network packing rewrite from earlier this month the code responsible for low-level network messages like the queue, authentication, BattlEye, etc has been rewritten. These systems are now more performant, resilient, and sets the foundation for the next step: game netcode improvements. Important notice for plugin developers: the next set of network changes will remove support for RPC onTriggerSend and onTriggerReceive. If your plugins are using them please discuss here and we will find an alternative: Issue Tracker
Patch #1:
Older plugins manually sending RPCs were causing players to get kicked because of an oversight when changing some messaging constants. For the common case these older values are remapped to the new ones now, however recompiling with the 3.21.8.0 or 3.21.8.1 update is recommended. Note that manually sending RPCs is not officially supported. Fixed:
- Last eight gameplay config using wrong values on client because it was off by one bit.
- Punches not invoking Rocket backwards compatibility event.
[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
Base Game Changelog:
- Added Elver Bundle II, Elver Box II, new free items, and new mythicals.
- Updated PEI to use road splines.
- Moved PEI Arena out of the core install into an optional workshop file.
- Server compares local workshop file timestamp to query timestamp.
- Increased network position precision for structures.
- Fixed custom weather stat modifier time scale.
- Fixed voffset and sprite tags in player names.
Update Notifications:
If you would like to be notified of Unturned Steam updates on Twitter or Facebook, accounts have been created. Twitter @UnturnedOnSteam Facebook Page In order to make it easier for server owners to get notified of updates a Discord web hook and RSS feed have been created. Read details in the documentation here.
Update Notes:
Added:
- In-game menu for Stockpile (rather than overlay / browser) in the Steam inventory menu.
- Life stat (e.g. food, water) modifiers for custom weather.
- Updated Yukon to use road splines.
- Reverted uGUI experimental fix from last update.
- Consolidated several duplicate audio clips.
- Treat CR character without LF as new line.
- Skybox ambient lighting update when entering / leaving water.
- Electric vehicles creating a new battery when charged from empty. This was abusable for scrap metal.
- Vehicle seat capsules not ignoring terrain holes.
- Vendor return button when next dialogue (e.g. "thanks for shopping") has not been specified.
- Road gap on the East side of Moscow.
- Exporting economy item icons from the icon tool.
Elver Update Teaser:
[previewyoutube=-K0RSUOfMBI;full][/previewyoutube] Watch the Elver Map Teaser Here The Church doors will open on the 19th.
Network Packing Changes:
The main goal for Unturned this year is to rewrite the netcode, and this update lays the foundation for that by rewriting the code for converting game data (e.g. position, rotation) to and from bytes sent over the network. Client and server performance should be slightly improved by this replacement, and since packing is done at the bit level rather than byte level now more data can be sent with less bandwidth. This is only the beginning however!
Update Notes:
Added:
- Weather_Status and Weather_Blend_Alpha condition types for NPCs.
- Per-level custom weather scheduling and multipliers in server config.
- Rewrote underlying network serialization / deserialization code.
- Name filters apply to friends-only nickname as well.
- Experimenting with updating uGUI visibility at end of frame to avoid flickering artifact.
- Options menu shows horizontal and vertical field of view.
- Removed unnecessary icons from the extras folder. They can still be generated from the editor.
- NPC vendor menu not releasing buttons properly.
- Terrain poking through road in one spot on a steep Germany hill.
- Covered a stuck spot on the cliffside to Germany mountain stronghold.
- Rotating equipped items by swapping with a rotated item in storage.
- Potential problem loading options with huge number of supported resolutions.
- Several unnecessary example files accidentally included with the dedicated server.
- Log file accidentally included in the 64-bit Windows depot.
- Crafting, skills and map hotkeys in levels with them disabled.
Added:
- Item icon anti-aliasing graphics option.
- Use_Auto_Icon_Measurements per-item asset boolean setting.
- Override_Vertical_Field_Of_View setting in preferences file.
- Support for bulk replacing objects in the level editor.
- Names containing newlines are now kicked regardless of whether name filter is enabled.
- Consolidated several duplicate audio clips.
- Save after subscribing to fix re-subscribing after startup crash.
- Exception using secondary attack on same input that primary attack destroyed the item.
- Gap between rock and terrain in the Washington map SE corner.
- Blowtorch and bow item icon bounds.
- Short section of Hawaii cave missing darkness.
- Floating fern near Unyielding HQ on Hawaii.
- Warning when blueprints had the same inputs/outputs but different tools.
- Metal garage placement not using metal sound.
- Opening boombox song URL. (broke during UI update whoops)
- Projectile launcher magazine modifiers not applying when magazine was deleted.
- Potential cause of respawning at vehicle when entering on the same frame.
Update Notes:
Added:
- Min/max filter to flatten landscape tool.
- Collision teleporter component and devkit volume for an upcoming map update.
- Separated kick message for exceeding server ping limit.
- Player capsule contributes to short vehicle (e.g. bike, quad, jetski, etc) collision.
- Disabled bed placement on trains because they could be extended off the sides into tunnel walls using plates.
- Automatically calculate axis aligned item icon camera size from bounds. This also means attachments are included in the icon.
- Cancel crouch/prone input while swimming.
- Moved Yukon terrain underneath ice closer to the surface.
- Exception when mod replaced zombie clothing with a non-clothing item.
- Changing from rest stance to prone.
- Aiming interrupted by inspect confirmation.
- Empty nailgun ammo and paintball hoppers not being deleted.
- Double-clicking complete quest button causing local misprediction.
- Re-opening workshop subscriptions list.
- Treat access denied workshop items as private visibility.
- APC headlights missing emission.
- Sandpiper and Otter using LOD1 wing for LOD0.
- Adjusted alicepack to reduce z-fighting with vest.
- Metal gate placement not using metal sound.
- Corrected tunnel roads at edge of Washington and Yukon maps.
- Missing faces at arm tips of aviator glasses.
- Mirror clothing models on left-handed characters to avoid issues with animated items.
- Propeller blades spinning without vehicle battery.
- Zero width vertical tail fin on airliner prop.
- Enabled movement collision on boombox item.
Small update to fix two exploits reported over the past week. Gameplay:
- Use dragged item rotation when swapping items. Previously only items that fit directly in the other item's spot could be swapped.
- Increased trophy case storage height from 2 to 3. Allows the Hell's Fury to be displayed.
- Precision charges can be converted into regular charges.
- Increased maximum number of concurrent sounds from 32 to 64. Helpful for guns with high fire rate.
- Prioritize local player's gunshot audio over other guns.
- uGUI components are pooled now rather than the wrapper classes which should prevent old owners from modifying them, and make it easier to catch any remaining cases.
- Map properly defaults to fully zoomed out again.
- Client unable to connect to servers using system net transport.
- Include per-level Config.json in file integrity test. Several editor settings like the option to disable global water intended for levels using water volumes were being exploited.
- Fixed potential exploit opening feedback, song, and plugin links with overlay disabled.
- Fixed small gap in Germany cave near the seed vault.
Changed:
- Profanity filter matches leetspeak replacements.
- Banned workshop files are shown with red name.
- Steam inventory page buttons loop around.
- Server rejects building on constrained vehicles. (e.g. hooked by skycrane)
- Increased gesture menu spacing to accommodate longer non-English strings.
- BattlEye disabled warning opens the BattlEye directory on Windows.
- Entering vehicle while unable to stand up from crouch/prone.
- Devkit cursor IMGUI implementation.
- Item alert exception after regular text alert.
- Off-by-one error loading empty character name.
- In-game group overlay cleanup exception.
- Browser request exception after re-joining server.
- Server groups exception when received before UI after re-joining server.
- Dishwasher intersecting wall at a Yukon campsite.
- Navmesh gap between lights and Germany barracks.
- Taking a point of radiation damage after respawning from deadzone.
- Editing signs that have been destroyed while typing.
- Mannequin hat hair color matches body color.
- Stay crouched while resting with hold crouch mode, and next press exits rest.
Old HUD Optional:
Support for switching between the older (IMGUI) and newer (uGUI) HUD implementations has been added. This is intended for players experiencing visual artifacts and flickering with uGUI until an engine fix is available, or if you really prefer the old one. Note that some menus like crafting and the inventory behave slightly differently between the two. If you would like to use the old HUD: 1. Right-click Unturned in your Steam library 2. Click "Properties..." 3. Click "Select Launch Options..." 4. Add "-Glazier=IMGUI" without quotes Click here to read further details.
Changelog:
Added:
- Command-line option (-Glazier=IMGUI) to use IMGUI rather than uGUI.
- Button on server info screen to view workshop item details.
- Kick messages for the different lost position in queue reasons.
- Negative color option for UIs which used red.
- Noto Sans Thai font for Thai players.
- Improved scaling of in-game map menu at higher resolutions.
- Moved first-person light source (e.g. headlamp) to camera position.
- Scroll wheel handling while mouse is over inventory grid.
- Crawling prone underwater into a slanted surface entering swimming stance.
- Exception when chat message was received while loading.
- Unable to reload assets after exiting level editor.
- Async image downloads dirtying pooled images.
- Async item icon capture dirtying pooled images.
- Exception when alt-tabbing while re-joining singleplayer.
- Delay when rapidly selecting items in inventory.
Overview:
This update aims to address the feedback following the patches to the HUD update last week. One of the major points was text legibility. In large part because the softer shadows could make it appear blurry. The shadowing has been revised, and much of the UI has been adjusted to only use them where necessary, for example on colored text and against colorful backdrops where the contrast is needed. Otherwise menus have been reworked to contrast with the text without shadows, and colored text usage has been reduced in favor of other indicators like disabling buttons. Performance was another big concern, so there have been a lot of optimizations to the UIs that were causing hitches. As an example opening a storage locker with hundreds of items in IMGUI could spawn all of the UIs in a single frame because there was no overhead, whereas with uGUI there is a lot of setup required - to mitigate this there are a certain number of item UIs created per frame now, and all of the components needed (e.g. images, text, buttons) are recycled between usage (pooled) to reduce the setup time - this extends to all the UIs in the game.
Holiday Festivities:
danaby2 released an update to Elver with decorations, new quests, items, and more! Click here to read the update notes. Throughout the winter holidays each level is sporting some seasonal decorations. In particular PEI is temporarily covered in snow. Gifts containing high-tier weaponry can be found under christmas trees on official maps, and the NPCs have donned their santa hats.
Changelog:
Added:
- Per-storage horizontal inventory scrollbar.
- Light theme only color preference for rarity backdrops.
- Option for custom text shadow color.
- Accepted a few new skins from the curated workshop.
- Revised text coloring and contrast throughout UI.
- Improved scaling of inventory grid sprites.
- Optimized creating and destroying basic UI elements by pooling them.
- Optimized initialization of UI components before reparenting them.
- Improved performance opening large storage by time-slicing the item UI creation.
- Improved nearby inventory performance by time-slicing the refresh.
- Text chat entry field uses color preference rather than admin/gold colors.
- Loading screen bar uses foreground color preference rather than difficulty color.
- Hide menus off-screen for a single frame when they are enabled to hide uGUI activation artifacts.
- Second line of Chinese text in chat being truncated.
- Right-clicking outside item popup box now closes the popup.
- Several straggling hotkeys triggering while typing in text fields.
- Plugin UIs visible while finishing loading.
- Pooled UI list using cached viewport height causing a hitch after big data change.
- Exception in UI when picking up destroyed items.
- Hitch after death caused by skills menu refresh.
- Exception updating item icon after item was destroyed.
- Potential negative explosion damage multiplier.
- Right-click highlight for buttons.
- Removing entries from spawn tables editor.
- Vertical offset of drowning status icon.
- Buildable attachment to train carriages.
- Pressing escape to cancel pending chat message.
- Swapping items of different slot types within grid.
HUD Update:
If you have been playing Unturned for a long time then you know that the menus and HUD have rarely changed. And at first glance that is still the case. Nevertheless there has been a major rewrite of the UI systems which has released with this update. I always find it annoying when software changes the UI for seemingly no reason, so preserving the existing (albeit questionable) appearance, design, and functionality was a top priority. Across the board the menus and HUD should look and feel "better". Some players will notice a performance boost: in particular the compass, hotbar, and map overlay were optimized. Rich text in the chat fades out properly. Crosshair animations finish properly. Tons of Mac and Linux bugs have been fixed (e.g. the wonky gamma on Mac). Lots (but not all) of the UI spaghetti code has been untangled. On the technical side: prior to this update the game was still using IMGUI from Unity 4. Unity replaced IMGUI with uGUI in 2014-2015, and are now even planning to replace uGUI with "UIElements". With this in mind I decided to abstract the underlying Unity UI implementation, so it will be easy to integrate UIElements once it is stable. I had been wanting to upgrade from IMGUI for years, but with the amount of work required it kept getting pushed down the road. In the end if took one month of refactoring, and then one month of intermittent development on the beta branch.
Update Changelog:
Added:
- Events for vehicle locking/unlocking and local driver.
- Valid_Speed_Horizontal for modded vehicles with speed the server cannot predict e.g. force applying components.
- Whitespace and newlines are trimmed from start and end of sign text.
- Swimming while snowing with Snow_Affects_Temperature disabled no longer causes freezing damage.
- Clamp item drop multipliers for enemies to prevent huge values (100+) from stalling the game.
- AI problems with unbaked navmeshes in the level.
- Dialogue with message-response pairings out of bounds.
- Display of custom item action text and tooltips.
- Warning for rocket launcher firing sound.
- Spinning while leaning to glitch nearby inventory through wall.
- Workzone highlight camera defaulting to enabled.
- Default value of Allow_Horde_Beacon should have been enabled.
- Box-selecting objects without gameobjects in devkit.
- Moving devkit objects in and out of regular level bounds.
- Potential cleanup bug causing gun effects to be claimed by two guns at once.
- Placing items in object windows after the transform hierarchy optimizations.
- Selecting the sky in workzone mode after the transform hierarchy optimizations.
- Improper handling of BOM/preamble in dat files.
- Gap in cliff near PEI lighthouse.
- Several gaps in Germany caves.
Patch #1 Changelog:
This patch prioritized all the game-breaking bugs that had been reported so far, as well as some color preference issues that made the HUD look really bad. Rest assured that there will be a 2nd patch relatively soon addressing the minor issues like alignment differences and inconsistencies. I know there has been some negative feedback like "I hate this update!", but chances are that the issue was unintentional or will be adjusted based on your feedback, so if you dislike something please describe what it is. Fixed:
- Unable to interact after re-joining a server after hovering player hint.
- Background was visible for empty tooltips.
- Hotkeys triggering while typing in inventory and sign text fields.
- Cursor sorting behind some plugin UIs.
- Gun HUD breaking when using a rangefinder.
- Loading screen tip box not using background color preference.
- Empty Steam inventory slots not using color preferences.
- Inventory, crafting and skills backgrounds not using color preferences.
- Non-item inventory headers not using color preferences.
Performance Improvement:
Vehicles, items, zombies, etc. were all nested in an unnecessarily deep transform hierarchy. Almost everything has been reworked to exist at the root level now which enables some multithreaded Unity optimizations, granting a +10-20% performance increase to CPU-bound multicore systems. All of the game APIs which returned organizational transforms for plugins have been deprecated, but will create placeholders when called to prevent exceptions. Functions for finding the root transforms of entities have been updated accordingly.
Server Config:
Previously the server advertised every config value and the client would find the differences to display in the config screen. This was problematic if the data was mismatched between client and server. Now the server only advertises the differences (compared to default), and the client looks up the property by path. The config screen also categorizes them to clarify variables with the same name.
Changelog:
- Flattened transform hierarchy to leverage parallel transform processing.
- Improved server config diffing and display for server lobby menu.
- Included Russia boulders in example assets package.
- Fixed unable to cook using campfires and ovens on vehicles.
Overview:
This update serves primarily to upgrade the game engine from Unity 2018 LTS to 2019 LTS. It should be a seamless transition and does not require changes from modders. The main benefit will be the upcoming user interface rework, which is available on a beta branch if you are interested in trying it out: [olist]
Changelog:
Added:
- Bypass_Allowed_To_Damage_Player per-weapon setting.
- Ignore_Children_File_IDs to workshop download config. Useful if creator is using dependencies as advertisements.
- Imported adjustments by Renaxon to California messenger bag and armor rig.
- Accepted four new curated workshop skins.
- Enabled new Steam networking as the default transport layer (again). Huge thanks to Miku from Pandahut for extensive help testing!
- Included mannequin in example assets.
- Convert news feed usage of Steam web request to Unity web request.
- Enabled rich text for quest interactables.
- Failed console command outputs the input string.
- LogSteamNetworkingSockets accepts a verbosity integer.
- Gap along the edges of the 7x scope lens.
- Leaning through invisible walls.
- NPC enum parsing exceptions.
- Two tiny gaps in the PEI pirate cove.
- Using rest gesture in shallow water.
- List translation differences on separate lines.
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:
- Spyjack is updating Tales of Terror with new quests, items, and monsters each Thursday leading up to Halloween!
- Decorations festoon the towns of official maps, as well as Elver in an update soon.
- NPCs are wearing their Halloween costumes.
- Accepted several new skins from the curated workshop.
- Hosting dedicated servers using the client files has been deprecated since June 2019 and is no longer supported. Please use the standalone dedicated server app instead.
- Added Min_Stealth_Radius setting to level asset.
- Added helper methods for getting remote address if available.
- Added Horizontal_Attack_Range, Horizontal_Vehicle_Attack_Range, and Vertical_Attack_Range animal settings.
- Added Spread_Sprint, Spread_Crouch, and Spread_Prone gun settings.
- Added Recoil_Sprint, Recoil_Crouch, and Recoil_Prone gun settings.
- Converted berry bushes to use spawn tables.
- Exclude bots from server list player count.
- Menu remote images are hidden until download is finished.
- Menu was loading in the wrong order rarely.
- Fixed character list on menu not properly populating.
- Fixed unable to deselect item by clicking character.
- Fixed missing text for server config without display names.
- Fixed potential exception when enabling/disabling skins in-game.
- Fixed potential exception when player dies partway through shooting.
- Fixed potential issues reading corrupted Groups.dat file.
Overview:
This update makes the new Steam Networking transport layer mentioned in the previous two posts the default. For most players it should offer superior performance and stability. If you host your own server and experience bugs with this change please report the issues, and for the meantime you can revert to the old Steam Networking by including "-NetTransport=SteamNetworking" in your server command-line arguments.
Update Notes:
Miscellaneous:
- Steam Networking Sockets are now default.
- All colliders on destroyed structures are moved to the debris layer.
- Added LODGroupAdditionalData component which can be used to disable LOD bias per-LODGroup.
- Fixed decimal scope zoom values defaulting to zero.
- Fixed per-gun shell casing effects for sentry guns.
- Fixed placing rotated item from ground into equipment slot.
- Fixed attachment of pooled audio sources.
- Fixed vehicle exit not account for teleport vertical offset.
- Fixed building items on terrain inside hole.
- Fixed holiday restricted objects with conditions.
- Fixed taillights not turning back on after exiting water.
- Fixed prevent entering build mode while in first person view.
- Fixed completing multi-item condition in singleplayer.
Overview:
This update is mostly behind-the-scenes preparation for making Steam Networking V2 the default. There is a fix on the Steam client beta for the dedicated server certificate expiry for any hosts using the beta.
Update Notes:
Added:
- Craftable Steam inventory tools for removing kill counters and ragdoll modifiers.
- Per-player audio source pool combined into a global pool. Most one-off audio like zombie growls use this now as well, and it saves some performance by skipping sounds that would not be heard.
- Command-line flag to allow Steam Networking Sockets connection without authentication. [-SNS_AllowWithoutAuth]
- Character mythical toggle disables ragdoll effects for stealth.
- Client SteamNetworkingSockets waits for authentication availability before connecting.
- Teleporting to named locations uses a nearby location rather than the highest point.
- Log when server connection to Steam fails, e.g. when logon token is expired.
- Catch exceptions during command execution to protect against startup command issues in the future.
- Owner command in startup commands list.
- Updating amount when switching vendors with different currency types.
- Components using IMGUI disable layout pass.
- Destroyed vehicles not appearing burnt after re-joining server.
- Rocket no longer consumes a bot player slot.
Unity 2019 LTS Beta:
The game has been updated from Unity 2018 LTS to 2019 LTS on the "unity-2019" Steam beta branch. There are still a few bugs to sort out, but it takes advantage of several new performance optimizations if you are curious to test it.
Update Notes:
The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. In order to narrow down bugs with the rewrite this update still defaults to the old Steam network, but contains a huge number of changes to the game-level netcode to support the transport refactor. If there are big issues with the update it will be rolled back, but it has been stable in beta so far. Where possible, backwards compatibility with plugins has been maintained, but plugins doing unsupported things like modifying the network buffers will need to be fixed. This is an unfortunate side effect, however this rewrite is important for future netcode improvements. If you host your own server and are feeling adventurous, you can try out the new Steam Networking V2 by including "-NetTransport=SteamNetworkingSockets" in your server command-line arguments.
Update Notes:
Added:
- Support for rebinding the equipment hotbar keys. This may be helpful for players with a broken number key.
- Destroyed_Vehicle_Default [962] spawn table separated from metal boulders, allowing them to be overridden separately.
- Button to reset server list filters when results are empty. Useful if the filters are too specific.
- Support for external link buttons on songs and rich text in titles.
- Different gun hitmarkers for zombies with high bullet resistance.
- Per-water-quality values for canteens and non-water stats.
- Support for passenger seats in train cars.
- Quantity field in salvage/delete stacked item menu.
- "-HostPlayerLimit" command-line parameter for hosting providers.
- Windows shortcut links for the Unity appdata folder.
- Explosion damage falloff calculation uses closest point rather than center.
- Actual tree colliders are used for respawn overlap test rather than a simple radius overlap.
- Slightly reduced scale of Moai Head mask.
- Reduced scale of kill counter items, and updated them to TMP.
- Increased rain and snow fog density.
- Included physics settings (collision layer matrix) in example package.
- Non-admins can carjack and repair tires of their own vehicles in safezones.
- Friendly sentry guns target players holding socket wrenches, and no longer target walkie talkie users.
- Players get half a second of damage immunity after respawn.
- Warn if parsing misc JSON config files fails.
- Show both version numbers in version mismatch messages.
- Imported UMarine skin updates by CD.
- Cannot build while seated because head can pass through walls in some vehicles.
- Skycrane ignores collision between itself and attached vehicles.
- Raw beef had cooked material, and cooked beef had raw material.
- Updating map details on server info screen when map is not installed.
- Client incorrectly sending stance changes.
- Repair vehicle passenger check not working properly on server.
- Using explosives to destroy holiday trees out of season.
- Starting climbing ladder while handcuffed.
- Opening menus while fishing rod charge overlay is visible.
- Catching fish on land with the right timing.
- Infinite loop when selling more than 255 items.
- Power bug with custom oil drills missing an animation.
- Server getting stuck if mod contains an infinitely looping crafting recipe.
- Nearby items list not finding items that rolled between grid cells.
- Note quest objects had non-trigger colliders.
- Placing makeshift vehicle upward into ceiling.
- Rocket logging duplicate console output.
- Potential fix for sudden angle change the frame after closing inventory on Mac.
- Stepped sun blending as fog changes.
- Backend time offset not getting set properly.
- Objects getting stuck in editor when move between regions was interrupted by flying/copy/paste/delete/etc.
- Loading infinite/NaN UI scale value.
- Inconsistencies with newly placed electric items at grid cell borders.
- Ammo count in description of equipped gun.
- Default formatting of singleplayer config without a display name.
- Slightly misaligned markings on road props.
- Achievements from NPCs were not unlocking properly in multiplayer.
(Beta) Transport Layer Netcode Rewrite:
The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. If you are a plugin developer or interested in trying out the beta, read more here: GitHub Issue
Update Notes:
Additions:
- Skin sharing between items with the same model using "Shared_Skin_Lookup_ID". Elver variants of melee weapons use this to share skins with the base game items.
- New Steam Friends enhanced rich presence. Details from the "View Game Info" panel were made compatible with the new friends list to show who is playing together, in-game, in-editor, etc.
- FallDamageOverride, TimerEventHook, and ActivationEventHook for mods. More information was posted to the documentation site.
- Validate_EconInfo_Hash and Validate_MasterBundle_Hashes settings in server config. These control the hashing changes explained below.
- Server verifies hashes of all loaded master bundles during connection. This prevents clients from connecting with out-of-date or modified master bundles, but can be disabled with the Validate_MasterBundle_Hashes setting.
- Server tests dialogue tree to double-check player has access to vendor. Previously if that vendor existed on the server it could be opened through other NPCs.
- Econ hash is validated with server. This prevents clients from locally exploiting other players visibility, but can disabled with the Validate_EconInfo_Hash setting.
- Zombie kills condition can set "Radius" rather than specific navmesh. Elver uses it for global zombie kill quests.
- Each frame one transparent propeller is updated to sort properly with water. Previously air vehicles crashed into water would be sorted wrong depending on the distance from the center of the water tile.
- Replaced vehicle exit capsule overlap by finding the vehicle center by largest volume. The capsule overlap had bad side effects like upside-down vehicle falling back to spawn points.
- Quest object interactions are no longer predicted on client.
- Trees no longer respawn while a player or barricade is on the stump.
- Embedded YouTube videos are now removed from the in-game text so they can be used in announcements.
- Magazine reload speed modifier applying to detach rather than attach.
- Catch exceptions while loading asset files. Some files did not get deleted properly for some players causing them to get stuck loading, so this should not happen anymore.
- Prevent using voffset tags on signs. It could be abused to draw text in the sky.
- Losing track of original mesh when repeatedly changing car paintjob.
- Harvested bushes being invisible until respawning when returning to an area.
- Minimum time between sentry gun shots fired. Certain guns were firing one shot per frame.
- Pressing UI hotkeys on the same frame. (e.g. crafting and attachments menu)
Elver:
Due to its overwhelmingly positive reception the Elver auto-install period has been extended indefinitely, essentially making it a permanent map. The map developers have been doing Friday updates, so keep an eye out for their improvements! Free Elver-themed items are no longer dropping, and are now only available by trade or through the marketplace.
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
Update Notes:
Additions:
- Elver Mystery Box and Elver Item Bundle are now available on the Stockpile.
- Elver event and exclusive theme items drops are active until July 31st.
- Plugin UI formatting and event compatibility with TMP input fields and TMPUGUI texts.
- Lucky Coins, Sky Lantern, Blossoming, Decked Out, Crystal Shards, Soul Shattered, and Enchanted mythical effects are available in the crafting pool.
- Default TMP fonts fallback to Noto Sans CJK by Google.
- Temporarily disabled clientside workshop restriction validation until we have a better way to identify hosts.
- Moved an out of bounds boulder on Washington.
- Fixed LOD fallbacks for skins with override meshes.
- Fixed APC steering tire visuals.
- Fixed impact grenades not exploding upon hitting vehicles.
- Fixed using rest gesture from invalid stances.
- Fixed door overlap test bounds. They were twice as big as they should have been.
- Fixed yet another issue with crafting ingredients marked critical.
- Fixed slightly floating fence in Stratford on PEI.
- Fixed showing nickname on map with spectator overlay.
- Fixed battery charging while fuel is empty.
- Fixed disconnect button timer showing while dead.
Elver:
Watch the trailer for danaby2 and Renaxon's upcoming curated map "Elver" releasing next Friday!
Update Notes:
Vehicle Building: Several settings have been added to Config.json for limiting the size of vehicle bases:
- Allow_Item_Placement_On_Vehicle (true / false)
- Allow_Trap_Placement_On_Vehicle (true / false)
- Max_Item_Distance_From_Hull (meters)
- Max_Trap_Distance_From_Hull (meters)
- Added Quest_Boss_Respawn_Interval (seconds) option to help prevent abusing quests to farm boss tier loot.
- Added flags for plugins to disable life meters and status icons.
- Added EffectSpawner component for Unity event hooks to invoke.
- Added Rubble_Reward_Probability [0, 1] for destructible objects.
- Added collection tags to Steam items.
- Upgraded vanilla flag, placard and sign items to use Unity's newer "TextMesh Pro" replacement for text meshes. This looks nicer and offers better performance.
- Per-level server config overrides only apply if the server is using the default value.
- Tools like carjacks and lockpicks can be used by admins in safezones for cleanup.
- Item placement preview materials are two-sided, and no longer red/green. Some items had one-sided faces, and the red/green was bad players with deuteranopia.
- Attached barricades ignore vehicle colliders regardless of name. Previously only colliders named "Clip" or "Block" were ignored.
- Workshop submission menu tries to check for write permissions.
- Potentially save time during startup by only checking official guns, melee and beans for skins.
- Expanded navmesh at the mine on the Russia map so zombies from the Northern entrance can reach the soul crystal.
- Exiting vehicles tests whether seat capsule is overlapping world. Should prevent wedging the tops of short vehicles like bikes into ramps to exit upwards.
- Links to box items are not shown in regions where they cannot be opened.
- Line break markup is formatted in item descriptions.
- IOBS spawns the interactable effect for Effect, Effect_On and Effect_Off transforms if present.
- Featured workshop item is slotted below unseen announcements in the news feed.
- Fixed entering vehicles through player collision volumes.
- Fixed disabling interaction highlight when salvaging a barricade attached to a vehicle.
- Fixed movement and vehicle mispredictions related to the underground whitelists.
- Fixed placing barricade attachment being one frame late. This caused barricades placed on moving vehicles to sometimes get left behind.
- Fixed barricades placed on doors not attaching to vehicles.
- Fixed missing Bistro #1 and House #11 window slots.
- Fixed failed parsing of graphics command-line values throwing an exception.
- Fixed nailgun maximum starting ammo.
- Fixed ammo and repair blueprints not respecting critical supplies.
- Fixed potential issue with lobbies.
- Fixed punching when transitioning between swimming and jumping.
- Fixed changing weapon slots while driving interfering with physics.
- Fixed re-acquiring "The One That Got Away" quest after abandoning it.
- Fixed zombie fire breath sound attenuation.
- Fixed cancelling turret usage when vehicle dies.
- Fixed missiles disappearing on client when shot while moving backwards.
- Fixed treating relay server IPs as remote player IPs.
- Fixed fire and acid weapons dealing damage on PvE servers.
- Fixed Use_Airdrops config only applying to survival mode.
- Fixed refreshing hotbar icons when item state changes.
- Fixed item hotkeyed to 0 showing as 10.
- Fixed not resetting atmospheric fog when returning to main menu.
- Fixed atmospheric fog influence on sun rays and aurora borealis.
- Fixed layout of large images in the menu news feed.
- Fixed a misplaced parking line in St. Petersburg.
- Fixed brightness of stars.
Overview:
This update brings improvements to all aspects of the game from fixes to features. Highlights include:
- Post-processing effects have been upgraded for performance, quality, and fixes. In particular the first-person viewmodel skins now benefit from ambient occlusion and bloom.
- Valid underground spaces have been manually designated, so players out-of-bounds are automatically teleported back into the map. Along with fixes to miscellaneous physics exploits this ought to put a stop to underground glitch bases.
- Many new toys for creators from the basis of custom weather events (e.g. sandstorms) to replacing the vanilla crafting recipes in total conversions.
Update Notes:
Gameplay Changes:
- Added Non-Headshot Armor Multiplier to zombie config for difficulty or headshot-only modes.
- Added Bypass_Buildable_Mobility to gameplay config which allows sentry guns and beds on vehicles.
- Allow_Instakill_Headshots player config applies to zombies when Weapons_Use_Player_Damage is enabled.
- Passengers cannot repair their vehicle unless per-vehicle Can_Repair_While_Seated is enabled.
- Oil pumpjacks and fuel tanks can hold more gasoline.
- Cannot build on vehicles with occupied seats.
- Accepted several new skin submissions from the curated workshop. View
- Added confirmation button to menu notifications replacing the dismissal timer.
- Added underground whitelist volumes that teleport out-of-bounds players back above the terrain.
- Added timeout when loading map is finished and waiting for server to accept connection.
- Replaced client-side Steam inventory quantity consolidation with automatic server-side stacking.
- Anonymous name is shown rather than groupmate nickname while in streamer mode.
- Upgraded from Unity's post process stack v1 to v2.
- Zombies stuck during horde beacon are teleported to a valid spawn point.
- Reworked third-person camera to use sphere sweeps (rather than raycasts) when testing for obstructions.
- Master bundle hashes are included in game asset hashes to prevent overriding with modified versions. Edit: temporarily disabled.
- Structures disable LOD group culling to prevent entities from being seen inside bases.
- Moved asset bundles into per-platform depots to reduce download sizes.
- Added support for Steam game server login tokens. Docs
- Warn about old versions of RocketMod during server startup. Newer versions have important fixes. Docs
- Linux ServerHelper.sh script defaults to steamcmd's steamclient.so if available.
- "+connect" command-line argument properly works with non-standard ports. (Only used 27015-27030 range before.)
- Added -OfflineOnly command-line flag for dedicated servers that disables requests to internet. In LAN mode it skips the Steam backend connection and uses locally cached workshop items. There will need to be some netcode reworking before purely offline multiplayer is fully supported.
- Added ability for song assets to use master bundle references and legacy localization. Docs
- Added Valid_Speed_Up and Valid_Speed_Down for vehicles to override sanity checks. (meters per second)
- Added Relevant_Distance setting to effect assets. Players within this radius will be sent the effect in multiplayer.
- Added support for multiple blade IDs per weapon.
- Added Allow_Horde_Beacon setting to zombie difficulty assets.
- Added Can_Player_Equip setting to items useful for sentry-only weapons.
- Added Gunshot_Rolloff_Distance setting to guns and Gunshot_Rolloff_Distance_Multiplier to silencers.
- Added Attack_Anim_Variants, Eat_Anim_Variants, Glance_Anim_Variants and Startle_Anim_Variants settings for animals.
- Added ClientTextChatMessenger and ServerTextChatMessenger components for mods. Docs
- Vehicles missing seat transforms spawn defaults and log a warning.
- Tidied up Dying Light content for mods and added Volatiles to zombie difficulty asset.
- Added Rarity_Type_Label to inventory localization for switching type-rarity order.
- Added default localization for kill quest conditions.
- Added basic support for custom weather events. Each map can have an unlimited number of custom weather types that trigger events and effects. Docs
- Added Override_Atmospheric_Fog setting to ambiance volume.
- Added CraftingBlacklistAsset which can be used per-level to restrict available crafting recipes. Docs
- Made Ground Upgrade Wizard easier by timeslicing the upgrade and defaulting to grass.
- Added -ConstNetEvents command-line flag to debug whether plugins are writing to the network buffers.
- Added Provider.onCommenceShutdown, Provider.onBattlEyeKick, Provider.onRejectingPlayer, PlayerLife.onPlayerDied, PlayerQuests.onGroupChanged and UseableGun.onProjectileSpawned events for plugins.
- All RPCs have individually tuned rate limits to reduce abuse of macro spam. Previously most RPCs shared a common limit.
- Tidied up effect spawning user code with EffectManager.spawnEffect method that wraps sendEffect.
- Images used by plugin UIs are cached, and plugins can force a refresh.
- Fixed destroying the rock wall on Hawaii. The collider bounds are considered for explosion obstruction tests now.
- Fixed gap in floor collision of drivable golf cart.
- Fixed missing barricade subclasses (e.g. traps, storage, generators) in the level editor.
- Fixed login stance test to use newer hasHeightClearance code path.
- Fixed delayed attack inputs on server being handled as different types (e.g. shoot as punch) by tagging client expected usage.
- Potential fix for vehicle death issue by kicking player out before plugin callbacks.
- Fixed null reference exception if plugin UI asset was missing.
- Fixed some potential null reference exceptions when exiting vehicle or swapping seats.
- Fixed older gun damage multiplier not applying to barrel attachments.
- Fixed damaging trees or resources with nested colliders.
- Prevent baking foliage while not in editor.
- Fixed checked move to only ignore initially overlapping colliders.
- Fixed accidentally shooting when dropping an item into the equipped slot with the mouse.
- Fixed equipping item when dragging into equipment slot with mouse in multiplayer.
- Fixed accidentally turning on headlights to drain battery of vehicles without headlights.
- Fixed makeshift vehicles missing placement bounds and throwing an exception.
- Fixed clamping turret yaw for driver.
- Fixed sending inventory RPCs twice in some cases. In particular this was causing issues with multiplayer loadouts.
- Fixed returning to main menu wasting time during shutdown.
- Fixed vehicles burning fuel after removing the battery.
- Fixed plugins setting stance directly rather than testing stance is allowed.
- Fixed locally predicting removal of Steam tool target item.
- Fixed infinitely removing tires using a socketwrench in the safezone.
- Fixed checking for object obstructions when loading into singleplayer.
- Fixed zombies losing track of players when leaving bounds vertically. Helicopters were being used to lift zombies out of range of horde beacons.
- Fixed an undiscovered potential RPC exploit with trees.
- Fixed glitching through ground underneath Germany ADC hangar.
- Defer enabling character rigidbody forces until the frame after respawn to maybe fix some vehicle issues.
- Converted industrial Dock #2 from mesh collider to box colliders to fix overlap exploits.
- Fixed fishing rod bobber not using continuous collision detection. With the right angle it could be launched through the ground to fish anywhere on the map.
- Fixed stance transition and obstruction tests to include player clipping. This was abuseable in some places to escape the map border.
- Fixed foraging resources missing a distance check.
- Fixed Devil's Bane LOD1 to use the correct material.
- Fixed nickname showing in spectator overlay for players in other groups.
- Fixed paintball gun ammo model becoming visible early when reloading from empty.
- Fixed updating viewmodel offset when sight attachment changes while aiming in multiplayer.
- Fixed scope, character and item render texture color banding in low light.
- Fixed transparency fov locking when changing anti-aliasing setting.
- Fixed Lucky Coins mythical effect in first-person view.
- Fixed bonesport compound bow inverted spikes.
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.
Patch Notes:
Misc:
- Chat_Always_Use_Rich_Text added to server config allowing servers with plugins to force vanilla messages to use rich text formatting.
- onThrowableSpawned event in UseableThrowable for custom throwable items.
- Included care package, blast door and flag in example assets package.
- Corrected orientation of Dango mythical effects and dragon tails.
- Prevented exiting vehicle downward through ground in some cases.
- Vehicles and players loaded above the sky limit are clamped back below.
- Allow walking out of an object if initially overlapping. For example standing on a stump when the tree respawned was getting players stuck.
- Throwable items default to continuous collision detection. This is to prevent fast-moving projectiles from passing through the terrain.
- Changing gun attachments and firemodes are rate-limited.
- Consumeable items support warming other players.
- Inactive UI components are eligible for buttons and text formatting for server plugin UIs.
- Cardinal directions in compass were off by 5 degrees.
Update Notes:
General:
- Graphics menu has more thorough explanations and performance warnings.
- If server rejects an admin edit the changes are rolled back on the client.
- Tooltips support rich text and have better contrast.
- Unboxing is disabled in Belgium and the Netherlands similar to Valve games.
- Item type in bundle descriptions matches type label.
- Maps can link to update notes for future curated map updates.
- Newly created devkit maps default to foliage storage v2.
- Custom airdrop models can be overridden per-level.
- Example package contains project settings and a few more objects. Including the "ProjectSettings.asset" ensures color space is Linear.
- Objects can specify Causes_Fall_Damage False to prevent fall damage.
- RocketMod is included with the dedicated server install.
- BattlEye messages and kicks are logged.
- Zombie spawn chances internally use weights similar to item spawns.
- Several barricade functions ensure they are only called from the game thread.
- Fixed performance of the skybox reflection option.
- Fixed stitching heightmap corners when using the smooth tool.
- Fixed file sharing of a few systems when running multiple servers on the same map.
- Fixed admin and level editor box-selection with UI scale.
- Fixed road material on LOD1 of the Germany dam.
NEW Easter Island Curated Map:
Welcome to Easter Island - now available in-game! From an unprecedented number of unexplored underwater relics to the unrelenting lava flow destroying the Northern shore, this map is quite an adventure. To host a server running the map add its workshop file ID (1983200271) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Easter Island in Commands.dat. This project was created by Steven "MelonCat" Nadeau, Thom "Spebby" Mott, Ben "Paladin" Hoefer and Nolan "Azz" Ross in collaboration with Smile Dev and with thanks to Doug Soderstrom, Danaby2, Madison "Froggo" Wilder and Timo987. If you enjoy the map and would like to support them, consider checking out the Mystery Box or Bundle on the Stockpile:
Recent Changes:
- Rocket is included in the Extras folder with several post-archival bug fixes.
- France is available on the workshop directly from the creators.
- Workshop file download restrictions prevent banned items.
- Fullscreen option split into Exclusive and Borderless.
Foliage:
Official maps using the newer foliage system have all been updated to improve file IO performance. Beforehand each map had many separate files for individual regions. Afterward each map has only a single file combining all of them. This significantly speeds up the "validate game cache" process, downloading updates and downloading workshop maps. For details on upgrading custom maps: Read Docs
General:
- Added "Only Equipped" filter for cosmetics and skins.
- "Insane" skins received attachment skins by Debski.
- Care package boxes crush players underneath them.
- Dedicated server handles the Ctrl-C or Ctrl-Break request.
- Console explicitly defaults to UTF-8 encoding, and the UTF-8 code page on Windows. The Windows built-in SimSun font is recommended for Unicode display.
- Changed doctor skillset and support icons to hearts.
Fixes:
- Fixed several movement exploits by disabling overlap recovery and reverting move if character passed through anything.
- Fixed loading levels with duplicate foliage or landscapes.
- Fixed Winter Pine Tree #01 billboard red tint.
- Fixed animal ragdoll exception if missing rigidbody.
- Fixed sentry gun eye draw distance.
- Fixed silent swimming exploit.
- Fixed misc issues with missing item animations, and log if missing.
- Fixed overlapping barricade placed on vehicle.
- Fixed server exploit advertising different workshop items than downloaded.
- Fixed case where gun could be dequipped immediately after shooting.
- Fixed problems with quest rewards that granted multiple items.
- Fixed unable to use skycrane hook and blimp in multiplayer.
- Fixed prematurely unmuting the loading screen in a few cases.
- Fixed delay updating lighting when Use_Skybox_Ambience is enabled.
- Fixed sun and moon atmospheric fog color during rain and snow.
- Fixed emissive flags on many materials.
Modding:
- Added "-LogAssemblyResolve" command-line flag.
- Log animal and object missing animation clips with validate flag.
- Log context for unsupported resetting of NPC quest condition in multiplayer.
Translation Tools:
- HUD debug text can be translated in Console.dat
- Translated EconInfo.json is now loaded from localization's folder.
- Maps can translate location names e.g. "Oulton's_Isle Castle" in their localization files.
- Localizations can contain a "Maps" folder with per-map translations e.g. "PEI.dat".
- Language setup is logged during startup.
Holiday Festivities:
Throughout the winter holidays each level is sporting some seasonal decorations, from gifts of weaponry under trees to NPC outfits. Cosmetic present boxes are also dropping for a limited time. Unlike past years where certain maps had a separate decorated version, PEI is using a new "redirector" feature that changes the map for the duration of the event. This allows saves to transfer, and for the map to be replayed in subsequent years.
Fog Density:
Historically height fog and distance fog have been configured separately, and were optional. Creators can now enforce fog from a thin morning mist to a thick soup.
Vendor Currencies:
NPCs trading for experience does not exactly make a ton of sense.
Originally the idea with the Liberator was a somewhat socialist mix of "helping out the community builds experience" and redeeming favor for items. Starting with P.Riso however, NPCs can instead trade for arbitrary "currency" items whether that be the Canadian ones, or a custom set. For more details: Read Docs
Steam Inventory:
Upgrades for the in-game Steam inventory view.
- Boxes and bundles label ambiguous item types in the description.
- Skins list attachments and other details in their description.
- Descriptions of items can be searched in-game.
- Items can be sorted by factors such as rarity and name.
- Searches match multiple tokens e.g. "mask warloc" will find the "Warlock Mask".
Respecting the Geneva Conventions:
Unturned has been unwittingly misusing the Red Cross symbol in-game, which has now been corrected. The Red Cross is a humanitarian organization, and preserving the meaning of the symbol is important to protecting their personnel and patients. For more information: Read Here Affected in-game assets include the healthbar, ambulances and medical tents which have been converted to hospital H's. If you find other uses in-game please let me know.
Quality of Life:
Pressing the Up and Down arrow keys in chat cycles through previously sent messages. This is intended to make it easier to send repeat commands. Maps in the Singleplayer menu have links to browse internet servers running that level. For maps with complex names this should make it easier to find matching servers. The minimum level of detail (LOD) screen size has been doubled, and player models maximum draw distance matches structures. Raising the minimum LOD seeks to prevent players from being seen before structures are drawn in. Likewise the maximum distance can no longer be raised separately. Official proper documentation for server hosting has begun, and is linked from the Servers menu. Resolution Overrides: To help avoid miscellaneous issues that occasionally arrise related to resolution, several overrides have been added.
- If Unity command-line resolution is specified the game will not try to override it.
- In-game resolutions are overridden if -w #, -h #, -width # or -height # are specified on the command-line because those are often suggested.
- When UI scale is misconfigured it can be fixed up with -ui_scale # on the command-line, or in the Preferences.json file.
New Gameplay Options:
Allow_Per_Character_Saves is enabled by default, but can be disabled to prevent multiple characters per account from being used to store items offline. Group_Player_List can be disabled to hide group alliances from the in-game player list. Friendly_Fire allows groupmates to damage each other when enabled.
Modded Content:
Vehicle Physics Profiles: Increased control over vehicle settings can now be done in bulk with this new asset type. In particular most of the vanilla vehicles have been changed to front-wheel-drive for stability. One of the goals introducing profiles is to improve the handling of vanilla wheeled vehicles. Feel free to experiment with the default profiles, and propose changes to them. For more details: Read Docs New Event Scripts: Several new scripts have been added to the built-in package. These allow custom interactable objects to run extra commands now, and for chat messages to control objects similar to the Russia easter egg quest. For more details: Read Docs General Improvements:
- Custom interactable objects can use navmesh cuts. Refer to the aircraft carrier door in the example package.
- Body mesh replacements can hide hair and beard.
- Hair_Override option for hats, glasses or masks to use hair material.
- Maps on the workshop can specify the "Custom Game" category.
- Infinite_Ammo and Infinite_Quality options for sentry guns.
- Subdirectories of the Sandbox directory are treated as workshop folders for testing.
- Workshop menu links to the newer documentation site.
- Salvage_Duration_Multiplier for individual buildable items.
- Min_Spawn_Placement and Max_Spawn_Placement for trains.
- Hint message popup NPC reward type.
- Door and window slots are somewhat supported on vehicles.
- Kills_Tree NPC condition type.
- Guns support in-world Ammo_Counter text component.
- Allow_Collision_While_Animating option for doors to restore old behavior.
- Bleeding_Modifier can be set to None, Cut or Heal.
- Bones_Modifier can be set to None, Heal or Break.
- Oxygen is settable and can be positive or negative.
- Hallucination and stamina are replicated when using healing items on other players.
- NPC rewards can be triggered with Quest_Rewards # and Quest_Reward_#_X.
- Items can be granted with Item_Reward_Spawn_ID #, Min_Item_Rewards # and Max_Item_Rewards #.
- Player_Damage_Bleeding can be set to Default, Always, Never or Heal.
- Player_Damage_Bones can be set to None, Always or Heal.
- Player_Damage_Food, Player_Damage_Water, Player_Damage_Virus and Player_Damage_Hallucination have been added.
- Search fields support multiple tokens, and masterbundle filter e.g. "mb:france".
- Reusable lists of objects from favorite searches.
- Resource placement tool has a search field.
Code Plugins:
Events and improvements for plugins.
- Vanilla death menu can be disabled by EPluginWidgetFlags.ShowDeathMenu.
- onAnyFlagUpdated event for quest progress tracking.
- onRelayVoice event for custom voice channels.
- sendUIEffectImageURL allows dynamic images to be loaded from a web address.
- sendPluginJumpMultiplier override jump height.
- onPlayerAllowedToDamagePlayer overrides friendly fire behavior.
- Admin base editor events for auditing or permissions.
- -NoDefaultLog command-line flag to prevent X.log file creation.
- setLogFilePath can replace log file location while running.
- Barricade and structure instance IDs are persisted after restart.
- Tire tool onModifyTireRequested event.
Fixes:
Editor:
- Fixed pasting scale not working properly when in global coordinate system.
- Fixed applying weights in spawn table editor.
- Fixed flying while GUI has focus. There is a related issue with right-clicking a button and dragging off, but that will be resolved in a future Unity update.
- Fixed reloading assets in-game loading the server versions of vehicles.
- Fixed peeking upward through ceilings while crouched. Now the camera gets pushed downward.
- Fixed using mannequin pose change to push self upward.
- Fixed rapidly swapping clothes to lag server. This is now rate-limited.
- Fixed walking on precision charges.
- Fixed deleting groups with multiple admins allowing max members to be bypassed.
- Fixed item pickup to respect line-of-sight test.
- Fixed landscape heightmaps to be included in level hash.
- Fixed teleporting while in vehicle to force out of vehicle.
- Fixed potential cause of losing connection after dieing in a vehicle crash discarding inputs.
- Fixed several potential mismatch issues when building RPC table.
- Fixed handling of integers over big endian connections.
- Fixed several potential causes of barricade and structure desync issues, and added related warnings.
- Fixed serverside movement pausing if teleported onto a ladder.
- Fixed rest gesture not resetting upon entering a vehicle turret.
- Fixed hostile animals fleeing from noise alerts rather than investigating.
- Fixed exiting vehicle when exit distance was slightly too near a wall.
- Fixed vehicle exit ground test to consider vehicles, and allow up/down points.
- Fixed clicking suicide button while already dead not re-opening death menu.
- Fixed zombies falling out of the map to get teleported to a valid spawnpoint.
- Fixed zombies not being killed by death barriers built into objects.
- Fixed running GUI code during unused layout event.
- Fixed item and character UI previews on MacOS.
- Fixed Dragonfang and Hell's Fury ammo descriptions. [Thanks Jean]
NEW California Curated Map:
We hope you enjoyed these postcards from the new map! California is now available in-game, and is the first return to the United States mainland since Washington in 2015. Watch Release Trailer Video To host a server running the map add its workshop ID (1905768396) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to California in Commands.dat. This project was created by clue and Renaxon with special thanks to Letgalian and Vilespring. If you'd like to support them consider checking out the Journalist and Mercenary bundles on the Stockpile:
Miscellaneous Changes:
- Added California Journalist and Mercenary bundles to Stockpile.
- Organized editor tools, mod hooks and project settings into Project package.
- Documented project setup and example assets: Getting Started
- Included berries, ambient audio and road textures in ExampleAssets package.
- Fixed drag-selecting multiple items in admin building editor.
Update Notes:
Text Contrast Preferences: Settings for outlines vs shadows on text have been added to the Preferences.json file. They are split into text with colorful backdrops like the game world and map, and text with inconspicuous black/white backdrops. Values are "Default", "Outline" or "Shadow". Door Collision: Animated colliders on doors, hatches, shutters, etc are now disabled while playing the animation until nobody is overlapping them. This is a more drastic approach aiming to prevent remaining physics exploits involving doors. -ValidateAssets Improvements: More checks have been added, and miscellaneous core content has received fixes. Key warnings have been documented here: Read Should_Delete_At_Zero_Quality: New option for useable items. Intended for disposable melee weapons that break after a certain amount of usage, but compatible with all equippable items. Can be set to true, defaults to false. Misc:
- Mask, glasses, and hat mythical effects are horizontally centered.
- Target (yellow) arena circle is animated on map overlay.
- Projectiles like rockets and grenades no longer collide with world borders or collision volumes.
- Character mesh override restores 1st person mesh for viewmodel after dequipping.
- Grizzly magazine alignment was changed to match Zone Defender skin.
- Skin names which did not match the item name were synchronized e.g. Crusader Blade skin was changed to Crusader Katana.
- Carpat cosmetic texture compression was corrected.
- Vehicles with default rigidbody and wheel collider mass are slightly increased if Wheel_Collider_Mass_Override is not set.
- Zombie difficulty asset stun thresholds are saved from devkit.
- Teleporting to obstructed map markers uses the highest available position.
- Invalid quests without details or assets are excluded from quest list display.
- Monolith object uses gravel physical material like other boulders.
- Zeus hair normals are smoothed like the base hair.
- Doors can be placed in House_12 porch doorway.
- Attachments with missing models will not be spawned, and warnings are logged during loading.
- If individual asset version is higher than master bundle version it will be used instead.
- Materials with standard shader and transparent render mode have keywords set similar to fade mode. Previously only fade render mode had keywords adjusted.
- HWID includes several other factors, as a concern with deviceUniqueId was raised.
- Closing admin editor cancels drag.
Halloween:
Autumn leaves coat the ground, the smell of pumpkin spice lingers in the air, and literal green zombies are stampeding around breaking car physics, stacking on each others heads and eating solid objects... it must be Halloween!
Until November 1st the event is active:
- Decorations have been added to some towns on all of the official maps, and the Liberator dress-up party has returned.
- Halloween Gift Presents containing costumes and skins are dropping.
- Several community-created items have been accepted to the Stockpile. In particular the Warlock and Obsidian Knight bundles are quite appropriately themed!
Unity 2018.4 LTS:
Unturned has upgraded from 2017.4 to 2018.4. This change should be mostly behind-the-scenes, but I'll be keeping two eyes out for the bug reports. Some of the direct benefits include:
- Nested prefabs for modders, significantly speeding up asset development
- Headless dedicated server optimizations and performance improvements.
- Significantly improved .NET / mono stability, and stability in general.
- Terrain rendering CPU optimizations via instancing.
Miscellaneous Changes:
- Added -ValidateAssets command-line option, and moved some of the slower asset checks behind this flag.
- Asset checks for missing meshes are now more thorough for more asset types.
- Multiple workshop maps can be specifically highlighted at a time now.
- Reworked logging systems, in particular benefiting servers. All information is in the Client.log or Server_XYZ.log files now.
- Fixed item drop exception for misconfigured animals.
- Lighting material values are cached before changing.
- Disabled unused Unity player loop subsystems.
- Object visibility updates are only checked while changing zones.
- Text outlines are only used on colorful backgrounds, and other text now has shadows instead.
- Fixed featured item labels to only show during new time window.
- Updated all vanilla terrain shaders to take advantage of instancing, and corrected some specular lighting issues.
- Fixed small values in some attachments being ignored.
- Sort-of workaround for GUI color problem on MacOS.
- Improved material and shader fixup process for older asset bundles.
- Stripped a variety of code that should not be in the game itself.
- Mute game volume on loading screen. There were some annoying noises depending where the loading camera was.
- Updated from SplatPrototypes to TerrainLayers API.
- Replaced usage of WWW with UnityWebRequest.
- Prevent duplicate asset bundle loading in the pending master bundle list.
Dango Map:
Danaby2, creator of several wildly different maps such as the wild-west Canyon Arena, has now released his latest creation: Dango This map is set on a series of flying islands inspired by Japan, and intended to be played as a multiplayer deathmatch. It features a suite of insane new weapons like a fish launcher which fires backwards, and is definitely worth a visit in-game.
Mystery Box Changes:
As you may well know, it's been about two years since the last mystery box was added. Given the controversy around random items we focused instead on individually purchasable item bundles, however the older mystery boxes are still in high demand. To try and offer the best of both worlds, the new Dango Map Mystery Box is different from past boxes:
- Collection of all items is available for purchase on the Stockpile, not just from the box.
- Each item has an equal probability of being unboxed, and can be hovered over to see the percent chance.
- Boxes have a 10% chance of dropping an additional bonus item e.g. kill counter.
- Dango box is available on the Stockpile, and does not require a key.
Version Numbering:
Going forward version numbers will follow a 3.{year}.{update}.{patch} pattern. In the past updates were split between "major" and "minor", but this lead to huge skips in version numbers when releasing several maps in a row. Unturned had been following the previous scheme for slightly more than 5 years, so this style was experimented with for map versions and Unturned II prior to commiting to it.
Workshop:
- Files used by a server can be subscribed or unsubscribed from the sever info screen. Subscribing will keep the files up-to-date and save time joining the server.
- Subscribed files can be enabled or disabled from in-game without uninstalling them. This menu is linked from the singleplayer workshop maps list, and the in-game workshop menu. Changes take effect the next time the game is started.
General Improvements:
- Included example server scripts on Windows and Linux.
- Added ability to skip unboxing animation with Esc key.
- Mouse-over items in mystery boxes to see individual probability.
- Halloween and Festive menus, as well as promo menus as async loaded.
- Rainbow jersey item was added to playtime drops.
- Musical mythical effect minor adjustments.
- Adjusted trophy skin gold/silver appearance.
- Clarify refresh categories on server list.
- Threaded console is no longer the default on Linux.
Modding:
- Has_Global_Electricity in level Config.json. All level config properties have now been documented in the U3-Docs repository.
- Strings with >255 length are now replicated for custom UIs.
- Level can override dropship model, see DefaultLevel.asset file.
- EffectUI command can be used from server console.
- All attachments can affect ballistic damage, not just magazines.
- Allow_Manual_Drop item option.
- Zombie difficulty assets can override stun values.
- Marker text can be overridden by plugins.
Fixes:
- Several issues with loading objects at the world border on "insane" map sizes were fixed.
- Discoloration on top of Metal Bench #1 has been corrected.
- Viewmodels and enemy models now properly work with >4 LODs, and game objects are found from the LODGroup renderers list.
- Yukon sea level is disabled.
- Beta invite is no longer marked as consumable.
- Client locally marks box as used when repeatedly opening boxes.
- Secondary weapon slot takes priority over primary when picking up items.
- Workshop update config accepts rich text and should not be clobbered.
- Case where kick/ban/shutdown might not have been sent was potentially fixed.
Recent Events:
MoltonMontro, a friendly and helpful guy you may have met in the community over the past few years, is now working with SDG in an official capacity. He's going to be helping out with a variety of projects like curated map quality control and community blog posts, as well as behind-the-scenes work he's been helping with for some time like maintaining the wiki and forum servers. Documentation for 3.0's modding features is now available from a main repository, and will be expanded over time for new features and write-ups on older features. This includes both plugins and assets. Most recently the level config properties have been documented. See Here Edit: The .1 patch fixed an issue with LODs on a few items (e.g. dragonfang and bayonet) that was preventing them from being used due to the viewmodel changes. Canyon Arena has also been moved to the workshop, but is automatically subscribed in order to avoid breaking any dependent maps.
France:
Last week the France map team released a sizable patch with a variety of interesting balance changes e.g. new scrap item for Focus weaponry. For more details: Read Here
Maps:
- When searching for a particular map, the server list will only show servers running the same version as you have installed. The map filter has also been replaced with a text map name filter which allows searching for maps not installed locally. If a local map is detected (by prefix) the search will use that full name.
- Improvements to how curated maps are featured in-game. Rio's release was not as clearly communicated, so the map has been re-featured.
- Workshop maps feedback button links to discussion board.
Hosting:
- Dedicated server monitors for updates while hosting a workshop map. By default the server will notify players that it is shutting down for an update, but this can be configured in WorkshopDownloadConfig.json or overridden by plugins.
- Auto workshop downloads now try to use cached installs aggressively. Steam does cache auto-installed items for a period, but still prefers to re-download them. Now the game looks for the "Needs Update" flag, and if not detected, will skip re-downloading. The goal here is to improve join times for servers with large numbers of auto-download content, but if problematic, subscribing will keep the content up-to-date.
- Threaded console is now the default, but the older console can be enabled with -LegacyConsole command-line flag. This may conflict with Rocketmod's console on Linux until updated, however the hope is to improve vanilla dedicated server support.
Plugins:
- Hashed player hardware ID is available server-side for use banning. Cheaters will obviously use fake HWIDs, but it's another tool in the administrative tool belt.
- Server relay can immediately redirect. If there is a negative player response to this feature it will be adjusted or disabled.
Modding:
- Made Mannequins moddable and exported an example package.
- Guns with fire delay can include "FireDelay" sound played at input.
- Slot type "Any" for useables that can be equipped in primary, secondary, or inventory.
- Can_Aim_During_Sprint option for guns.
- Allow_Magazine_Change gun option similar to Hook_X options.
- Should_Fill_After_Detach option for magazines. This effectively provides infinite ammo, with the trade-off of choosing the time to reload.
- Visible_On_Ragdoll option for large clothes.
Fixes:
- Vehicles now respawn up to max instances when multiple are destroyed simultaneously.
- Disconnect if server workshop usage does not match advertised usage.
- Fixed potential exploit destroying holiday / timed objects.
Curated Map | Rio de Janeiro:
Travel to South America with Rio, now available in-game! It features iconic destinations such as the redeemer statue, and has future updates planned. For more details check out the map's workshop page: Read Here You can also install the map from in-game by navigating to Play > Singleplayer > Curated and clicking subscribe, or searching for "Rio de Janeiro" on the server list. After Steam finishes downloading the map, Unturned will detect it and install the map without needing to restart. Going forward curated maps are being distributed through the workshop - more details in the previous 3.30.5.0 update notes. This Rio section is at the bottom of the update notes because at the time of writing the map is featured prominently at the top of the main menu.
Curated Maps:
If you're reading this from the in-game menu within a week or two of the update coming out then you can see that Rio is featured above! In order to reduce load times and keep the installation size reasonable, curated maps have typically been transitioned to the workshop after several months. This was problematic for a variety of reasons however, such as suddenly having to subscribe to the map in order to keep its assets, or for hosts needing to switch the server to the workshop version. With the recent improvements to the game's workshop integration (e.g. auto-detecting workshop dependencies, installing while in-game), my hope is that taking this featured article approach will improve all aspects of the curated maps system:
- Creators have full control over their article and can patch / update the map without waiting for me to release a main game update. This was one of the reasons for adding per-map version numbers.
- Maps will not get moved to the workshop after an arbitrary period.
- If you're not interested in the map you can click the "Dismiss" button in the top-right to hide it and return to the trending workshop items. Note that the curated articles are shown for a specific number of days before going back to the default.
Update Notes:
- Added onEnterVehicleRequested, onExitVehicleRequested and onSwapSeatRequested events.
- Added gun attachment change request events.
- Added onConsumeRequested and onConsumePerformed events.
- NPC Event reward delegate passes instigating player.
- Fixed id/name upgrade log spam related to devkit objects.
- Fixed landscape tile basemap distance during satellite capture.
- Included All_Tool_Items unity package in examples.
- Misc improvements to -ThreadedConsole mode.
Client Workshop Improvements:
- Popular and featured workshop item articles can now be dismissed. If the carousel is empty then the next-most popular item is used.
- Featured workshop item subscription can be managed from the title menu.
- Workshop subscriptions changed while in-game are detected and update the maps list.
- Moved WorkshopDownloadIDs.json into WorkshopDownloadConfig.json. Server now caches query results and will retry when query fails.
- Whitelist/blacklist download restrictions are now enforced during connection.
- Flashbangs can no longer be used in safezones or around friendly sentry guns.
- Teleport command and NPC teleport rewards now report when destination was obstructed.
- Oxygen now persists between logins to prevent resetting it at high altitudes.
- Stockpile new label is now dismissed when the button is clicked.
- Added support for per-level tips, enabled by setting "Tips" to a number in Config.json, and then adding Tip_0, Tip_1, Tip_# to localization file.
- Added level Allow_Skills and Allow_Information config.
- Added Prevent_Building_Near_Spawnpoint_Radius to level config (default 16.0).
- Custom objects can specify Add_Kill_Triggers true to cause Triggers children with name "Kill" to kill players.
- Added Can_Use_Underwater true/false for equipable items which defaults to false for primaries.
- Added questCompleted event for plugins.
- Added updateReplicatedState barricade function for plugins.
- Added helper functions for plugins to easily spawn replicated buildables.
- Added onPerformingAid and onPerformedAid events to UseableConsumeable for plugins. Individual stats are best compared by using both, as theys always occur in pairs.
- Disabled many missing asset related errors when -SkipAssets is enabled.
- Replaced serversideSetPluginModal with EPluginWidgetFlags granting more control of UI.
- Tidied up some of the damage events by moving parameters into structs, and tracking the damage instigator.
- Added gameplay config for disabling structure, barricade and vehicle zombie targeting.
- Added Use_Airdrops to gameplay config.
- Added Enable_Kick_Input_Spam and Enable_Kick_Input_Timeout config.
- Hosts can now specify -NoWin32Console on the command line to prevent the Windows server from manually allocating/freeing a console window.
- Separated Windows-specific console input/output from shared console code, and allowed plugins to override IO handling by implementing ICommandInputOutput and calling setIOHandler. When using a custom handler you can specify -NoDefaultConsole on the command line.
- Fixed Paddle repair blueprint.
- Fixed clothes not respecting Should_Drop_On_Death option.
- Vehicles in safezones now properly ignore all damage.
- Fixed not loading per-map .content files from workshop during connection.
- Fixed log files not sharing read access.
- Fixed several plugin network events not wrapped in try-catch blocks.
- Fixed cancelling pending exchange notification.
- Fixed Spread_Aim between 0.8 and 1 visually increasing crosshair size.
- Menu notification system which was added back in 2017 but never used now supports timed windows and dismissing it, so today it links to the Short Film Contest voting stages. I expect we'll see it again for future community events.
- Accepted three new outfit bundles.
Stockpile:
- Added two bundles created by the Candyland workshop map team.
- Accepted several new curated workshop skins to the Stockpile.
- Pause menu can be opened from death screen.
- Freecam and legacy editor camera speed can be adjusted.
- Version mismatch disconnects show the server's version.
- Cosmetics inventory automatically merges crafting material stacks.
- Player icons are shown on map while using spectator freecam.
- Anonymous dedicated server is now available separately from the game client as AppID 1110390. It contains the 64-bit Windows and Linux headless servers, and strips many client-only files to optimize download times and disk space.
- Dedicated server auto-downloads child workshop items from collections and dependencies.
- Added gameplay config option to retain primary/secondary equipment after death.
- Scam or inappropriate servers can now be blacklisted by regex.
- Improved startup time by deferring some loading to the first time you enter each map. You can disable this with the "-NoDeferAssets" command-line option. For the moment this applies to vehicles and level objects because most assets are known by map load time.
- Display master bundle mounting progress.
- Show name of downloading workshop item if known.
- Added per-level version numbers so that workshop maps can be updated smoothly.
- Added "Weather_Override" to level's Config.json which can be set to "Rain" or "Snow"
- Added "Use_Vanilla_Bubbles" true/false option to Level.config for disabling underwater bubbles.
- Added optional "GameModeLabel" localization override per-map.
- Added "_Auto_Equip" true/false option for NPC item rewards.
- Added "Should_Delete_After_Use" true/false option for consumeable items.
- Added "Can_Steal_Battery" true/false option for vehicles.
- Added "Projectile_Damage_Multiplier", "Projectile_Blast_Radius_Multiplier" and "Projectile_Launch_Force_Multiplier" for projectile ammo.
- Added "Ammo_Per_Shot" and "Fire_Delay_Seconds" numeric options for guns.
- Replaced gun Delete_Empty_Magazines flag with Should_Delete_Empty_Magazines true/false which now overrides action item mode.
- Added DamageTool zombieDamaged and animalDamaged events.
- Added "-SkipAssets" command-line flag. Useful for quickly iterating on server-side code.
- Added onSiphonVehicleRequested event.
- Tweaked onCraftingRequested to be easier to use as onCraftBlueprintRequested.
- Arena wall more visually appealing.
- Vehicles cannot be siphoned while locked.
- Projectile impacts ensure hit is not child of owner.
- Fixed item hotbar when client is missing an item asset.
- Fixed Greece not referencing Hawaii as a dependency.
- Fixed requesting vehicles on server exceeding max packet size.
- Fixed GameSense integration had not been enabled on build machine. "-GameSense" command-line option can be used to enable it. Note that only health, ammo, barrel quality and firemode are currently supported.
Belgium Update:
The Belgium community map team has prepared a large update, so the featured duration has been extended to June 15th.
Update Notes:
Additions:
- Added Belgium Poacher outfit as well as several curated workshop skins to the Stockpile.
- Added "Manage Subscriptions" button to workshop play menu.
- Added Allow_Placement_On_Vehicle true/false barricade option, defaults to false for beds and sentries.
- Added Sentry_Freeform build type.
- Added onCraftingRequested event.
- Added Vulnerable_To_Fists true/false and Vulnerable_To_All_Melee_Weapons true/false options for resources.
- Improved retired maps list to have icons, view on workshop and sub/unsub buttons.
- Hawaii has been retired to the workshop. Maps which use Hawaii content can add the Hawaii Assets workshop item as a dependency, and now players can auto-subscribe to the map plus its dependencies through the in-game curated maps list.
- Re-exported All_Shaders example package.
- Included Pumpjack example package.
- Fixed replicating plugin text/visibility RPCs.
- Fixed applying ragdoll effect to arrow explosions.
- Fixed zombie clothing when a shirt/pants texture is missing.
- Fixed a couple bugs related to Should_Drop_On_Death.
Additions:
- Added Spawn_Loadouts option to per-level config similar to Arena_Loadouts.
- Added Should_Drop_On_Death true/false per-item option.
- Added onVehicleCarjacked event for plugins to prevent jacking cars.
- Added onOpenStorageRequested, onPreSave and onPostSave events.
- Added onEffectTextCommitted event for custom UI text fields.
- Added sendUIEffectText to directly change custom UI text.
- Added WeatherEventHook for custom objects to listen for day/night, full moon, rain and snow.
- Added Allow_Ctrl_Shift_Alt_Salvage to Preferences.json which enables fast bulk salvaging of items.
- Fixed validating attached items hash during equip rather than during attach.
- Fixed trying to instantiate missing barricade/structure assets.
- Fixed a kick if server stalled for more than one second.
- Fixed hashing trees in level when Should_Verify_Objects_Hash is enabled.
Welcome to Belgium! | NEW Curated Map:
Watch Gameplay Trailer Created by Ben "Paladin" Hoefer, Ethan "Cyllek" Brookman, Nathan "Wolf_Maniac" Zwerka and Nicolas "Putin3D" Arisi with thanks to Nolan "Azz", Husky and Noobyfish, Belgium is newly released for exploration! This map features modernized yet medieval cities, beautiful vistas and boating through active waterways.
If you'd like to support this team in their creation of future maps you can check out the Belgium item bundles on the Stockpile here: Belgian Infantry Lil' EBR Acid Trooper Revenue from map items and bundles are split 50% to the map team, 30% to Steam and 20% to Unturned.
Change Notes:
Additions:
- Added Belgium to curated maps list until May 5th.
- Added Belgian Infantry, Lil' EBR and Acid Trooper item bundles to Stockpile.
- Tweaked unity logs to be written to UnityDebug_*.log in logs folder rather than appdata so that they are easier to find.
- Fixed horrible voice audio when using walkie talkie after relay change. Was caused by code using Stop() rather than Pause()! Sigh.
- Fixed some issues registering installed workshop content while Steam is in offline mode.
- Fixed Retrowave skins emission, and fixed accept process not enabling _EMISSION keyword.
- Fixed Hawaii Red Scrounger missing collision on rear half.
Change Notes:
Additions:
- Added ability to craft random mythical skins.
- Accepted several limited-time skins to the Stockpile.
- Added Child_Explosion_Armor_Multiplier to vehicle assets and server vehicle config. When an explosion is obstructed by buildables attached to a vehicle, the damage is multiplied by these values. Prior to this update the equivelant value was 0%. Now the default for individual vehicles is 20% (0.2) and 100% (1) in server config, so an explosion blocked by armor plating on a vehicle will deal 20% of the explosion damage to the vehicle itself.
- Added onDamageTireRequested event.
- Added CollisionEventHook to ModHooks.
- Improved voice data to be relayed through server. More details below.
- Improved Stockpile Bundles to show preview images of all contained items.
- Tweaked menu warning to show missing vehicle and buildable.
- Tweaked seeds to no longer absorb explosive damage!
- Fixed level hash to include lighting nodes, preventing editor enabling light underground.
- Fixed shooting while walking into underwater not dequipping immediately.
- Fixed landscape tile seams when using pixel average smooth tool.
- Fixed connecting to IPs with whitespace in front/back.
- Fixed crediting player stats for explosive kills.
- Fixed ragdoll effects attached to rocket launchers.
- Fixed rockets going the wrong direction in multiplayer when aiming at rubble.
Mythic Crafting:
Bet nobody saw this coming! Details:
- Skin is randomly selected from all weapon skins including drops, crates, and stockpile items, but excluding unique trophy skins. This means you can get skins that have never had mythical versions before. Chance / weighting of each item are equal.
- Mythic effect is selected from weapon-compatible set, and all effects have an equal chance of being selected. Technically these are different from the "Mythic" tag because they use a newer Steam feature, so they show as "Particle" tags in the inventory.
- Crafting requires x1,000 salvaged materials. This is an insane amount, and might be tweaked in the future. Some of the goals of mythic crafting are to improve the long-term value of your items, keep existing mythics valuable, and incentive sinking large quantities of items out of the economy, so it had to be a large amount. One factor is that inevitably bots will buy up all the 3 cent items for ~$30 per crafted mythic.
Voice Relay:
Previously voice chat was sent from the speaker to the appropriate players using Steam's P2P network, however this had the downside of opening clients to voice packet spam, likely abused by cheats. Now this data is validated through the dedicated server, and plugins can set allowVoiceChat to enable/disable voice for specific players.
Greece:
Greece has now been retired to the Steam Workshop, and can be downloaded here: View on Workshop Other mods that use Greece assets can add Greece as a "Required Item" from their owner controls to show players it's a prerequisite.
Additions:
- Added Fuel_Burn_Rate option. (units per second)
- Added Root_#_Override spawn table option which zeros the weight of default spawns, useful for total conversion mods.
- Added BatteryMode_Driving, BatteryMode_Empty, BatteryMode_Headlights and BatteryMode_Sirens which can all be set to Burn, Charge or None.
- Tweaked lean obstruction test to use capsule overlap rather than a single ray.
- Tweaked bicycle to be vulnerable to weaponry. Why wasn't it?!
- Tweaked missing buildable kicks to log item ID.
- Tweaked inspectable properties to be read-only while in-game.
- Fixed potential issue retrieving server camera mode.
- Fixed catching exceptions thrown during core server plugin callbacks.
- Fixed server vulnerable to cheat input packet spam.
- Fixed salvage duration override comparison.
- Fixed spec ops helmet display rarity.
- Fixed saving non-finite player positions.
- Fixed cursor color option header.
Additions:
- Added resource drops multiplier to config.
- Added *_Origin crafting output flag which can be set to World, Admin, Craft or Nature overriding default item origin type.
- Added sendSalvageTimeOverride RPC for plugins.
- Added sendRelayToServer RPC for plugins to move player to another server.
- Added Foliage_Cut_Radius setting to floor structure types.
- Added Kills_Object condition type which takes an _Object GUID, and an optional _Nav area. Requires destroying certain number of objects.
- Improved inventory search to be useable while filtering stat counters.
- Improved kill counter visibility to respect skin visibility toggle.
- Tweaked quicksave button to take the place of favourite button in singleplayer.
- Tweaked spec ops helmet to exist.
- Fixed stuck loading assets when master bundle failed to load.
- Fixed blimp center of mass.
- Fixed colliders on Greece Backlash gun.
- Fixed unable to lean over waist-height walls.
- Fixed forcing camera into walls by leaning while running sideways.
- Fixed LOD issues with apple juice and canned beef.
- Fixed potential causes of some workshop download failures.
Update Notes:
Additions:
- Added Zero Kelvin Weapon Kit craftable with 50 salvaged materials.
- Tweaked farms to be plantable anywhere when Ignore_Soil_Restrictions is flagged.
- Tweaked XZ border movement restrictions to only apply within terrain bounds.
- Tweaked vehicle entry to check line-of-sight between player and their seat.
- Tweaked vanilla teleport command to prevent teleporting to a player inside a vehicle.
- Tweaked teleport helper functions to check for available space.
- Fixed makeshift vehicles disrespecting the buildable request event.
- Fixed a particular tree on Hawaii using incorrect shader.
- Fixed France Heavy Crossbow rope shader.
- Fixed highlight outlines on Mac.
- Fixed running devkit upgrade tool on devkit objects.
- Fixed farm updateState if asset type was changed.
- Fixed setting terrain textures on headless Linux server.
Misc Info:
Was surprised at the number of questions about using the ragdoll effects following the last update (particularly for freezing), so I implemented the Zero Kelvin kit right away. The bronze, silver and gold effects will still be used for contests, and if you're planning on running an Unturned community contest let me know and maybe we can use them as rewards too!
Additions:
- Added LOD_Bias to Preferences.json.
- Added plugin events for buildable deploy requests.
- Added Kills_Player condition by popular request.
- Added support for clothes that replace your body mesh for mods.
- Added support for weapon skins that turn corpse into metal. Will be used as rewards for future contests.
- Updated to .NET 4.6, this time hopefully without floating water.
- Tweaked recoil recovery to be more consistent.
- Disabled legacy objects position clamp.
- Tweaked incompatible content to show warning but still allow downloading.
- Tweaked claim flags to prevent building on nearby vehicles.
- Fixed calculating structure bounds now that transforms are synced at end of tick.
- Fixed stance change overlap test.
- Fixed suspected cause of surfing along wall edge issue.
- Fixed abusing clip plane corner with log walls.
- Fixed the magical floating decal that existed on all maps.
- Fixed potential cause preventing building structures related to pending build check.
- Fixed using water to cancel reloads.
Welcome to Canyon Arena! | NEW Curated Map:
Update Details:
The latest and greatest arena map from Danaby2, Renaxon and SirAdy Unleashed, Canyon Arena, is now available in-game! It features an entirely new setting with era-appropriate items and weapons. Watch Gameplay Trailer If you'd like to support this team in their creation of future maps you can check out the new bundles on the Stockpile here: Cowboy Bundle Bounty-Hunter Bundle
Update Notes:
Additions:
- Added Canyon Arena map.
- Added support for guns jamming. More details below.
- Added support for battery-only vehicles. [Battery_Powered flag]
- Added config options to disable individual UI elements. See Destruction map for an example.
- Added ability for serverside plugins to set visibility of UI elements. [sendUIEffectVisibility]
- Added ability for serverside plugins to assign workzone and spectator overlay permissions.
- Improved vehicle exit logic to fallback to a safe spawnpoint when the vehicle's doors and roof are obstructed, rather than trying to find a nearby empty location which was often abused to teleport through walls.
- Improved cosmetics/skins menu to show how many crafting materials you get from scrapping an item.
- Tweaked Matamorez scoped recoil to require more skill hitting repeated shots.
- Renamed "Can" to "Metal Can" to make it easier to search for.
- Tweaked plate glass to be unsalvageable.
- Fixed majority of physics-overlap-pushing-player issues.
- Fixed loading multiple root *.content files with the same name.
- Fixed handling unexpected number of terrain textures when loading.
- Fixed an edge case when writing large savedata files.
- Fixed loading options file after disabling gold upgrade.
- Fixed a few cases where ammo was not deleted during crafting.
- Fixed accessing storage after being teleported away.
- Fixed Ace bullets not aligned with barrel.
- Fixed small number of France objects using incorrect shaders.
- Fixed incorrect anti-aliasing in menu inspect camera.
- Fixed devkit viewport in forward rendering mode.
- Fixed minor details on RULA Maplestrike and Mime's Knife.
- Fixed reassociating barricades mounted to vehicles after vehicle asset is deleted.
Gun Jamming:
Gun assets can include the "Can_Ever_Jam" flag to enable jamming. Guns start to have a chance of jamming once their quality % drops below "Jam_Quality_Threshold" which is a value between zero and one. Once they reach 0% quality they will have a "Jam_Max_Chance" chance of jamming on each shot. Chances of jamming are blended between 0% and "Jam_Max_Chance" based on the gun's quality percentage. The "ChamberJammed" AudioClip is played when a jam occurs, as well as the animation "UnjamChamber" if present. Cobra_Jam [1521] is included as an example.
TL;DR Workshop items will need some time to update, but the game should be more stable.
Explanation:
For a while Unturned has been using version 5.5 of the Unity engine (from 2016), but it's come time to upgrade. In recent years Unity has made stability a higher priority, and have been updating a "long term support" LTS version. The game is now upgraded to this 2017.4 LTS version. While not particularly glamorous, some of the primary motivations are:
- Taking advantage of newer optimizations in the engine.
- Removing workarounds for old unity bugs which will help improve performance.
- Supporting the Metal graphics API for Macs now that Apple has deprecated OpenGL.
- Fixing many longstanding issues and crashes, and continuing to get the LTS fixes going forward.
Workshop Devs:
For mappers: Maps with a /Bundles folder will be detected by the game as requiring an engine update, but other maps without custom content are unaffected. For translators: Translations and localization are not affected by the engine update. For content creators: Good news: there's a new tool to make bulk-exporting the .unity3d asset bundles much faster. I've updated all of the vanilla content to use this new system so I had to go through it as well, and Vilespring was kind enough to update all of the France bundles. I've written up a guide which explains in-depth how to transition your content from 5.5 to 2017.4 LTS. Feel free to post questions and I'll update it accordingly! Unity Upgrade Guide For programmers: The LTS version experimentally supports .NET 4.6 which seems to be working correctly in vanilla and rocketmod plugins, but this may be rolled back if unfixable issues related to it pop up.
3.28.0.1 Patch:
Incredibly, the majority of issues in the initial update were caused by the use of decimal points vs commas. Due to a change in how .NET read fractional numbers, all of them were set to 0 for players in cultures that use commas! Reverting this should have fixed the water, icons, gun stats, etc.
2018 Festivities:
Holiday cheer is in the air! Everyone aboard the Liberator has dressed up for the occasion and put up their decorations. Snow has built up in a few locations were you can now make snowballs.
Across PEI, Washington and Russia, someone (maybe the zombies?) has put up ornamental trees with presents underneath. They may have gifted you some high-tier weaponry! Holiday gift presents are now dropping as well, so you may find yourself with a few festive outfits in your inbox soon.
Raiding Balance Pass:
There may be subsequent passes based on your feedback to these changes, but the goals for this update were:
- Horde beacons were an incredibly effective source of endgame items for large groups, but now have diminishing returns. By requiring a detonator, detonators now have an economy sink.
- Machine guns that damaged bases with low caliber ammunition were too powerful, and in general damage against bases is lower.
- Metal elements are significantly more worthwhile to build, while charges still feel effective against wooden bases. Requiring multiple charges to destroy a single wooden wall felt frustrating, but that may be adjusted later.
- By reducing the availability of raiding equipment the default base armor multipliers hopefully can stay similar, but if needed the default values will be further tuned.
Patch Notes:
Additions:
- Accepted several new time-limited skins to the stockpile from the curated workshop.
- Added separate low and high-tier armor multipliers for buildables. Metal and bricks qualify as high-tier, and now have 2x effective health.
- Added freeform glass plates craftable from glass windows. [IDs 892-894]
- Added support for explanation message to server shutdown notice.
- Added compatibility warnings for future workshop items using 2017.4 LTS.
- Added weak grenade throw to secondary attack, and Strong_Throw_Force [1100], Weak_Throw_Force [600] and Boost_Throw_Force_Multiplier [1.4] to per-throwable configs. Previous throw force was 750 with a 2x boost multiplier.
- Tweaked Nykorev, Hell's Fury and Dragonfang to only take highcal ammo, and their buildable damage slightly lower.
- Tweaked Ekho, Matamorez, Grizzly and Timberwolf buildable damage slightly lower.
- Tweaked horde beacon drops to scale by the square root of number of participants, rather than linearly. For example 2 players get ~1.41x, 3 players get ~1.73x.
- Tweaked horde beacon blueprint to require sacrificing a detonator.
- Tweaked to require text confirmation when salvaging items unless CTRL is held. Previously only Mythical items required confirmation.
- Tweaked rich text chat to not fade out.
- Disabled movement clamps in editor.
- Defaulted workshop server filter to on.
- Fixed checking buildables you were already overlapping when mounting ladder.
- Fixed climbing on explosive charges.
- Fixed one-sided cliffs in PEI pirate caves.
- Fixed snowdrift collision desync.
- Fixed placing multiple structures at the same location at the same time.
Welcome to France! | NEW Curated Map
Paris is lovely this time of year.
Come explore the warm countryside!
Relax in a cozy private villa... after clearing it of infected.
Climb the snowy alps!
Remember to bring warm clothes for the blizzarding weather.
Enjoy the local culture!
This oughta warm you up again!
Update Details:
Now available in-game, France is a curated map that's been under development for over a year now by the talented team of long-term modders Vilespring, SluggedCascade, Renaxon and paper_walls84. This has been a labor of love for them, a passion project that they continued polishing until they felt it was perfect - originally slated for the end of August, they delayed it to continue adding that extra touch. France is also the first map to take advantage of several features added for it during its early development. For example, having both snow and temperate climates in different regions across the map. If you would like to support this team's work consider checking out the France bundles on the Stockpile here: View NEW France Items
They've also put together a quick teaser overview of the map here: View France Map Trailer
Update Notes:
Additions:
- Added MasterBundleTool.cs to Sources/Tools/ and converted Hawaii + Greece to use it.
- Added Only_Critical_Stuns mode config option which only stuns zombies when back-stabbing or power-attacking.
- Added per-magazine Ballistic_Damage_Multiplier option.
- Added Infinite_Ammo: true/false option for turrets.
- Added Tire_ID option for cars to require specific tire item.
- Tweaked zombie stun overrides to work for guns.
- Tweaked crafting button placement and disabled label.
- Tweaked vanilla maps to enforce object hash.
- Tweaked umbrellas to only take effect after fully equipping.
- Fixed out-of-bounds check in rounded level corners.
- Fixed kill volumes when player armor multiplier is < 1, and for vehicle passengers.
- Fixed out-of-level zombies.
- Fixed stuck getting back into menu when featured workshop description was misformatted.
- Fixed logging into server at the same time as dying.
Important news for workshop creators:
Sometime before the end of January 2019 I will need to update Unturned to Unity 2017.4 LTS. When that happens, the new version will be available on a beta branch for a couple weeks before transition to the default release branch. Unfortunately this will have the side effect of requiring workshop content to be re-bundled using the new version of Unity, so to make that a less painful process as well as for performance improvements I've introduced a new feature: Master Bundles Master Bundles allow content (textures, meshes, audio, etc) for multiple game assets to be bundled at the same time, rather than into individual .unity3d files. (This is probably how it should have been in the first place, but anyway...) While slower to build, they have the benefit of updating many bundles at once, and are more RAM-efficient because any common files between the bundles are shared rather than duplicated. When Unturned finds a MasterBundle.dat file it will assume all child folders are using this bundle with paths relative to the .dat file, unless Exclude_From_Master_Bundle is specified in the individual asset .dat file. For an example of this, check out the Greece/Bundles and Hawaii/Bundles folders. Another effect of this change is that it will be easier to separate some maps from the game to free up space for more future maps. Specifically, I'm planning to move Hawaii + Germany and then Greece + Cyprus, to the workshop rather than in the main download in a future update. All Germany assets will continue to be bundled with the game, only the map itself will be moved. Hawaii and Greece assets will be available as a separate download on the workshop for maps which would like to add them as a dependency. Trying out this feature at least for the performance benefits is definitely encouraged. Simply copy MasterBundleTool.cs and MasterBundleHelper.cs to your Assets/Editor folder. Let me know if you run into any issues! Note that per-platform bundles (multiplatform checkbox) are supported in-case of special shaders, but generally shouldn't be needed.
Halloween:
Halloween gift presents are dropping, decorations are up and costumes are on - the annual Halloween event is back from the grave! This year also sees the addition of several holiday-related tools for creators. For example you can add Halloween decorations to the main version of your map and they'll be automatically updated, setup timed costumes for NPCs and use holiday conditions for quests/items/etc currently added for items like the Festive Barbed Wire.
Update Notes:
Additions:
- Added Instakill_Headshots True option to Timberwolf, Grizzly and Ekho which will pass through helmet armor when Allow_Instakill_Headshots is enabled on servers.
- Added Drops_Table_ID, Drops_Min and Drops_Max options for vehicle asset scrap/explosion rewards.
- Added Holiday condition type with Halloween value used for main menu decorations, NPC costumes and some craftable items.
- Added Holiday_Restriction for objects and Halloween versions of some, now used for annual Liberator festivities.
- Added SpotLight_Range, SpotLight_Angle, SpotLight_Intensity and SpotLight_Color options for all light items.
- Added Allow_Flesh_Fx to disable blood effects per melee weapon.
- Added Allow_Crafting option to level's Config.json.
- Tweaked arena mode to pick random players in-case map has less spawns than clients.
- Fixed guns to verify item asset hash when attaching them. [Thanks MoNTiN]
- Fixed some mistakes in the foundation placement overlap test. [Thanks Kylie]
- Fixed taking fall damage after accidentally dequiping parachute slightly above ground.
- Fixed hits against falling players sometimes getting rejected.
- Fixed sanity check that player isn't already seated in vehicle. [Thanks Leitt]
- Fixed replicating newly respawned items. [Thanks lvlbgn]
Update Notes
Additions:
- Added Weapons_Use_Player_Damage config options which causes weapons to cause the same damage to zombies and animals as they would to players. This raises the difficulty a bit on hard mode.
- Added onServerSpawningItemDrop and onDropItemRequested events for plugins to prevent certain items from being dropped.
- Added zombie backstab damage multiplier config option.
- Tweaked space requirements when logging in.
- Tweaked to log which item caused a useable exception.
- Tweaked workshop item allowed IPs list to treat IPs after '-' as blacklist.
- Fixed a rare disconnect when exiting or dying in a vehicle partway through input tick.
- Fixed unplayable roof intersection in House #01.
- Fixed replanting dead trees between arena rounds.
- Fixed claim flags on vehicles not doing anything.
- Fixed misconfigured serverside version of jail door.
Chroma:
If you have any Razer Chroma enabled devices, try adding -RazerChroma to the command line options to test out game integration! A few days ago they asked if I'd be interested in adding support, and sent over a couple test devices. It was quick and fun to do, and features stuff like the reload key fading from green to red or everything flashing white when you're flashbanged. I'm curious to hear if you have any suggestions/ideas on this.
Update Notes:
Additions:
- Added timer and alerts when someone is leaving a group.
- Added several timed curated workshop skins.
- Added vehicle damaged event, item equip/dequip request event and player speed multiplier for plugins.
- Added ability for server to respond to custom UI button clicks. [onEffectButtonClicked, serversideSetPluginModal]
- Added vehicle options Battery_Burn_Rate and Battery_Charge_Rate, both measured in battery per second.
- Added ability for server plugins to bind to a few client hotkeys. [Defaults , . / ; ']
- Improved memory usage of custom maps using asset bundles by consolidating shaders during loading. Currently this is opt-in for mod authors by adding Enable_Shader_Consolidation to the .dat files and double-checking that it works correctly, but in the future might become opt-out with Disable_Shader_Consolidation.
- Tweaked to allow third person for freecam on first person servers.
- Tweaked to require a reason for refuse garbage connection call.
- Fixed using primary weapons from inside vehicles while underwater.
- Fixed plugins unable to cancel hallucinations.
Carpat:
Carpat has now retired from the official map pool, but you can still play it by clicking the link under the in-game curated maps list, or by visiting the workshop page here: View on Steam Workshop Apologies for the late news. This was originally scheduled for the end of August. Right now the finishing touches are going into the next curated map.
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:
- Added F7 freecam option to display player names.
- Plugins can enable freecam mode for players without admin.
- Split Gun_Damage_Multiplier option into Highcal and Lowcal options.
- Fixed using rich text tags in steam/character name.
- Fixed to check buildable claims both before and after placement animation.
Carpat | NEW Timed Curated Map:
Battlekot and his crew of Unturned modders have just released their latest creation set in the Carpathian Mountains into the curated maps pool: Carpat
Carpat is designed as a hardcore vanilla survival map meant to be played without kits/tpa/etc similar to Yukon. It's one of the most challenging maps in the game to date, for example traders will judge you based on your reputation - with a low rep you'll only be able to trade with the marauders. View Trailer If you'd like to support this team while sporting some thematically appropriate garb then check out the Carpat Bundle on the Stockpile here: View Bundle
Athens Arena:
Athens has now retired from the official map pool, but you can still play it by clicking the link under the in-game curated maps list, or by visiting the workshop page here: View on Steam Workshop
Why the weird timing?
Recently some exploits were discovered which some cheaters began abusing to crash clients. The vast majority of netcode had individual checks to ensure it was allowed to be called, but there were a few that were incorrectly implemented. Rather than only fixing these cases I reworked how these checks are performed across literally all of the netcode, so that the same mistake can't be made again. In the process of reviewing the ~350 network message types I actually found another ~3 similar exploits which are now patched as well. There may be some strange side effects of all these changes, in which case I'll try to get a patch out quickly or roll-back the update. Edit: It seems the crash / log spam some players have been experiencing only happens if Discord is running, and is related to the latest version of the Discord API which Unturned updated to. I'm going to reapply the patch and disable the Discord Rich Presence integration for now.
Misc other changes:
- Added Cannot_Spawn_With_Battery and Battery_Spawn_Charge_Multiplier options for vehicles.
- Improved Curated maps list to include links to retired maps.
- Fixed read/write setting of quite a few more meshes.
Additions:
- Added Max_Walkable_Slope option to level config. [Default 59]
- Improved vehicle UI to more clearly show when locked.
- Athens: Increased arena circle speed.
- Athens: Buffed HMG damage higher.
- Fixed a potential network vulnerability.
- Fixed ~2,100 meshes incorrectly marked CPU readable.
- Fixed compression type of ~1300 audio clips.
- Maybe fixed gaps between doors and doorframes.
- Athens: Fixed a detail on the Aprix pants.
Athens Arena | NEW Timed Curated Map:
Danaby, the creator of Bunker Arena among several other popular arena maps on the workshop, has just released his second curated arena map: Athens This map is a big step up from Bunker Arena, and is now available in the official pool of arena maps! View Trailer If you'd like to support Danaby in his creation of future maps you can check out the Athens Arena Bundle on the Stockpile here: View Bundle
Update Notes:
Additions:
- Added timed curated Athens Arena map by danaby2.
- Added several time-limited curated workshop skins to the Stockpile.
- Added event for plugins to modify or cancel object and resource damage.
- Added server options to tune the number of rewards from horde beacons.
- Improved chart, GPS and compass items to be modable.
- Improved vehicles granted by NPCs to be locked to the triggering player.
- Tweaked item respawn error messages to be more useful.
- Tweaked visible range of quarry conveyors longer.
- Tweaked vehicle sides blocked exit to be inside vehicle rather than at highest point.
- Fixed mismatched shotgun ranges and added an error message to prevent it happening again.
- Fixed applying stats from passive tactical attachments.
- Fixed finding vehicle child colliders in some unexpected cases.
- Fixed a bug preventing custom spawns on vanilla maps from using the server auto-download feature.
Update Notes:
Additions:
- Added ability to ignore blueprints to avoid accidentally crafting them. Ignored blueprints are hidden when 'hide uncraftable blueprints' is enabled.
- Added 'allowed IPs' field to workshop submission tool which enables server networks to have workshop items restricted to download only on their servers when using the WorkshopDownloadIDs.json feature.
- Tweaked harvesting plants to be cancellable by plugins with onHarvestPlantRequested.
- Tweaked beds to only be placeable with a line of sight to center of torso.
- Tweaked Snayperskya range up to 250 meters.
- Tweaked ranges of all shotguns longer.
- Tweaked PDW to have increased bullet drop.
- [Hawaii]Tweaked boulders to use the same shader as used in other maps.
- Fixed to clamp user interface scale into [0.5, 2] during startup.
- Fixed melee weapon taking durability damage from misses.
- Fixed potential issue with object foundations.
Ireland:
Following a popular run as a curated map Ireland has now moved on to the Workshop. View on Steam Workshop Saves and progress will carry over to the Workshop version if you decide to download it. There are several other exciting curated projects coming up - more info on them soon!
Update Notes:
Additions:
- Added support for NPCs to sell vehicles by specifying _Type Vehicle and a _Spawnpoint in vendor asset.
- Added support for animals to predictably spawn in arena mode.
- Added Spawn_With_Max_Skills and Spawn_With_Stamina_Skills config options.
- Added onApplyingDefaultSkills event to PlayerSkills for plugins.
- Improved WorkshopDownloadIDs.json to properly support auto-updating maps.
- Improved curse word list to be localizable.
- Tweaked vendor buying/selling list sorting to be disablable with Disable_Sorting flag.
- Tweaked area and group messages to include [A] and [G] tags.
- Tweaked talk-to prompt to show NPC name.
- Fixed shadows on rich text labels that used capitals in color tags.
- Fixed a small gap in the trim of House #09.
- Fixed potential issue when sending chat messages from plugins.
- Fixed work jeans item material.
- Fixed amount of chromatic abberation and added option in preferences.json to control intensity.
- [Greece] Fixed rotation of lighthouse.
- [Greece] Large variety of quest and NPC related fixes.
- [Ireland] Fixed damage of Dagger gun in easy mode.
Greece Update 3 of 3:
Spyjack, well known for his incredible use of NPC features in his "Tales of Terror" mod, has been hard at work since the initial launch of Greece on this huge NPC update! Now available in-game these are some of the highest quality quests yet - from critical thinking puzzles (that still challenge him from time to time), to multi-stage construction, to some questlines with many alternative endings.
You can now make use of the rally racing tracks across Greece! Two Rally Car vehicle skins are now up on the Stockpile for purchase, the sales of which support the creators of Greece. The Greece Mystery Box has also been updated with a few new items. View Rally Car Skins
Ireland:
By popular request Ireland has been extended to June 15th! The Ireland team has been hard at work these past few weeks improving the map through smaller patches. For further details view the Ireland specific patch notes on the steam discussions: View Previous Ireland Patch Notes Ireland changes in the 3.24.0.0 update: Tweaks:
- Tweaked Dagger rarity to Epic from Rare.
- Tweaked Dagger head shot multiplier to 1 from 1.2
- Fixed naming issue with Ireland House #6 which caused it to be non existent for Linux users.
- Fixed issue with trees looking quite broken for Mac and Linux users.
- Fixed incorrect Nav data for several quests causing them to be impossible to complete.
- Fixed bug causing underwater sounds to not play.
- Fixed texture stretching and smoothing on many boulders.
Main Update Notes:
Additions:
- Added tons of new content and features to Greece.
- Added Rod of Asclepius, Warhammer and Corinthian Helmet to the Greece Mystery Box.
- Added NRG and vT0 Rally Car skins to the Stockpile.
- Added button to remove servers while on the favorites list screen.
- Added thumbnail and server list description options in server config.
- Added Gun_Damage_Multiplier and Melee_Damage_Multiplier options for vehicles and buildables.
- Added Stun_Zombie_Always and Stun_Zombie_Never options for melee weapons.
- Added ability for plugins to use 32x32 .png for chat message icons.
- Added buildable damaged events for plugins to modify damage and whether it's allowed.
- Added Bundle_Override_Path option for identical assets to share files.
- Improved chat message display and added options for chat to Preferences.json.
- Improved pause menu to open when alt-tabbing while in-game.
- Improved performance of several post process effects.
- Improved item despawn/respawn responsiveness. [May still need some tuning!]
- Improved reliability of server favoriting features.
- Tweaked death music to only play in singleplayer.
- Fixed pitch of certain sounds interfering with each other.
- Fixed item context menu to respect UI scale setting.
- Fixed item drag visual to respect UI scale setting.
- Fixed attachments to respect UI scale setting.
Behind-The-Scenes Changes:
In response to requests to improve the stability of updates, and in part to learn more Continuous Integration (CI) best practices for Unturned II this is the first update to use a new build process using CI: my laptop is now set up to download changes as I make them and check the changes for issues, for example whether the game is still able to load all of the maps, or if any asset errors are reported, or if some files are missing. If any of these steps fail the update can't be released, and I'll get an email notification that something is amiss. I've also improved the update release process to be more automatic and less error-prone. With the addition of server thumbnails and short rich text descriptions I've decided to hide the icons that used to clutter up the server browser, instead allowing hosts to specify what they consider important information. The thumbnail should be a 32x32 .png and makes network affiliation recognition quicker. You can also use rich text formatting e.g. , ,
Up Next:
This update has been a long time in the making! It's been a while since I've worked on 4.0 now, so I'll probably be putting some more focus back into that - especially to get the roadmap up soon. I've still got some important planned updates for 3.24.1.0 that I'll be prioritizing as well, such as re-investigating upgrading to a newer version of Unity.
Ireland Timed Curated Map:
Storm_Epidemic, Th3o, Diesel_Sisel and Misterl212 - creators of a ton of popular workshop content such as The Driftless are excited to unveil their latest project: Ireland! Now available to play in-game officially for its debut, Ireland is very visually impressive with lots of new content and NPC questlines to explore. It will be featured until May 28th before becoming available on the workshop, though this may be extended pending your feedback!
If you'd like to support the Ireland team consider checking out the Ireland map bundle on the Stockpile here!
Update Notes:
Additions:
- Added Ireland Timed Curated Map.
- Added Spawn_Quantity option for zombie kills conditions.
- Improved sentries to shoot angry animals, and hostile sentries to shoot all animals.
- Tweaked pumpjack oil capacity to be configurable.
- Tweaked yellow arena circle to be hidden when contractor pause is disabled.
- Tweaked UI scale option to be available in the display menu.
- Tweaked player life conditions to include status in text.
- Included landscape v2 foliage example files from Germany.
- Fixed time of day condition to start at midnight rather than dawn.
- Fixed UI scale issues with in-game map.
- Fixed UI scale effect on worldspace player name labels.
Update Notes:
Additions:
- Added Impact Grenade. [ID 1520]
- Added "Fuse_Length" throwable option and Explode_On_Impact option which works for flashbangs as well.
- Added experimental ui.text_scale and ui.layout_scale options which make the game better playable on low (800x600) and high (4k) resolutions. You can give them a try by setting them from the terminal, or by adding some lines to Unturned/Execute.config or Unturned/Cloud/Execute.config: ui.text_scale # and ui.layout_scale # (e.g. ui.text_scale 0.5 for 50% of normal size, or ui.text_scale 2 for 200% size)
- Added Arctic Alicepack. [ID 1511]
- Added Arctic Ghillie Suit. [IDs 1512-1515]
- Added Arctic Military Outfit. [IDs 1516-1519]
- Improved vehicles left locked in safezone to unlock after one IRL hour. This can be adjusted with the Unlocked_After_Seconds_In_Safezone option, or disabled by setting to -1.
- Tweaked compare_flags condition to allow format text.
- Tweaked Snow_0 collision to more closely match visual.
- Fixed multicast send UI effect argument formatting.
- Fixed names of several assets which were potentially genericized.
Update Notes
Additions:
- Added alpha blended decal mode. [Default mode is still Masked, for an example look in the /Objects/Small/Decals folder.]
- Added Player_Life_Health, Player_Life_Food, Player_Life_Water and Player_Life_Virus NPC condition types.
- Added core military vehicles to examples folder to make custom versions for maps easier.
- Added Boss_Nuclear zombie type for nuclear power plants on custom maps.
- Tweaked medium spherical boulders to have skybox variants.
- Tweaked spirit zombie to be more visible in dark.
- Fixed toggle skins option when swapping between remeshed items.
- Fixed stat counter left-handed text. [Sorry! This should have been fixed ages ago, but the fix slipped through the cracks.]
- Fixed snow_0/1 to be properly configured as snow.
- Fixed devkit object placement to respect asset's can use flag.
- Fixed zombie/animal player damage to trigger player damaged event.
- Fixed door collision when moved with the admin editor serverside.
Upcoming
The majority of my time has been going into 4.x trying to get a really polished beta ready, but I've also been working with several teams on upcoming content: in the near future we should have the 3rd Greece update, and another 2+ maps from new curated teams are nearing completion.
Update Notes:
Additions:
- Accepted a small number of skins from the curated workshop which use the mesh modification feature.
- Added Spirit zombie type which is bullet resistant. [Disabled by default, but they can be enabled in the advanced config.]
- Added -disableModule/ModuleName command line option.
- Added streaming audio plugin to Community Module by Trojaner25.
- Improved nighttime lights to be moddable. [See /Objects/Medium/Furniture/Light_3. Requires a child named "Light"]
- Tweaked examples to include more vines, as well as the barracks models.
- Tweaked stat counter position on chainsaw to be more visible.
- Tweaked chat to use non-rich color as default rich color.
- Fixed an issue copying rich text in chat preview.
- Fixed redirecting Cyrpus to Cyprus save.
- Fixed defaulting to config available map.
- [Cyprus] Fixed a mis-spelled location name.
Upcoming:
Update 3 of 3 to Greece which contains the full questlines has been growing continually complex, but should be on track for release soon. I've been chipping away at the task list for the next devlog, and am aiming to put a post up this weekend!
Greece Update 2 of 3:
Cyprus is now available in-game! Cyprus is an expandalone for the Greece map available separately in both Arena and Survival modes! It builds on the Greece environment while sporting entirely new locales, and being a Medium-sized map it's less taxing to run. Featuring a specially designed Arena variant also makes Cyprus the newest open-world Arena map in quite some time. The Greece Mystery Box has been updated to include several new "Graced" weapon skins to celebrate the 2nd stage of Greece updates. The third Greece update, containing the full suite of NPC content and quests is coming soon...
Update Notes:
Additions:
- Added Cyprus, available in Arena and Survival formats.
- Added ability for server to send rich text formatted messages. [e.g.
, , ]
- [Greece]Miscellaneous content fixes.
- Fixed still updating join data while in streamer mode.
- Fixed time of day condition to take day/night bias into account.
- Fixed submitting Maschinengewehr skins and Trains to Workshop.
Update Notes:
Additions:
- [Greece] Added new airdrops. Non-deadzone airdrops are a great way to get gasmasks now.
- [Greece] Added Nikaia Camp.
- [Greece] Tweaked airdrop spawns.
- [Greece] Tweaked general spawn balance.
- [Greece] Fixed multiple locations where the player could get access underneath the map.
- [Greece] Fixed all the wrecked vehicles that looked pristine, causing confusion amongst players.
- [Greece] Fixed gasmask/filter spawns
- [Greece] Fixed legacy LODs on Birch Tree.
- [Greece] Fixed various quest issues.
- [Greece] Fixed lighthouse hatch size.
- [Greece] Fixed signs medium to small.
- [Greece] Fixed Tent #3 LODs.
- [Greece] Fixed Metaforce serverside collision.
- [Greece] Fixed Police Jeep serverside collision.
- [Greece] Fixed black lancer scope.
- [Greece] Fixed several doors in multiplayer.
- [Greece] Fixed missing quest assets.
- Fixed not tracking explosive ammo kills.
- Fixed backpack to switch from crafting when using stat counter.
- Fixed issues with stat counters on holstered weapons.
Craftable Stat Counters:
You can now use your Crafting Materials introduced from the previous update to make Stat Counter tools! These can be attached to any weapon skin in your inventory to begin tracking your prowess with that item, for example how many players you've killed with it. You can then show off your insanely high killcounts to friends (or envious enemies) both while holding your skin, or in any trophy case type storage. Currently there are two types of stat counters:
- Player Kills: Red display, self explanatory name.
- Total Kills: Orange display, tracks not only players but zombies and animals as well.
Update Notes:
Additions:
- Added Total Kills Stat Counter.
- Added Player Kills Stat Counter.
- Fixed crafting list button icon tint.
- Fixed potential audio issue when loading.
- Fixed unable to open devkit windows.
- Fixed aprix bandit leader pants icon.
Update Notes:
Additions:
- Added ability to salvage marketable cosmetics and skins for Crafting Materials.
- Added basic server->client UI formatting. [For details see issue #96 on the community GitHub]
- Added barricade and structure salvage requested events for plugins.
- Improved NPC error logging to suggest missing values.
- Improved objects to work with time of day conditions.
- Tweaked server list to hide results with bot players.
- Fixed server crashing in some cases when kicking inactive clients.
- Fixed a headless linux server crash. -Thanks Trojaner
Crafting Materials:
In the skins inventory you can now switch to the crafting tab to view available recipes. At the moment you craft random cosmetics and skins from the normal drop tables e.g. colored hoodies, arctic camo, shoreline camo. Soon additional recipes will be added for special item modifiers. Note that all items grant 1 Crafting Material, even mythics - which will prompt to make sure you don't accidentally scrap them.
Bunker Arena:
Bunker Arena has been transitioned to the workshop after being featured in the curated maps section, and the associated bundle on the itemstore is no longer available for sale - though it can be traded and marketed. You can find the map here: View on Workshop
Greece Patch Notes:
Additions:
- Added 3 more beach locations with boat spawns.
- Added airdrop nodes.
- Added animal spawns.
- Added the lighthouse to the map.
- Added new doors to the faction bases.
- Changed all item IDs from 30## to 35##.
- Fixed Navigation for zombies on Tent #1.
- Fixed invisible faces on Bank roof.
- Fixed various Tree stumps.
- Fixed Olive trees to work properly.
- Fixed Racing fence.
- Fixed railing issues on store/appartments.
- Fixed lighthouse light.
- Fixed zombie navigation on Greece Ramp.
- Fixed all flags.
- Fixed Lancer taking Lockdown Ammunition.
- Fixed Backlash missing Attach_Stop.
- Fixed missing spawntables.
- Fixed Police Station Window Frame.
- Fixed Military Faction Base LODs.
- Fixed some various NPC issues.
- Fixed terrain hole volumes.
- Fixed missing safezone nodes.
- Fixed various locations players could get stuck.
- Fixed some floating objects.
- Fixed access to under the map in safezone.
- Fixed Lamia dock lights.
- Fixed road/bridge connection near Volos.
- Moved dumptruck spawn from tunnel causing clipping issues.
- Fixed Police zombie experience gain.
- Fixed all the zombie having hats.
Welcome to Greece:
It's a holiday miracle: a brand new large survival map set in Greece from the team that brought you Hawaii!
Now available to play in-game, Greece is launching with a completely different architectural style to any of the other maps and NPCs right out the gate! This is only the beginning as well - you can expect an expandalone arena map set on the nearby isle of Cyprus and the full NPC questlines coming in January! If you'd like to support the team behind this map and get your hands on some stylish Greek cosmetics check out the: Greece Mystery Box on the Stockpile As with every Unturned project your feedback is much appreciated and critical to its direction, so please be vocal with your thoughts, suggestions and ideas! You can e-mail the team directly at modz2much@smartlydressedgames.com or post on the Greece-specific Steam subforum, but chances are they'll see it no matter where you post.
Update Notes:
Additions:
- Added Greece map.
- Added Greece Mystery Box to the Stockpile.
- Added flag math NPC reward type for advanced setups.
- Added spawn animal command.
- Improved all crates to show the approximate chances of receiving each item rarity.
- Tweaked inactivity and packet spam kicks to get logged.
Holiday Update:
Winter is coming to Germany! Festive Germany is now available featuring the Coalition's decorations prior to their downfall and blizzards to spice things up. You can also dress up for the holiday season with several curated cosmetics now available on the Stockpile, and the Holiday Gift Present now dropping with a special new skin.
Update Notes:
Additions:
- Added Festive Mystery Gift Present to drops and included Santa's Sleigh skin.
- Added Festive Germany map.
- Added several community-created festive cosmetics to the Stockpile.
- Added Compare_Flags and Time_Of_Day NPC condition types.
- Improved Dashboard key to count as a text field escape character so when searching in the craft menu bar you can double-press (default Tab) to quickly return to game.
- Updated to Unity 5.5.5p2.
- Tweaked NPC assets to log a few more useful errors.
- [Danaby] Fixed several issues in Bunker Arena.
- Fixed vehicle picking an exit point underneath the map in some cases.
- Fixed re-creating server-specific workshop folders.
Bunker Arena Timed Curated Map:
Danaby, the creator of several popular arena maps on the workshop, has just released his latest creation: Bunker Arena! It's now available in the official pool of arena maps so hop on a server and battle to the death! If you'd like to support Danaby in his creation of future maps you can check out the Bunker Arena Bundle on the Stockpile - get it quick, those items are available for a limited time only.
Update Notes:
Additions:
- Accepted Bunker Arena by Danaby as a timed curated arena map.
- Added Max_Packets_Per_Second server config option which kicks spamming players. The default value is very generous, so it can be worth experimenting with what works for your network.
- Improved server to rate limit several more potentially spamable actions.
- Improved admin buildable editor to hide rotation compression.
- Tweaked vehicle to show Blocked messsage when unable to reach entrance.
- Fixes from the Hawaii team for several melee items and huts.
- Fixed showing published workshop items in submit menu with more than 50 items.
Blimps:
You can now find blimps anchored at Kent Raceway in Washington ready to spectate the race!
They're the first air vehicle in the game that remains at their set cruising altitude without a pilot. You exit the blimp on top which makes it easier to build on.
Update Notes:
Additions:
- Added Blimp. [ID 189]
- Added rest, prone, crouch and under_arrest poses for NPCs.
- Tweaked snowstorms in the Yukon to be 10x more frequent.
- Tweaked trains to allow placing bedrolls and sentry guns.
- Fixed server to rate-limit skills related requests.
Development Progress:
Admittedly this patch is pretty small - most of my focus has been on 4.x this week, however there are some fairly big exciting updates to 3.x planned for December and January coming up! Since I've been working on boring stuff e.g. controller support, AI, menus, custom editors, etc the next devlog will likely be someday the week after next.
Update Notes:
Additions:
- Added Police Motorcycle. [ID 188]
- Added hunting quest condition type. (Condition_#_Type Kills_Animals)
- Added support for item crafting blueprints to use quest conditions and rewards. (Blueprint_#_Conditions and Blueprint_#_Rewards)
- Added DamageTool::playerDamaged event for plugins to override damage values.
- Added support for plugins to adjust gravity per-player. (PlayerMovement::sendPluginGravityMultiplier)
- Added ability to set 3rd person center in vehicle with "Camera_Center" child transform.
- Added support for trains on looped tracks.
- Tweaked vehicle removal to kick all passengers in case of being called incorrectly.
- Fixed train unable to ram mannequins and double doors.
- Fixed revoking storage access after death.
4.0 Development Progress:
Earlier this week I put up a blog post describing recent progress on 4.x. You can find it here if you'd like to give it a look: 4.x Devlog #002
Trunk Storage:
The long, long requested trunk storage space has finally arrived! You can access it underneath the usual vehicle menu controls like door locks and passenger seating. I did my best to add it to every vehicle, but there are quite a few so some tweaking might be required.
Update Notes:
Additions:
- Added trunk space to all official vehicles.
- Added support for level configs to override mode configs. See the Destruction map config for an example.
- Added vehicle explosion force option for bicycles.
- Tweaked auth event for mods to only be called for pending joining players.
- Fixed to force players off destroyed bicycles without killing them.
- Fixed using doors on car to boost through closed hatch.
- Fixed crash when zombie destroys bicycle.
- Fixed dropping throwable when killed while throwing.
- Fixed using chewing gum in safezone.
- Fixed chewing gum to explode after fully finishing using.
- Fixed Liberator lights not turning on/off.
- Fixed tutorial CCTV note NPC mixup.
Next 4.x Devlog:
Lots more progress this week! I've been excited seeing your responses to the first Devlog and taking into account all your feedback at this early stage. The next post will probably be sometime next week - moreso timed around milestones than weekly.
Update Notes:
Additions:
- Added Explosive Chewing Gum. [ID 1510]
- Added Cargo Train #2 to Yukon.
- Added Discord Rich Presence integration meaning you can now create invites and see friend status through Discord.
- Added ability to load platform specific asset bundles e.g. _Mac.unity3d or _Linux.unity3d.
- Added gameplay config option to disable suicide button.
- Added level config option to disable compactor.
- Tweaked ground to not prevent stance changes.
- Tweaked train to not show health bar.
- Tweaked Alpha Valley to no longer spawn with default gun.
- Fixed track sample when curve start and end are parallel.
- Fixed server to consider WorkshopDownloadIDs.json for map loading.
- Fixed blocking top front of cargo train hitbox.
- Fixed spawning vehicles missing tires on server.
Discord Integration:
Unturned is in the first wave of games with Discord Rich Presence support! The Discord API has been integrated into the game to show friend status, sending invites and joining lobbies or servers through the Discord client.
Update Notes:
Additions:
- Added flatbeds to driveable cargo train.
- Added support for buildables on multiple moving sections of vehicles.
- Added admin command ability to teleport to your waypoint. [/teleport wp]
- Added RocketMod t-shirt the sales of which support fr34kyn01535.
- Improved workshop files downloaded from servers to override existing IDs. // Thanks cartman-2000
- Improved UI to react properly to external window resizing.
- Tweaked train to instakill buildables on tracks.
- Tweaked freeform bounds to help prevent overlapping head.
- Fixed train desync when exiting at high speeds on server.
- Fixed salvaging buildables with higher than max health.
- Fixed showing hitmarkers on trains.
- Fixed off roader material in menu level.
- Fixed cargo train different forward/backward speeds.
- Fixed to prevent grabbing trains with skycrane.
- Fixed random short reward different values on client and server. // Thanks Spyjack
- Fixed to prevent using invincible turrets while underwater. // Thanks PhaserArray
Development Progress:
I've been really excited this week starting to get the gunplay working for 4.x and all the new effects: you can hear shells as they bounce off nearby walls/floors, the parts on the guns like the charging handle move when you pull them, you can see the dropped magazine fall from the gun and the new one in your hand as you insert it - and many more. There's still lots to do in this department but I'm hoping to have a video demonstration presentable soon!
Halloween:
The Halloween event is now live! You'll find Neuschwanstein Castle and The Liberator have dressed up to celebrate and can get Halloween Gift Presents as drops throughout. It will be available until the next update on the 3rd.
Trains:
On Russia you'll now find a driveable train on the main line! It's the new fastest way to travel in the game - as long as your destination is along the tracks anyway. The goal is to sort out any issues with the train features this week and then in the coming updates to add support for multiple attached train cars (I'm thinking flatbeds so you can build huge bases on the train!) as well as bring them to the other maps.
Update Notes:
Additions:
- Added train engine to Russia.
- Added Halloween Gift Present to drops with new Blood Sucker mythical effect. // Thanks TheUnion
- Added Halloween decorations to Neuschwanstein Castle and the Liberator.
- Added several new Halloween themed curated workshop items to the stockpile.
- Added support for skins that change the item's mesh and support for skinned vehicles.
- Added material index override for devkit objects.
- Added options to spawn effects on server and randomize rotation.
- Improved to not show battery in UI on vehicles that don't use them.
- Tweaked bicycle to not explode when destroyed.
- Fixed bicycle pedals not lining up with feet when left handed.
- Fixed interacting with quest decals.
- Fixed exploded motorcycle front color.
- Fixed black roadster incorrect speed. // Thanks xdlewisdx
- Fixed canteen not collecting salt water on maps not using water volumes. // Thanks V1CeNtE
Hotbar & Bicycles:
The first stamina-powered vehicle is now available in-game: the bicycle! These can be found commonly on all official maps except the Yukon and are the first vehicle not to burn fuel. You can ride the bicycle infinitely or hold the sprint key to consume stamina and pedal faster. Your movement/stamina related skills transfer over to bicycles as well! At the bottom of your screen you can now faintly see every item that you currently have hotkeyed. This helps when you use hotkeys for a lot of items but can be turned off in the options menu "Show Hotbar".
Update Notes:
Additions:
- Added Bicycle. [ID 185]
- Added hotbar to show hotkeyed items and option to disable it.
- Improved to teleport player if saved login spot was obstructed.
- Fixed joining limited dynamic groups and some other potential issues.
- Fixed rain not refilling barrels after reloading level.
- Fixed Sportshot magazine blocking action.
- Fixed Hawaii hang glider equip animation.
- Fixed crash when saving large number of roads.
Dirtbikes:
You can now find dirtbikes anywhere you'd find quads before! They offer similar advantages to snowmobiles but in non-snow environments.
Update Notes:
Additions:
- Added Dirtbikes. [IDs 176-183]
- Added Can_Use_Bundles option to level config.
- Added timed curated map mode option.
- Improved arena loadouts to only auto-equip weapons and clothing.
- Fixed selecting decals in editor.
Development:
This week I've been continuing work on 4.x particularly server hosting automation. My goal is to be able to offer and maintain quite a few high quality 64-bit Linux official dedicated servers running the vanilla game. I've also been excited looking into options for save storage - I'm hoping to support a web API save option which will connect to an HTTPS endpoint (configurable by hosts to use custom implementations) and save the data to databases. This would also have the benefit of potentially keeping progress between servers akin to 2.0.
Update Notes:
Additions:
- Added ability for arena maps to spawn players with items. For an example see Alpha Valley's config file.
- Tweaked cloud rainyness/snowyness to be visible only in rain/snow volumes.
- Tweaked compass UI to not conflict with gasmask.
- Fixed unable to join group when max group size is 0.
- Fixed bullets not going through decals.
- Fixed marker color UI option formatting.
- Fixed explosion obstruction check backwards.
- Fixed missing yellow glider from Hawaii.
Development:
This week I've been experimenting with the new character design for 4.x and getting some basic gameplay functional. I'm really excited about the new clothing system which uses meshes rather than textures: Walking with a White T-Shirt and Jeans:
Falling with Black Leather Gloves and Brown Work Shoes:
Another Perspective:
My focus here is really on polishing and quality over quantity. Hopefully this post has been interesting! Next week I'm planning get back to work on some new content for 3.20.8.
Update Notes:
Additions:
- Added Wall Clock. [ID 1509]
- Added ability to mark a location on the map for your friends and show it on the compass. [Right Click] You can customize your waypoint color in the survivor groups menu.
- Added Projectile_Penetrate_Buildables option for rocket explosions.
- Improved map to show arena compactor target circle.
- Fixed reload speed multiplier applying opposite to vehicle weaponry.
- Fixed location names not showing on map.
- Fixed compass display type in inventory.
- Fixed insane skins attachment color.
Development:
This week I also began more seriously planning the foundation for Unturned 4.x. You might have seen some of this on the forum already, and I'm hoping to have further details to share soon.
Update Notes:
Additions:
- Added Compass and option to always display compass. [ID 1508]
- Added multiple stages to arena compactor.
- Added airdrops to arena maps containing every item.
- Added arena options, max group size and ability to disable static groups.
- Added max vehicles and animals options.
- Added September 2017 Workshop Crate #4.
- Added grenade and tracer examples.
- Improved map screen to refresh without reopening.
- Fixed cosmetics toggle resetting at arena start.
- Fixed missing workshop folder.
- Fixed shadows on transparent text.
Life Progress:
The transition to Toronto went well! It's been exciting moving out for the first time and a lot more work than I expected. Mostly everything's settled now aside from some cleaning to do and furniture to get. Thank you for your patience this past month while I was away from the job! I'm hyped to resume work. :)
Update Notes:
Additions:
- Added the aurora borealis to Yukon.
- Added links to forum and blog.
- Hawaii - Added new NPCs and quests by Spyjack.
- Hawaii - Added waterfall audio.
- Hawaii - Improved performance near mauna kea.
- Hawaii - Tweaked density of unnecessary effect nodes.
- Fixed disabling collision on ice sheets in singleplayer.
- Fixed a floating sandcastle on PEI.
- Hawaii - Fixed underwater darkness depth.
- Hawaii - Fixed rubber banding on haiku stairs.
- Hawaii - Fixed several NPC and quest issues.
- Hawaii - Fixed several vehicle issues.
Busy Busy:
Thank you for your patience this month while I've been super busy! During the first week I was out in Toronto looking for an apartment, and then on holiday in Italy. The break was a nice change of pace and I'm now refreshed and excited to get back to work! Fortunately we found a great apartment fairly quickly, so this week I've been getting prepared for the move. Over the next few days I'll be driving out to Toronto from Calgary and then setting everything back up there. It's my first time living away from home so it'll also take some time to get furniture and everything.
Update Notes:
Additions:
- Added dynamic snowstorms, options in map and config for blizzard frequency/duration and ambiance volume controls to limit rain and snow to specific areas.
- Added weather command which takes none, storm or blizzard as inputs.
- Added decal importer for custom decal objects. Example in Bundles/Objects/Small/Decals/Test_Auto_Decal.
- Added ability to translate EconInfo.json by appending language name e.g. EconInfo_Russian.json or adding an EconInfo.json file to your localization's folder for example inside the Russian folder.
- Added ability to translate keyboard names in /Shared/KeyCodes.dat.
- Added PSA banner to menu which might be used for time-critical events.
- Added deadzone volume to level editors.
- Improved blending between rainstorms and blizzards.
- Tweaked makeshift vehicle recipe to require a battery and tires.
- Tweaked upgraded cake to be salvageable.
- Fixed using rangefinder while scoped in with off scope quality.
- Fixed gaps in wall navmesh at German military base.
- Fixed server restarting after regaining connection to Steam.
- Fixed clients potentially connecting to server during loading.
Upcoming Events:
Through some weird scheduling that shifted things around it's looking like I won't be home for most of August, so the next update will probably be later in the month. Next week on the 3rd I'm off to Toronto to look at apartments for rent, and then several days later leaving to Italy for a holiday. I'll be getting back home on the 22nd. I'm excited - this is my first vacation since I started work on Unturned 2.0! Around the end of August/beginning of September I'll be making the move to Toronto assuming an apartment is found. (Wish me luck!) While I'm away I think I'll have a hard time stopping myself from still reading your feedback in the evenings, so in the meantime during the break it'd be nice to give you something to discuss: I've been toying with ideas for 4.0. It's been on my mind recently and already I've got tons of features/improvements/changes I'd love to implement but just aren't possible in 3.0 at this point, and I've been catching up with Unreal Engine 4 considering whether it might be a good match. My hope is that the quality jump from 3.0 to 4.0 would be even bigger than the leap from 2.0 to 3.0 considering how much I've learned over the past 3 years. Note that I have no plans to begin 4.0 yet, and even if we were to go ahead with it there are many more updates to 3.0 planned. What are your thoughts on all this? I'm curious to see your response and especially if you have wishlists for 4.0 - nothing's off the table and if everyone's interested I might put together a new Trello board for 4.0 to group all your suggestions.
Update Notes:
Additions:
- Added Socketwrench for removing tires. [ID 1507]
- Added ability for ambiance volumes to override fog settings.
- Improved workshop download support on the server.
- Tweaked top and bottom of vehicle to count as valid exit points.
- Tweaked to prevent building inside teleporter chamber.
- Fixed buildables attached to vehicles preventing exit.
- Fixed to prevent entering vehicles whose exits are blocked.
- Fixed logging out of server while in blocked vehicle.
- Fixed raining inside Neuschwanstein and sewers.
Serverside Workshop Content:
Server operators can now automatically update the workshop content on their servers rather than downloading it manually. To make use of this you can put together a list of workshop file IDs (e.g. [4190, 8265]) and save it in Servers/YourServerID/WorkshopDownloadIDs.json.
Update Notes:
Additions:
- Added Secrets of Neuschwanstein easter egg.
- Added Prison Warden's Key and ability to lock and unlock cell doors.
- Added German versions of emergency vehicles.
- Added support for guns with multiple calibers.
- Added option for certain areas to have a higher max number of zombies.
- Tweaked Berlin to have a higher max number of zombies to be more lifelike.
- Tweaked Augewehr, Nightraider and Fusilaut to take both ranger and military ammunition.
- Tweaked Syndicate to look more serious.
- Tweaked to prevent exiting vehicles when a good exit point isn't found.
- Fixed line color of road over dam.
- Fixed building underneath rocket chamber.
- Fixed German tree radius inconsistencies.
- Fixed misplaced water in waterfall cave entrance.
- Fixed damaging vehicle on busted coalition doors.
- Fixed scrapping empire blueprint.
- Fixed (finally) horde beacon difficulty to get set when initially placed.
- Fixed zombies falling into blast chamber of rocket launch pad.
- Fixed baking navmesh on extra tall maps.
- Fixed beta shirt on left-handed characters.
- Fixed canned food animation cut off.
- Fixed devkit objects loading after items. Legacy objects didn't have this problem.
- Fixed Germany analytics.
Feedback:
Thank you to everyone who's been posting feedback and bug reports around Germany! I've been trying my best to read through all of it and as always it's been a big factor in the changes this update. My intention is to focus on more general changes next update.
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.
Germany Map:
The new Germany map is finally here and available to play under the Official maps tab! Germany is a new large sandbox survival map trying out several gameplay twists. It's more vertically oriented than any previous map with medium cliffs in the East blending into towering mountains in the West. It's more spaced out than Russia and has increased military presence similar to Washington including Coalition encampments. For the first time the military is using a mix of Military and Ranger grade weaponry. It also makes use of the features I've been adding the past couple months through areas like a submerged town with the most useful loot deepest underwater, cascading waterfalls, a burning crash site with primarily burning zombies, pathfinding for zombies over the city rooftops and quite a few underground locations.
3 Year Anniversary Event:
Today marks 3 years together on Steam and Unturned's transition out of Early Access! To celebrate anyone that plays over the next 3 days will have a chance to be dropped the Anniversary Gift Bag and everyone who's helped out over the course of Early Access will receive some special cosmetics! These past ~4.5 years have been a crazy journey and I'm very proud to see how far we've come from the first version of Deadzone to Unturned 3.20 now. It's been a pleasure and lots of fun evolving the game this whole time alongside you. It boggles my mind how long some of you have been with me and I can't thank you enough for your support, but a huge thank you nevertheless. This community has changed my life and opened up so many cool opportunities, and I'm incredibly excited looking to the future with all the awesome updates and directions I want to take the game. I hope you enjoy the update and as always I'm eagerly awaiting your feedback to improve Germany!
Update Notes:
Additions:
- Added Germany map.
- Added Swissgewehr. [ID 1488]
- Added Swissgewehr Magazine. [ID 1490]
- Added Fighter Jet. [ID 140]
- Added Dumptruck. [ID 141]
- Added Prison Transport Truck. [ID 142]
- Added Eagle. [ID 157]
- Added Rabbit. [IDs 149-156]
- Added Beetle. [IDs 158-165]
- Added many new level editor assets.
- Accepted several workshop items into the July 2017 Workshop Crate #3.
- Accepted many new workshop items to the Stockpile.
3 Year Anniversary Event Upcoming:
Next Friday 07/07/17 marks Unturned's 3rd year on Steam! I can't believe it's been so long already. The time has just flown by, I've loved every second of it, and I'm excited to continue working on Unturned in the years to come. As part of the event Unturned will finally be transitioning out of early access, and to celebrate it will be accompanied by the 3.20.0.0 update containing the new map I've been working on these past months! (Spoiler warning!) Click below to watch the trailer for 3.20.0.0: New Map Trailer The main release trailer for Unturned has been updated as well: Unturned Trailer Thanks to the Hawaii team for acting in these new trailers!
Update Notes:
Additions:
- Added no weapons/no buildables safezone node options.
- Added Flag_Short_Random NPC reward type.
- Improved landscape and foliage system to automatically spawn when clicked in the type browser.
- Tweaked ambient audio to randomly increase and decrease in volume.
- Fixed landscape holes interfering with interacting.
- Fixed multiple quest related bugs on Hawaii.
- Fixed underground player spawns on Hawaii.
- Fixed water volume near Kailua Kona on Hawaii.
- Fixed lava killboxes at Muana Kea on Hawaii.
- Fixed some minor visual bugs on Hawaii.
- Fixed abuse in magma boss chamber on Hawaii.
Map Progress:
Everything in the new map is coming together. Next up the polishing steps such as lighting, balance adjustments, story notes, etc!
Update Notes:
Additions:
- Added achievement for defeating the magma zombie boss.
- Added per-navmesh zombie difficulty option.
- Added nav clip volume for helping zombies navigate complex areas.
- Improved navmesh baking to work with landscape holes.
- Tweaked Hawaii gyrocopter to only be craftable on Hawaii.
- Tweaked HMG rounds to deal explosive splash damage.
- The Hawaii crew fixed many issues with the map and its content.
- Fixed rewards on NPC goodbye messages.
- Fixed some issues with swimming near the surface of water volumes.
Hawaii Expansion Release:
The community team which created Hawaii has been hard at work on an expansion to the map with tons of new content and locations to discover! It's now available to play and includes 30+ new quests.
Update Notes:
Additions:
- Added Hawaii Expansion.
- Added 7 new cosmetics/skins to the Hawaii Mystery Box.
- Added gameplay config for min/max drops from normal, mega and boss zombies.
- Added emission multiplier to effect volumes.
- Added ability to delete groups. Leaving requires a new owner or only one member whereas deleting kicks all group members.
- Tweaked all sight aiming distance to be more consistently further back.
- Tweaked tutorial messages to be slightly more clear.
- Fixed building interior LOD on maps using newer objects system.
- Fixed unable to scale water volumes.
- Fixed loading water volumes with surfaces disabled.
Map Progress:
This week I finished detailing all but one of the locations on the new map and am aiming to finish that and the spawns next week.
Update Notes:
Additions:
- Added Empire. [ID 1481]
- Added Empire Magazine. [ID 1483]
- Added Devil's Bane. [ID 1484]
- Added Devil's Bane Magazine. [ID 1485]
- Added Luger Magazine. [ID 1487]
- Added landmarks quality graphics option.
- Added teleport NPC reward type to move player to specific spawnpoint in level.
- Added crouch as a NPC pose option as well as Pose_Lean, Pose_Pitch and Pose_Head_Offset options.
- Added invulnerable and explosion proof tags for destructible objects.
- Added new guns and melees to skin source files.
- Improved several furniture objects to be randomly colored.
- Tweaked foundation height shorter.
- Tweaked forageable resources to support spawn tables.
- Fixed misaligned glass in Seattle fire station window.
- Fixed satellite image for maps taller than 256m.
- Fixed sound effect pitch deviation to scale with pitch.
- Fixed incorrectly colored upstairs walls in house_3.
Map Progress:
Flooded portion of town beginning to develop overgrowth This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto detailing the smaller locations.
New Weaponry:
Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.
Update Notes:
Additions:
- Added MP40. [ID 1477]
- Added MP40 magazine. [ID 1479]
- Added Determinator. [ID 1480]
- Improved scale tool to adjust sensitivity by bounds of mesh.
- Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]
- Fixed to only allowing climbing while standing, sprinting or swimming.
- Fixed off by one error when killed while spawning into server.
- Fixed to scale up backpacks/vests slightly on mega zombie model.
Map Progress:
This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.
Update Notes:
Additions:
- Added Jackhammer to mining locations. [ID 1475]
- Added Luger to care packages. [ID 1476]
- Improved area selecting to work with shift expand selection.
- Improved multiselect enum dropdowns to highlight selected flags.
- Tweaked devkit search to sort alphabetically.
- Fixed tire/battery spawn chance working opposite of intended.
- Fixed to allow sprinting in shallow water.
- Fixed launch preferences getting overwritten by some updates.
- Fixed server incorrectly sending large buildable packets.
- Fixed not granting quest note rewards clientside.
- Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.
- Fixed area selecting flick of the mouse wrong size and items behind camera.
- Fixed area select to respect selection mask.
- Fixed resetting devkit search scroll between searches.
Map Progress:
This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:
Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.
Map Progress:
All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc. I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself.
Update Notes:
Additions:
- Added Allow_Shoulder_Camera gameplay config option. When disabled your third person view is centered except when leaning.
- Added vehicle config options for chance to spawn without a battery or tire.
- Added angle and obstruction based automatic landscape painting options.
- Added exact foliage tool mode. [Hotkey W]
- Added auto splatmap brush. [Hotkey W]
- Added smooth splatmap brush. [Hotkey E]
- Tweaked consumeables that provides more food than water to constrain the amount of water to food gain.
- Fixed foliage dithering option not working correctly.
- Fixed to stop shooting automatic weapons when entering safezone.
- Fixed deselecting newly copied object in devkit.
- Fixed drag selecting in fullscreen devkit.
- Fixed cleaning up server info refresh requests.
- Fixed old tree models specular lighting.
- Fixed old tree skyboxes getting cut off.
- Fixed sending commands faster than chatrate.
Update Notes:
Additions:
- Added Top Gun quest for Andy on the Liberator.
- Added Fighter Jet. [ID 140]
- Added Fighter Pilot Outfit. [IDs 1472-1474]
- Added assets for waterfalls, simple example in Devtest4.
- Added effect volumes to devkit for placing particle effects.
- Added lock handles option to selection tool.
- Added ability to spawn objects/types by E hotkey in devkit.
- Added search fields to landscape and foliage filtered browsers.
- Improved to run execute.config from cloud folder as well.
- Tweaked graphics draw distance to affect decal draw distance.
- Fixed a performance problem with debug visualization in devkit.
- Fixed devkit save window checkboxes.
- Fixed some bugs with pilot weaponry in multiplayer.
- Fixed decal visibility group visible option.
- Fixed copying decal selection in devkit.
- Fixed discolored corner of Diner #3 window.
Map Progress:
I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming! One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it: Link
Map Progress:
This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting. If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines. My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types. Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again! The goal for next week is to continue new objects, start on the landscape details and potentially begin making new items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on.
Update Notes:
Additions:
- Added zombie difficulty assets.
- Added shift-# hotkeys for devkit tools.
- Added quaternion inspector to devkit.
- Added transform copy/paste ctrl-b/n hotkeys to dekvit.
- Added selection mask option to selection tool.
- Added object browser to devkit.
- Improved houses to have randomized colors.
- Improved devkit to save tool configurations.
- Improved visibility groups panel layout.
- Tweaked carepackage fall speed slightly slower.
- Fixed misaligned save/load button labels in devkit.
- Fixed quest objects not showing up after loading in.
- Fixed imported workshop skins emissive maps.
- Fixed using flares to destroy rotors in PvE.
Update Notes:
Additions:
- Added support for shooting turret from pilot seat.
- Fixed some cases where neck could get stuck.
- Fixed exploit using crops to push camera through wall.
- Fixed off scope reticule scaling.
- Fixed several buildables showing flat white.
- Fixed potential problem corrupting long text on signs.
- Fixed popping some vehicles' wheels off.
- Fixed turning off vehicle exhaust after death.
Next Official Map:
This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out! It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser:
Update Notes:
Additions:
- Added radio frequency option to groups menu.
- Added planar reflection quality setting.
- Added tile draw distance option to instanced foliage mesh assets.
- Added options for max ping and queue/game timeout to server config.
- Added placard signs. [IDs 1467-1470]
- Improved holographic sights to stay centered.
- Improved scope off performance and scaling.
- Improved ocean reflection performance.
- Improved mp position compression to work with taller maps.
- Updated to Unity 5.6
- Tweaked to cap aspect ratio at 21:9
- Tweaked stereo audio range lower.
- Tweaked small pebbles tile draw distance lower.
- Fixed server asking itself for quest info.
- Fixed using asset/type browsers outside of editor.
- Fixed an exploit with NPC vendors.
- Fixed tourist hat mythical hook.
- Fixed moonbuggy misconfigured seats.
Tutorials:
This week I also uploaded two new video tutorials: Creating Custom Songs Uploading Skins to the Curated Workshop
Unity 5.6:
My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with the old system for the moment. Here's hoping Unity will add support for getting/setting the navmesh at some point in the future! Note there's still a bug with canvas sort override in this version of Unity, so while dragging/dropping items in the Devkit still works you won't be able to see them.
Groups Changes:
You can now set your character's main group from the survivor screen which uses the Steam groups system. When joining a server it will automatically place you into your Steam group, or a group with the friends from your lobby if you're in a lobby. From there you can choose to form/join groups using the new dynamic group features, or rejoin your Steam group using a persistent invite at the top of the queue. For servers which rely on groups for teams or don't want players able to manually join/leave groups (e.g. using a plugin that automatically places you into a group) you can set Allow_Dynamic_Groups in the Gameplay config file to false. This will keep the player in whichever Steam group they have selected or the group your code/mods set PlayerID.Group to.
Update Notes:
Additions:
- Added features to use Steam group alongside in-game groups.
- Added Allow_Dynamic_Groups option to Gameplay config.
- Fixed missing salvage interaction after changing group.
- Fixed opening quests rather than players list by default.
- Fixed blue knight top compression.
- Fixed queen's guard outfit compression.
- Fixed swashbuckler outfit compression.
Lobbies:
Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game.
Matchmaking:
To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps.
Groups:
Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members. Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros of the old system like managing huge groups across multiple servers. If you have suggestions on how to merge the two systems post your ideas; right now I'm considering bringing back Steam groups as a default group when you first join the server with lobbies overriding that, and then the ability in-game to leave or rejoin your Steam group.
Update Notes:
Additions:
- Added April 2017 Workshop Crate #2
- Added Lobbies.
- Added Matchmaking.
- Added revamped in-game group system.
- Accepted 2 new outfits to the Stockpile.
- Updated BattlEye.
- Tweaked NEW labels and Steam status to be translatable.
- Fixed potential for dropped chat messages.
- Fixed loading into third person only servers.
- Fixed hangar #2 doorway height.
Update Notes:
Additions:
- Added stereo. [ID 1466]
- Added playtime drop skins for all melee weapons.
- Added option to disable featured workshop item section.
- Added moon buggy. [ID 139]
- Added Use_Legacy_Fog_Height and Use_Legacy_Oxygen_Height to level config.
- Transplanted PEI and surrounding waters to another planet for a change of scenery.
- Tweaked more food items to cause hallucinations in line with their real life counterparts.
- Fixed devkit browsers to reset scrollbar when refreshed.
- Fixed naming of skin creator secondary folders.
- Fixed several objects showing up black.
- Fixed coastguard window collision.
Stereo:
For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs.
Update Notes:
Additions:
- Added popular workshop item display to main menu news.
- Added ability to spawn level objects from the asset browser and modify them in the devkit.
- Added object upgrade wizard to convert old objects to work in the devkit and Use_Legacy_Objects option.
- Added new upgraded visibility groups options to devkit.
- Improved skin acceptor tool.
- Improved images in news to expand/contract when clicked.
- Improved RAM usage.
- Updated BattlEye.
- Fixed timing related duplication bug with a few item types.
- Fixed getting stuck in corner of windmill.
- Fixed closing doors into vehicles.
- Fixed incorrectly formatted secondary skin outputs.
Featured Workshop Slot:
The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve.
Devkit Objects:
If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in the map config. I'd recommend making a backup first though because this is still probably a bit wonky. If you're using the new landscape features this will speed up iteration significantly rather than swapping between the editors, and the new selection tool is far superior even in its unfinished state.
Skin Tools:
While not publicly useful I did put a couple more days this week into improving the skin accepting tools, so future stockpile waves/crates will be much faster to setup on my end.
Skin Tools:
You can now open a level in the devkit and use the Skin Creator Wizard under Windows -> Wizards to create and preview skins in-game.
Once your skin is looking good you can output it to a folder and upload it with the new UGC Upload Wizard to the Curated Workshop. Skins created with this tool will get the "Verified" label and be prioritized for acceptance into the game because I've also added the Skin Acceptor Wizard which is able to import them very quickly.
Update Notes:
Additions:
- Added skin creator wizard to devkit.
- Added skin acceptor wizard to devkit.
- Added picket sign to Extras/Bundles/Items/Barricades folder.
- Tweaked to prevent viewing chart/GPS while blindfolded.
- Tweaked blindfolds to show over cosmetic glasses.
- Tweaked several Hawaii spawns/loot balance slightly.
- Fixed vehicles stuttering while falling on server.
- Fixed missing lobby in PEI/Washington arenas.
- Fixed to prevent entering vehicles attached to skycrane.
- Fixed placing buildables through small gaps.
- Fixed to include flag template in sources.
- Fixed several exploits in caves on Hawaii.
Update Notes:
Additions:
- Added blindfold. [ID 1464]
- Added a few more caves to Hawaii and large cavern.
- Added workshop upload wizard to devkit.
- Added automatic serverside workshop downloads.
- Added more foliage details to Hawaii.
- Added maple and pine beams to Hawaii.
- Added coastguard mega zombie.
- Tweaked coastguard spawns.
- Fixed potential problem causing rockets to explode early.
- Fixed no lighting mode to work more nicely with water.
- Fixed not broadcasting player position while rubberbanding.
- Fixed industrial pipe grate serverside collision.
- Fixed hospital fortification slots.
- Fixed airlock serverside collision.
- Fixed fences serverside collision.
- Fixed Hawaii waterpark duplicate water.
Workshop Changes:
Under Windows > Wizards in the devkit you can use the UGC upload wizard to publish your content to the Steam workshop. It's very similar to the old tool at the moment, but has a basic file browser to make setting up the paths easier. Next up I intend to add a tool to make creating skins easier and faster to import. Each server instance now has a WorkshopDownloadIDs.json file which the server will automatically download those items before starting up. It works similarly to the clientside downloads, but unfortunately it doesn't seem to be going through properly at the moment. I've asked Valve about this and will hopefully get it corrected soon - but for the moment it probably doesn't work.
Patch Notes:
Additions:
- Added several minor Hawaii ranger/military/coastguard locations.
- Added an underwater facility to the deadzone.
- Fixed visibility groups affecting volumes on server.
- Fixed possible object loading mismatch problem.
- Fixed placing buildables as passenger.
- Fixed potential problem when vehicles load inside lava.
- Fixed looking around with infinite sensitivity.
- Fixed missing space in haiku stairs name.
- Fixed two stuck spots in cave under farm.
- Fixed war boat serverside crash.
- Fixed some colliders on the seaplane.
- Fixed Hawaii ladder behaviour on servers.
- Fixed incorrectly rotated Hawaii hospital slots.
- Fixed Hawaii fences to be destructible.
- Fixed collision on HawaiiPlatform_Cap.
- Fixed ladder height on all towers.
- Fixed shed placement at the track.
- Fixed all garden fence heights.
- Fixed vehicle spawn above the facility.
- Fixed vehicle spawns to use newer table system.
- Fixed multiple entries to the research facility.
Game Developers' Conference:
I'll be away all next week in San Francisco for GDC, so there won't be an update. With these fixes the game should hopefully be relatively stable however. If you're in the area/attending GDC and would like to meet up let me know!
Update Notes:
Additions:
- Added hang gliders.
- Added war boat, skipper and scrounger vehicles.
- Added deadzone to Hawaii.
- Added option to preferences to disable bloom lens dirt.
- Improved volcano area on Hawaii.
- Improved to log asset capitalization differences to errors.
- Tweaked hovercraft skirt, turn radius.
- Tweaked seaplane bumper size.
- Fixed placing storage on drowned vehicles about to despawn.
- Fixed to properly cleanup buildables on vehicle when despawned.
- Fixed chart baking and updated Hawaii chart.
- Fixed closing editor pause menu.
- Fixed possible bug with devkit dropdowns.
- Fixed saving kill volume configuration.
- Fixed naming of several Hawaii objects breaking Linux servers.
- Fixed placing barricades on a few vehicles.
- Fixed seaplane tail colliders and removed halos.
- Fixed coaster seats 3 and 4 to face forward.
- Fixed colliders and headlight/taillight on fishing boat.
- Fixed mismatched materials on serveral vehicles.
- Fixed colliders and incorrect seats in fire truck.
- Fixed fishing boat boyancy alignment.
- Fixed hospital vehicle collision and hospital building fortification slots.
- Fixed spruance fortification slots.
- Fixed cruiseliner glass transparency.
- Fixed Industrial_Pipe_Gate serverside collision.
- Fixed tree stump materials and hitboxes.
- Fixed lighting on seaweed objects.
- Fixed clipping on Haiku railings.
- Fixed ship repair bay fortification slots.
- Fixed floating phones.
- Fixed floating/sunken trees and through cave ceilings.
- Fixed a player spawn underneath the map.
- Fixed some large terrain holes.
- Fixed volcano kill volumes to affect vehicles.
- Fixed helipad at hospital.
- Fixed objects appearing through facility walls.
- Fixed floating tables at the memorial.
- Fixed hang glider spawns.
- Fixed missing ranger spawns.
- Fixed coastguard spawns to use newer systems.
- Fixed audio in dark ambiance caves.
Hawaii Map:
Hawaii is Unturned's first Curated map and now available in-game! It's been built from the ground up by the following community workshop creators: Justin "Gamez2much" Morton Terran "Spyjack" Orion Alex "Rainz2much" Stoyanov Amanda "Mooki2much" Hubler If you are enjoying the map and would like to support them consider checking out the new Hawaii Mystery Box! View Hawaii Map Mystery Box We're trying something a bit different - this past week I've been involved cleaning up and fixing the map, but the continued development remains in their hands (although I will still help with fixes, making sure it fits the artstyle, etc) and they'll be able to upload updates to the map. You can submit your feedback/bug reports to them through the feedback link in the map selection menu.
Screenshot Contest:
Thanks for all your submissions - the response was overwhelming! I scanned through a couple thousand and accepted many winners, but unfortunately couldn't cover them all. It's obviously been very popular however, so it will continue through the community screenshots section. I will consider screenshots following the same rules uploaded to Steam with the Screenshot key [default Insert] sorting through the highest upvoted posts and picking winners each week.
Update Notes:
Additions:
- Added Hawaii Map.
- Added Mysterious Papertrail quest for Commander Laurence.
- Added all maple structures to structure example package.
- Improved screenshot key to upload to Steam, tag location and tag players.
- Fixed placing storage on burning vehicles.
- Fixed loading .asset files from map folders.
- Fixed loading .content from maps and workshop.
- Fixed double closing open menus.
- Fixed baking navmeshes on maps using new terrain.
Screenshot Contest:
Edit: The e-mail server seems to have died from all the image attachments, looking into it. Are you a survivor with an eye for photography? You're in luck - this week we're running a contest to update Unturned's loading screens! If your screenshot is selected it will be used in the background art and you'll win a special in-game item! Requirements:
- Game running at 1920x1080 resolution
- Disable HUD - press the home key by default
- Turn up graphics to ultra for the screenshot
- Use the screenshot key for 2x resolution - press the insert key by default. The output image will be saved as "Screenshot.png" in your Unturned folder
Update Notes:
Additions:
- Added keybind to take a 2x resolution screenshot. [Default Insert]
- Added swimming trunks to beach spawns.
- Added credits screen to main pause menu.
- Added animated lava object.
- Tweaked vehicles with inconsistent numbers of physical and visual wheels to have invincible tires temporarily.
- Fixed a foliage related performance regression.
- Fixed equipping newly dropped/exchanged items.
- Fixed non-physical tires appearing dead on client.
- Fixed unable to use batteries/tires while in safezone.
- Fixed potential incorrect "not playing on this server" kick.
- Fixed equipped gear icon showing on display items.
- Fixed a contradiction in the Russia Mystery Box description.
- Fixed trees with mismatched client/server collision.
Vehicle Changes:
All vehicles now spawn with a battery. The battery charges while the engine is running, and drains down if the headlights/siren are left on with the engine off. If the battery runs out while driving the horn, headlights, taillights and sirens will stop working. If the battery is dead when entering the vehicle the ignition will not function. You can remove the battery in the vehicle context menu, and add one by using a replacement found at mechanics/gas stations. Caltrops and weaponry now damage most wheeled vehicles' tires. Handling is significantly impacted by lack of wheels, but they can be replaced by attaching a new tire found at mechanics/gas stations.
Update Notes:
Additions:
- Added Vehicle Battery. [ID 1450]
- Added battery charge required to use headlights/sirens/horn.
- Added ability to steal vehicle battery to disable ignition.
- Added Car Tire. [ID 1451]
- Added ability for weapons and caltrops to damage car tires.
- Added Use_Water_Height_Transparent_Sort flag for transparent objects above/below water.
- Added death cause option to kill volumes.
- Finished most of the Hawaii cosmetics/skins.
- Improved loading screens to pick random image from and map /Screenshots folder.
- Improved server info screen to show gamemode.
- Tweaked "passive" NPC pose to keep gun in safety.
- Fixed closing doors/gates on self.
- Fixed red racecar wrong color.
- Fixed copying kill volumes.
Update Notes:
Additions:
- Added mesh/tree/object painting brush to foliage tool.
- Added sea level water volume option to disable puddles underneath.
- Added water volume type option for dirty/salty/clean refills.
- Added option to preview affected coordinates to landscape tool.
- Added foliage volume options to block specific foliage types.
- Improved landscape tool to use inspector and support config undo/redo.
- Improved to cull large water volume surfaces as multiple tiles.
- Improved multiple/single enum inspector, added InspectableEnum attribute.
- Updated to Steamworks 1.39.
- Updated to Unity 5.5.1f1.
- Tweaked equipped Steam items to show a gear icon.
- Tweaked to ignore econ ticket until fixed.
- Fixed several missing example object bundles.
- Fixed potential problem loading game mode.
- Fixed level to save objects by GUID.
Foliage Brush:
You can use this to quickly mass-place objects like pebbles, grass, trees and boulders. For example you could paint some pebbles onto the ground around a crash site, or boulder objects onto a cliffside like in the Russia map. Check out painting the Boulders_00_Collection for an example of that. Hold shift to erase painted details, or control to erase only the selected asset/collection.
Edit for Econ Ticket Failure:
Valve have confirmed they're working on fixing it for the next Steam update, however there isn't a solid release date for that yet. In the meantime a temporary workaround is to dequip your skins and cosmetics.
Update Notes:
Additions:
- Added water volumes to devkit. [Demos in Devtest4]
- Added selection tool options menu.
- Added tooltips to devkit.
- Added kill volumes to devkit.
- Added basis for gamemode mods.
- Improved PEI materials/boulders to more closely match reality.
- Improved devkit to save editor position/rotation.
- Improved devkit to allow dragging/dropping type references.
- Tweaked devkit loading window to show editable levels list.
- Fixed spamming swap thirdperson shoulder next to wall to see through it for a frame.
- Fixed creating empty assets without hash.
- Fixed stuck reloading assets when pressing insert.
- Fixed gaps in castle_1 turrets.
- Fixed calling card iron sights name.
- Fixed to include new trees in examples folder.
- Fixed canned ham 2nd LOD color.
Water Changes:
It's now possible to have multiple elevations and connected bodies of water in a level using the new water volumes, for example lakes, dams and swimming pools. Previously water was completely flat allowing a simple check whether you were above/below it, so in the transition process a few features might behave strangely but should be easy fixes. You can disable the old flat water completely in your map's config file. Note that multiple water volumes with reflections enabled will kill your performance.
Curated Workshop Changes:
Going forward skin designs (e.g. Hypertech) that have been included in the stockpile won't be considered for inclusion in workshop crates, and vice versa. Preferably workshop crate skins will be more creative and varied similar to those in previous mystery boxes.
Workshop Crate #1:
The first community-created mystery box is now dropping as the January 2017 Workshop Crate #1! All of the contents were voted on in the curated workshop, and are the first time you can get mythical variants of workshop items! To open a workshop crate you will need the associated workshop key available from the stockpile. This is because the sales of the special key are split with the creators of the items in the crate. Future non-workshop mystery boxes will continue to use the normal mystery box key, however.
Translation Editor:
For anyone who worked with the old localization features this should hopefully be a huge upgrade. From the devkit you can now open the new translation editor which automatically handles several annoying tasks from before:
- Misses list shows all translation references that failed to find their text, and gives you the option to add the missing text.
- Delta list displays every english token that either doesn't exist in your loaded translation, or has been updated/changed since you last translated it alongside their english counterpart for comparison.
- Tree editor groups all tokens in english or your translation language from any official and mod namespaces installed to quickly modify text, and will update version numbers for translators to find changed tokens.
Update Notes:
Additions:
- Added January 2017 Workshop Crate #1.
- Added translation editor to devkit.
- Added feedback link to singleplayer maps menu.
- Improved road normals to match terrain normals. [Does this look better?]
- Updated to Unity 5.5.0p4.
- Removed Arms Shipment Mystery Box from drops.
- Fixed roads to shine more naturally at oblique angles.
- Fixed bedroll placement restrictions to help prevent some exploits.
Update Notes:
Additions:
- Added Scalar to airdrops. [IDs 1447-1449]
- Added vehicle perspective option which limits third person to vehicles only.
- Improved singleplayer menu to categorize map types. [Hawaii and other upcoming community-created updates will belong to the Curated category.]
- Cleaned up after festive event.
- Fixed precision building mode sometimes getting scrambled when moving large numbers of objects between tiles.
- Fixed to remove grass under bases again. [Forgot to add this feature to the new system last week!]
- Fixed to pad character buildable obstruction bounds slightly.
- Fixed sticky grenade getting stuck midair immediately after throw.
- Fixed new foliage wind off on low setting.
- Fixed unable to toggle lasers/lights in safezone.
- Fixed new candycane skins' descriptions.
- Bullet-proofed many custom asset/content related features.
Wednesday Update:
We're off to Vancouver visiting family the next few days so the update is earlier this week, but next Friday everything should be back to schedule.
Workshop Crate Upcoming:
Valve has added support for mystery boxes containing community-created items, so if you're working on some cool skins make sure to get them on the workshop soon! I'll be aiming to set one of these up in the next couple weeks looking for a wide variety of gun skins and potentially a few cosmetics.
Steam Awards 2016:
Unturned has been nominated for the "I Thought This Game Was Cool Before It Won An Award" award alongside Starbound, Euro Truck Simulator 2, Stardew Valley and Paladins!
If you would like to cast your vote here's a link to the page on Steam: Vote Here Huge thanks to everyone who voted for Unturned in the nominations and this final round, I never imagined Unturned would be in the running for an award so this is absolutely mind blowing! Regardless of whether or not we win the award, I'm very humbled by all your awesome support and proud to see Unturned in the company of these other amazing games!
Update Notes:
Additions:
- Upgraded all official maps to use the new landscape and foliage features.
- Added wizard to help convert existing terrain to the new systems.
- Added miscellaneous features required for the upgrade to the foliage editors and devkit.
- Added graphics option to draw foliage when aiming scope or binoculars.
- Added alert to the main menu when BattleEye is not running.
- Wrapped up presents under trees on Festive Russia map.
- Accepted a few more festive themed curated workshop skins.
- Updated to Unity 5.5.0p3.
- Tweaked new tree roots/stumps to look nicer on hills.
- Fixed placing doors/gates/shutters that open/close into a wall.
- Fixed foliage bounds getting reset to origin. (caused it only to stream in when looking at origin)
- Fixed edgecase incorrect foliage tiles passed into landscape foliage bake.
- Fixed undo/redo transactions with >1 depth.
- Fixed Pine_06 and Birch_03 using wrong shaders.
- Fixed House_1 using wrong fortification slots.
- Fixed to split in-game update notes paragraph meshes. [last one hit 65k vertices]
- Fixed old trees using new tree hitboxes but not new tree trunk scale.
- Fixed wrong name shown in some cases when cursor hovering over object.
- Fixed a problem with the NPCs object filter.
- Fixed projectile launchers to check for nearby surfaces similar to grenades.
- Fixed a lighting related crash when loading very very old maps.
Foliage Upgrade:
All of the official maps have been converted! Check out the shoreline of Russia and the overhangs especially, I'm really happy with how it looks now. For a full rundown of the benefits of these improvements check out the Foliage section of last week's post. Note that the old Ultra grass setting is about equivalent to somewhere between the new Medium/High settings, so you might want to tune it down. Enabling the scoped foliage option can also be expensive because it requires loading and drawing 2x as much grass. If your GPU doesn't support instancing Unturned will show a warning next to the grass setting to let you know you probably don't want to enable it, although my guess is that if you were in that case you probably didn't have it enabled in the first place.
Edit regarding unable to open Steam overlay:
The improved BattlEye security this update has made it harder for cheaters to break into the game, but it's also had the unexpected side effect of blocking the Steam overlay due to the order in which Unity starts up the game. Unfortunately this means it can't be fixed from within Unturned itself in a patch, but we've come up with a few ideas and hope to have it working properly again for the next update.
Festive Update:
Russia has frozen over for the winter! It's cold enough that a swim is an easy way to freeze yourself, but on land you should be fine - aside from the restricted visibility! The Festive Gift Present is also dropping again with some new skins and elf outfit, although at a 50% chance rather than the usual 100% because the event is longer than previously. A few curated workshop items were accepted this week, but there will be another wave next week so get yours in as soon as possible if you're working on a holiday themed item!
Update Notes:
Additions:
- Added Festive Russia map.
- Added Festive Gift Present to drops with some new items inside.
- Added 10x higher detail versions of every tree model and option to enable them.
- Added graphics option for wind quality, low being the old windy foliage option.
- Added rewritten higher performance/quality grass/foliage system, more info below.
- Accepted a few festive themed curated workshop skins.
- BattlEye security update. (for all BattlEye protected games)
- Tweaked several large boulders to have landmark LODs.
- Temporarily disabled ambient occlusion in forward render mode.
- Fixed items in storage getting dropping in the wrong spot when an attached vehicle was destroyed.
- Fixed standing inside door when placed.
- Fixed unable to interact with mannequins.
- Fixed dropping window tabs into the wrong slot.
- Fixed loading BattlEye from non-ANSI paths.
- Fixed another animation issue with left-handed driving.
- Fixed connect screen missing gold message.
- Fixed mixed-up insanimus grizzly IDs.
- Fixed 4th terrain mask sampling 3rd.
- Fixed slightly incorrect landscape splatmap to world coordinates.
- Fixed a splatmap brush blending issue, added normalize button for repair.
Trees:
TL;DR: Try out "New Trees - Blending Off" with wind quality "Low" and see if your computer can handle it! You might remember a bit over a year ago I experimented with some alternate appearances for the trees which got everyone excited, but this week I actually upgraded every single tree and got them into the game! There are two graphics options related to these: tree quality and wind quality. Legacy tree quality will use the original models. Blending off uses the new models, but with sharp transitions between LODs, whereas blending on smoothly grows out tree details as you get closer at a significant performance cost. Changing tree quality requires a game restart to take effect. Using the old tree models will still use the new tree hitboxes, however. Wind quality is the bigger peformance drain. Low is equivelant to the old windy foliage setting, but won't apply any wind to the new tree models. Ultra looks really fantastic especially in very windy conditions like in a storm or next to a helicopter hovering - the trunk bends to the wind, branches swaying slightly and leaves rustling. Comparison picture:
Grass/Foliage:
TL;DR: If your GPU supports instancing check out the higher performance/quality grass on Devtest4! Note that the new grass wind/displacement shader isn't properly finished yet, however. This is where I spent most of my time this week, rewriting the grass/foliage system. The current maps PEI, Washington, etc all use Unity's built-in terrain grass (Devtest4 is using the new system), but this rewrite is a big upgrade in every way: The old grass has a significant FPS stutter when a new camera is enabled (equipping a scoped weapon) and when moving around the terrain, which are no longer present in the new one. Foliage information occupies only a small amount of memory and is streamed in/out on a separate thread as you travel the map. Rendering is done with hardware instancing, although note that this means grass performance will likely be worse than before for you if your GPU doesn't support instancing (and much better than before if it does). You can check the instancing performance difference with the foliage.force_instancing_off command. Another limitation of the built-in terrain grass was that it could only be placed/baked onto the ground, but now the new grass will automatically be generated both on the landscape and any surface with foliage information like the grass meshes used for overhangs or above tunnels/caves. Foliage baking rules are also much better than before where each surface (terrain material, object) references a foliage collection asset which contains a list of different foliage asset types like grass, rocks, bushes, trees, etc which then can each have different rules about where/how they are placed. Those classes can also be extended for very customized situations. The next terrain upgrade will focus on:
- Making all these assets easy to create.
- Converting trees to the new system. (same baking rules as other foliage, for example: create a grass object, bake foliage and automatically the grass object will have grass/pebbles/trees/bushes on it)
- Hopefully adding the foliage brush. (paint foliage/trees wherever you like, useful for foliage covered cities, not removed when baking)
- Minor features like a graphics option to draw grass at scope focus. (zoom in with binoculars far away and still load grass there)
- Most importantly: starting to convert the existing official maps to the new landscape and foliage features.
Update Notes:
Additions:
- Added rewritten/upgraded landscape system, new tools and holes support.
- Added Devtest4 map.
- Added basic type browser/content browser.
- Added terrain quality graphics option.
- Improved snow and ice to glitter in the sunlight and added option to disable.
- Improved landscape and nature objects to use triplanar mapping and added option to disable.
- Improved rain puddles not to form under main sea level.
- Tweaked snowflake particle lighting to be more visible.
- Tweaked traps not to count as PvP deaths.
- Fixed server incorrectly rejecting bayonet hits.
- Fixed to prevent specular highlights on foliage and terrain aside from rain.
- Fixed standing inside door while closing to use it as an elevator.
- Fixed new item format not loading name, fixed crafting search on items without names.
- Fixed (re-exported) note assetbundles to update materials.
- Fixed Stockpile button linking to New section when there aren't new items.
- Fixed left-handed driving viewmodel.
- Fixed clouds to render a bit further away.
- Cleaned up devkit layout loading/saving.
- Cleaned up devkit window inheritance chain.
Landscape:
This week I completely rewrote the landscape features as the first half of a big improvement to the terrain systems/visuals - the next half (foliage/trees) hopefully being ready to go next week. I've put together a little demo on the Devtest4 map if you'd like to check some of these improvements out: Terrains can have caves/holes in them now by creating a LandscapeHoleVolume from the type browser. Previously underground areas on maps were large pits in the ground covered by meshes, so I'm really excited for the potential to create metro systems that connect multiple cities, underground cave networks, sewers, etc! This feature works with the old non-devkit terrains as well, so you don't need to upgrade your map to take advantage of it. Landscapes are composed of tiles which can be expanded in any direction, so your map doesn't have to be square and if you have an idea for a new location you can just extend your map. Tiles can also be deleted. Each tile can have up to 8 different terrain materials instead of the global 8 material limit previously, so a map can have many different biomes with different textures for mountains, swamps, flatlands, etc. Materials are added automatically when painting, but if you hit the 8 material limit you can select the tile and remove one to free up a slot. I've also really improved the sculpting/painting tools and they have a few features I haven't seen in any other terrain editors like eyedropping materials. If you want to try your hand at landscape creation open a map in the devkit, add a Landscape from the type browser, open the Landscape Tool from the window list and click in an empty space to add a new tile, or just open the Devtest4 map. Automatically converting old non-devkit terrains to the new system is supported in the tile menu, but although your material placement is preserved it can't automatically link the material assets. I need to improve and add some more features to the inspector before this becomes easy, so I'd recommend on holding off upgrading your existing maps until I upgrade the official ones.
Update Notes:
Additions:
- Added Earpiece. [ID 1446]
- Added devkit save window.
- Added devkit object inspector.
- Added devkit asset browser.
- Added base functionality to devkit selection/transform tool.
- Added devkit undo/redo transactions window.
- Added per-server instance maps/bundles folders for limited server hosts.
- Updated to Unity 5.5.0f3.
- Tweaked BattlEye ban alerts to show in chat.
- Tweaked transparent object sorting to change based on water and camera position.
- Tweaked scoped recoil reduction lower.
- Fixed potential issue when checking for Gold ownership with Steam.
- Fixed exiting editor window while dragging or resizing.
- Fixed not to render motion vectors for intersect highlight materials.
- Added terminal argument and key/value parsers to cover all C# built-in types.
- Cleaned up field/property delta undo/redo code and performance.
- Cleaned up translation metadata reading.
- Cleaned up key/value file reading/writing code.
BattlEye:
This week we're up to ~8,600 bans, (~1,200 more than last week) so it looks like the cheaters are starting to give up! If you've been getting an "Unsupported Modules" BattlEye kick you'll need to remove any folders other than "Framework" and "Unturned" from your Unturned/Modules directory. In the future as modules become more stable I'll likely open up to signing popular ones so that they are compatible with BattlEye.
Devkit:
Everything is slowly coming together! Probably the biggest inheritance chain "ItemGunAsset" is now converted to use these new systems, so you can modify/create guns in the inspector without going through the files - however it's unpolished, messy looking and not very easy yet. The plan is also to make specific tools for some types for example a dialogue tree editor (wish I had that when working on the Liberator!) The Ace is the only item currently using the new format, so any bugs with it are probably down to a conversion issue. I'd suggest checking the tool out, but don't rely on it yet. Unturned will load the new .asset files over the .dat files, but your existing .dat files are preserved so if conversion goes wrong you can delete the generated .asset file. I'm very pleased to see the improvements between the old and new selection/transform tool so far, I feel like it shows I've learned a lot along the way. The old one uses a bunch of hacks to apply the transformations, whereas the new one properly does the math. You can also snap when dragging on a plane with the new one, while the old one would lock it to the 3D grid. When rotating it's now based on your mouse movement along the circle tangent, even when the circle plane is perpendicular to your viewpoint. There's also a visualization of your snapping intervals and console commands to adjust the handle sensitivity and size on your screen.
Unity Update:
The most visible change in this upgrade should be that those cases on huge maps where the shadows could flicker should hopefully be toned down or gone thanks to their new higher-precision shadow depth buffer.
Water Sorting:
Previously you could see glass in windows underwater from quite aways away - now that shouldn't happen. By default in Unity transparent objects are sorted by distance to your viewpoint, so with water being so big usually the transparent meshes underwater were considered closer and drawn first. Now Unturned keeps track of most transparent materials and splits them based on which side of the water they are on.
Update Notes:
Additions:
- Added Walkie Talkie. [ID 1445]
- Added ability to pop out editor windows and keep in fullscreen.
- Added new upgraded translation system.
- Added basic visuals for selection and terrain brush tools.
- Added new undo/redo system to the devkit.
- Accepted 9 new curated workshop items.
- Improved editor to save default window layout and menu for saving/loading.
- Improved debug lines intersecting objects to darken and checkerboard.
- Tweaked command line to forward terminal commands.
- Tweaked Steam messages to print in Steam terminal category.
- Tweaked terminal messages to be included in .log files.
- Fixed to render editor handles after image effects.
- Fixed binding terminal to mouse buttons.
- Fixed valid caliber range.
- Fixed ambiguous Gold error message.
- Fixed resetting rain after joining arena server.
- Fixed viewport rendertexture scaling.
BattlEye Anti-Cheat:
Another week and we're up to ~7,400 confirmed cheaters banned!
Radio:
Right now the Walkie Talkie broadcasts on all frequencies, but in the future selecting a specific frequency and listening for radio through car stereo or placeable radio are on the roadmap.
Devkit:
I made quite a bit more progress on the editor revamp this week in a lot of different areas, the most visibly different being that you can load up a level with the new editor now and check out the terrain/selection tool visuals (press R to resize brush for now - much nicer than UI slider) and the movement is better suited for big maps (scroll wheel to change speed) as well as features like panning. My goals for next week are to work on cleaning up these features, adding the new input system (mainly for controller support) and starting to make the editor functional with the asset editor, saving/loading and some basic level editing. There were a lot of frustrated comments last week concerning this new focus on improvements, and while some of these improvements aren't as much fun to work on as for example new content I really do believe it's the right thing to do to make the game so much better for the future. As you saw with the Hawaii teaser on Tuesday, even with me focused on features (which will benefit the Hawaii map too in this case) there's still awesome content on the way!
Translations:
I've written a replacement for the localization system which is now in place for the new editor, and will be phased in over time. It solves the main issues with the old system:
- Can be changed at runtime i.e. menu option to swap languages. (Right now "language" terminal command)
- Defaults to Steam language, falls back to English, saves the most recently used non-English setting to Steam cloud.
- Assets will no longer have individual translation files, rather one main file per-language per-project. For example in the future all gun names could be easily translated.
- File format is structured and much nicer, should be straightforward to add a translation editor in the future.
- Tokens are versioned so that translators can be alerted when a string has been updated.
- Server knows the language of all players so that serverside messages can be translated for each client.
- Client loads English and selected language, server loads all languages.
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
BattlEye Anti-Cheat:
One week in and BattlEye has permanently banned approximately ~3,700 confirmed cheaters! BattlEye's been hard at work on improved custom detection features for Unturned and there's been a lot of progress on flat out blocking most current cheats. You can check if a cheater you suspected is BattlEye banned by the "Game Ban" visible on their Steam profile. Also note that if you skipped the BattlEye install step you can still run Install_BattlEye.bat in your Unturned/BattlEye folder to set it up!
Roadmap:
You might have noticed the last couple updates have been more focused on improvements than new content, and that's the direction I'd like to really go in for the next bit: upgrading/rewriting existing features, better graphics, expanding gameplay depth and as an indirect result improving performance. The first thing I think needs an overhaul is the editor: if you've played 3.0 for a while you know it's essentially the same as 2 years ago when it first launched. The goal is to make it extensible, streamline mod creation, give creators more control and add new tools to open up to higher quality future content - for example the next official map I create. I do realize the editor changes aren't going to be particularly interesting for anyone who doesn't use it, so going forward I'll add some fun new content with each editor update as well. Not to mention that the next community update map is coming along well, more info on that very soon. From the editor upgrade I'd then like to start on revamping gameplay features e.g. repairing individual parts of vehicles like shot out tires, making item color a property of the item so that you can dye clothes or paint your bases, adding electrical wiring and power consumption, etc. There's a huge variety of updates to-do here, for the full list check out the Trello page: View Roadmap
Update Notes:
Admittedly this is a boring update, as mentioned above in the future I'm going to try and better balance fun/new content with important improvements. If you press the terminal key you can see some of the editor features I started like window docking, partitioning, tabs, context menus, etc although a lot of what I worked on this week isn't visible yet. The inspector might already be slightly useful - you can double-click an asset file in the asset browser to view all of its properties/fields. Additions:
- Added basics of new editor internals and windows.
- Improved resolving circular module dependencies.
- Tweaked assets to generate GUID when loaded.
- Fixed sending icon/news web requests in offline client.
- Fixed [hopefully] loading BattlEye libraries on Linux.
- Fixed scope draw distance and arena border depth.
- Fixed backwards BattlEye IP/port information.
- Fixed clientside BattlEye restart messages.
- Fixed a few reflection issues when loading modules.
- Fixed loading some server filter settings.
- Fixed missing bullet/damage ray aggressor distance label.
Asset GUIDs:
Right now with many mods installed you've probably run into ID conflicts. This instead will automatically assign a unique ID when your asset is loaded to prevent that, but it requires re-uploading your mods to the workshop so that there is a centralized agreed-upon ID. Multiplayer is setup to build a GUID <-> UInt16 table after connecting, however it will be a while before each system uses GUIDs instead of the current IDs.
BattlEye Anti-Cheat:
Bastian [the founder of BattlEye] and I have been back and forth about integrating it for absolutely ages, and today I'm very happy to say BattlEye starts a trial run in Unturned! Because of how Unturned cheats work it should be able to completely block them, meaning all servers running BattlEye should become almost cheater free! The trial run will last a month where we'll be making sure it's effective, fixing any issues related to it and getting an idea of the average traffic to BattlEye's backend servers. Note that pricing is dependant on player population, so fair warning: it might become a Gold Server only feature. Most of my time this week went into debugging Unturned BattlEye [First Unity/C# game using it!] so there's not much new content, but as a result I'm relatively confident it's stable. Serverside modules/plugins [e.g. RocketMod] should be compatible, but if you want you can disable BattlEye on your server by setting BattlEye_Secure to false in Config.json. Clientside modules, however, require that you select the alternative launch option in Steam "Play without BattlEye" because clientside modules can be used as cheats. Note: You might need to restart Steam to get the new launch options!
Update Notes:
Additions:
- Added BattlEye Anti-Cheat.
- Added new input/output/command window. [Default Tilde]
- Added option for player to displace grass, useful when sniping prone.
- Added toggle to Modules menu to initialize/shutdown code and disable loading.
- Tweaked +secure/+insecure startup to instead use +internetserver, moved VAC toggle to Config.json server section beside BattlEye toggle.
- Tweaked Log command to take 4th argument to display BattlEye info.
- Fixed Nightvision Scope to have separate skybox reflections.
- Fixed parking lot lines visible through apartment floor in Moscow.
- Fixed unexpected configs crashing stuck loading workshop assets.
- Fixed fog on forward rendering heightblend terrain add pass.
- Fixed selection outlines not showing up in forward mode.
- Fixed Masterkey skins applying to Hawkhound in-game.
- Fixed inspecting Blowtorch/Chainsaw while using.
- Fixed respawning on obstructed bedrolls.
- Fixed sun/moon/stars intersecting terrain.
- Fixed unnecessary windy foliage keyword.
- Fixed Mad Scientist Top missing front of gloves.
Terminal:
To start experimenting with the Unity 5 UI system [which I want to use for the editor upgrade] I added a terminal window which can be opened by pressing Tilde [~]. Let me know what you think of this graphics style! Right now the only thing it's really useful for is requesting serverside BattlEye logs with sv.request_battleye_logs, but in the future I want to move all commands/input/output into it. For example, "give eagle" would do this nice popup filtering item names that start with "eagle".
Update Notes:
Additions:
- Added nifty new inventions available from Doc Ernie.
- Added settings for chromatic aberration, film grain, TAA and screenspace reflections.
- Added settings to disable anisotropic filtering.
- Added Coalition rank and quest achievements.
- Added config option for Ray_Aggressor_Distance, now default 8 rather than 4.
- Added skins for Hawkhound, Schofield and Masterkey.
- Added first step of Modules feature.
- Improved rain to form puddles and ripple on the ground.
- Improved postprocessing to use new official Unity shaders.
- Improved explosions to leave scorch marks in deferred render mode.
- Updated to Unity 5.4.2p3 from 5.4.0p4.
- Tweaked unboxing to show warning if unknown item is opened.
- Tweaked aircraft carrier to have a basic navmesh.
- Fixed buildables to better fit incorrectly placed slots.
- Fixed quest interactable clientside prediction issues.
- Fixed Hawkhound_8, Sportshot_10 and Viper_25 to be skinable.
- Fixed bayonet working clientside while reloading.
- Fixed mk2 scope off quality.
Modules:
This week I've started taking the first steps toward a modding API for Unturned! It's going to take a while to refactor, clean up and document everything, but when it's done there'll be the potential for all kinds of awesome mods that would've been impossible before. In the meantime the biggest change is in relation to RocketMod. Sven, the creator of RocketMod, has been doing an amazing job opening Unturned's serverside up to plugins the past couple years with a wrapper that takes care of all the nitty-gritty, and this week we converted Rocket to use this Modules feature - although this week is a transition period so the main version will still use a patched assembly. This is great if you're a server owner using Rocket because installing is as simple as copying Rocket to the Modules folder, you can still play the game normally with Rocket installed and if nothing breaks you won't necessarily need to download the new version of Rocket after each update.
Graphics:
There are quite a few new graphics options in this update, so I thought it might be helpful to write out exactly what they do so you can make an informed decision on whether to turn them on/off:
- Chromatic Aberration: Slightly separates the RGB color channels near the edges of your screen, it doesn't have much of a performance impact and is more of a personal preference.
- Film Grain: Can help with color banding (for example when you see rings around a light), barely noticeable and doesn't have a big performance impact.
- Blast Marks: In deferred render mode a black spherical decal will be left after an explosion which has a small performance impact.
- Rain Puddles: Spawns splashes of water particles at rain impact points and fades in reflective puddles with ripples. This has a medium performance impact.
- Anisotropic Filtering: Reduces texture blur at oblique angles, probably fine to leave on, it's moreso an option for the sake of extra control.
- Reflection Quality: Increases the number and accuracy of screenspace reflection steps, but only works in deferred render mode and has a high performance impact.
Reflections:
If you've created custom models for the game you might have noticed reflective materials showed up black, now at the very least the skybox is captured when the lighting is updated. If reflection quality isn't off then screenspace reflections will be visible as well. I've experimented with a variety of reflection settings for the official models but haven't decided yet (Should cars be polished shiny, how does that line up with the apocalyptic environment?), but you can now properly use it too!
Halloween:
In celebration of Halloween until the next update you will now get dropped Halloween Gift Presents filled with free costumes, and can visit the Liberator to find the crew all dressed up! The biggest wave yet of mostly spooky curated workshop items was also accepted and now available on the Stockpile if you'd like to take a look: View Stockpile The most exciting bit for last however: there's a new secret achievement to solve, much more complex than the first! In my opinion it's a lot fairer (no localchat puzzle), so no hints this time!
Update Notes:
Additions:
- Added Mk. II achievement/puzzle/easter egg.
- Added new items to Halloween Gift Present.
- Accepted a ton of new curated workshop items.
- Decorated the Liberator for Halloween.
- Tweaked galley to sell snack food items.
- Fixed bug preventing binding keys to mouse buttons 4-7.
- Fixed chamber door decal material.
- Fixed missing space in scout dialogue.
- Fixed using bayonet while sprinting.
- Fixed some issues with fog in deferred mode.
- Fixed satellite terrain capture in deferred mode.
- Fixed decals swapping modes when reloading area.
- Fixed terrain reflection to only use basemap.
- Fixed radiation splat decal deferred emission.
Update Notes:
Additions:
- Added traitor uncovering questline.
- Added lightningstrike boss zombie quest for Ensign Cliff.
- Added groundpounder boss zombie quest for Peter.
- Added flamethrower boss zombie quest for Norbert.
- Added config options to include boss zombies in spawns.
- Added ability to track a quest in the HUD.
- Added Industrial Gas Can. [ID 1440]
- Added NPC/dialogue/quest/vendor documentation to workshop documentation.
- Added deferred decal support and converted many decal-like objects to use it.
- Improved aggressive actions to mark entire group.
- Tweaked player buttons to link to Steam profile.
- Tweaked armory to sell rangefinder instead of detonator.
- Fixed a variety of bugs with the bayonet.
- Fixed to allow scaling NPCs.
- Fixed using mannequin while using item.
- Fixed nightvision glow after toggling cosmetics.
- Fixed missing ceiling collision in one of Mooki's houses.
Deferred Decals:
It was a bit of a nightmare to get everything working with them, but as far as I can tell the only issue now is a slight lighting difference with Use_Skybox_Ambience. Now that we have SMAA I think keeping forward rendering around alongside deferred isn't worth it considering the benefits of deferred, for example these decals or screen-space reflections (which I'll be swapping out for the planar reflections soon since I want to support arbitrary water placement). Decals are great because there's no gap between the old flat geometry and the surface, and they can "wrap" around curved faces. For modders to allow decals to show on your models you will need to set the least significant bit in the stencil buffer to 1, or use the StandardDecalable shader found in Unturned/Bundles/Sources/Examples. I decided on making the decalable feature opt-in rather than opt-out because objects that shouldn't get decals receiving them look far stranger than not.
Update Notes:
Additions:
- Added Lieutenant Oswald in charge of scouting the area.
- Added Doc Ernie blueprint unlocks/dialogue.
- Added Mechanic's engine repair quest.
- Added Medic's research recovery quest.
- Added Ensign Franklin to buy replacement uniforms from.
- Added Nautical Nuisance quest for Rusty.
- Added assorted filler NPCs with dialogue.
- Added Quadbarrel. [ID 1436]
- Added Bayonet. [ID 1438]
- Improved missing a shot/swing that travelled within 4 meters of a player to mark you as an aggressor if not under attack.
- Improved using lockpick/detonator/grenade to mark you as an aggressor if not under attack.
- Improved vendor menu to show how many of a buyable item you already have.
- Tweaked to show warning message when building in safezone.
- Tweaked quest menu to better expand vertically and added return button.
- Tweaked gunshot audio rolloff to make more sense.
- Tweaked quest interactables to play effect when used.
- Tweaked scaled buildables in editor to reset when deselected to avoid confusion.
- Fixed using carjack/lockpick in safezone.
- Fixed to allow suicide in non-arena safezones.
- Fixed cleaning up last chat icon.
- Fixed vendor item description applying rich text in wrong order.
- Fixed fertilizer applying before animation.
- Fixed using ladders to cancel animations.
- Fixed Russia map pizza/doughnut stores using wrong spawn tables.
- Fixed nearby item obstruction to ignore triggers.
NPCs:
In the next NPC update I'll be working on a quest tracking feature so you can view quest goals outside of the info screen, the traitor uncovering/rescue questline, looking into "bossbattle" zombies e.g. go to a specific area to defeat electric megazombie and putting up documentation on all the NPC features. For mod creators I forgot to mention in the last post: You can press the End key in the appearance menu to copy your character details to the clipboard for creating NPCs, and the same in-game to view all active flags and values. There's also a "Flag" command to set a key/value for testing. Bit of a heads up: for the first time in I can't even remember how long there won't be any sort of update next week - I'll be away at the "Steam Dev Days" conference!
NPCs:
This week I improved and expanded a lot of the NPC features, added the ability to have objects tied to quests e.g. fixing the map's radio towers, added the Liberator/new objects to Russia and got started filling it with characters/quests. If you do visit the Liberator there are several interesting quests, but be warned it feels very empty without all the dialogue complete/missing characters. Going forward I'll be adding the rest of the core quests/dialogue, of which I have some ideas I'm pretty excited about like uncovering a traitor and solving a murder mystery. Then the side characters will come in to fill things out (for example the guards will instruct to visit the Captain when you come aboard, address you by your rank and keep a close eye on low rep players). I also want to give the Scientist character some unique rewards to research as you help out to reward trying different quests, so you'll come to him after doing a few quests and get a blueprint for maybe a bayonet or 4 barrel shotgun. If you want to get started with NPCs in your own map you can check through the official content for examples, although there are 3 currently unused condition types: Skillset, Kills_Zombie and Kills_Horde and 1 unused reward type: Item_Random (takes a spawn table ID). All of the character, dialogue, vendor and quest files are in the Unturned/Bundles/NPCs folder, and don't require Unity to modify or create new ones.
Update Notes:
Additions:
- Added Liberator aircraft carrier with a few NPCs to Russia.
- Added NPCs, dialogue and vendor systems.
- Added quests system and menu next to in-game playerlist.
- Added reputation system and paragon/villain achievements.
- Improved explosives to store/display killer.
- Improved in-game playerlist to show links between groups.
- Tweaked military wall texture to more closely match old one.
- Tweaked Washington military base entrances.
- Fixed unable to select buildables in editor in some cases.
- Fixed problems with server loading vehicles inside bases.
- Fixed halos on carepackage/dropship.
- Fixed Russia boulder mining XP.
- Fixed hitmarkers on dead resources.
- Fixed forest ural lod_1 material.
- Fixed sometimes able to overlap structures.
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!
Update Notes:
Additions:
- Added Soulcrystal achievement/puzzle/easter egg.
- Added ability to place buildables in the level editor.
- Added precision in-game building for camera mode. [Default F6]
- Added Ramp Walls. [IDs 1414-1418]
- Added config options for hint and full server descriptions.
- Accepted several new curated workshop items.
- Improved stairs/ramps not to have top edges so they are more useful.
- Tweaked server description to use sign formatting and "
" for newlines.
- Fixed firstperson gun/melee to create matching world lights.
- Fixed chandeliers and ornate street lights using light halos.
- Fixed hyper zombies to use emissive textures for eyes.
- Fixed exposed holes in undersides of several bridges on Russia.
- Fixed paintballgun barrel spawning instead of Russian beret.
- Fixed refreshing players in server info screen.
- Fixed to force dequip discarded items when resizing inventory.
- Fixed syncing saved shipping containers open state when connecting.
- Fixed holstered weapons when dragging directly from nearby items.
- Fixed duping items with item display storage.
- Fixed mannequin obstruction bounding box.
- Fixed decaying buildables that were placed in the future.
Buildables:
To help make the world feel more alive you can now place buildables from the level editor! This opens up several options such as fortifying a location for part of a map's story, while still keeping it available to destroy and build a custom base. While building in-game if you have the camera tools available you can now use the editor tools [F6] to get precise snapping and alignment just right, and work on creations that would usually be blocked. Pro tip: use Ctrl+B and Ctrl+N to copy paste positions/rotations to perfectly line up items like kitchen counters.
NPCs:
Yesterday I finally got started with NPCs! Right now the plan is to have a safezone out of the way on some maps where you can choose to visit and interact with the them - i.e. it's completely optional and you won't be running into AI bandits in the wild. I think it might also be a good reason to bring back the reputation system, where keeping a good rep is required for getting quests/trading (not offloading junk, more like the gunsmith is looking for high tier attachments/weapons) with most NPCs, and others a bad rep. Rewards for quests I'm thinking would include things like specially boosted weapons, otherwise unobtainable items and blueprints to craft modified items. Definitely this is very different for the genre, so I'll be keeping an extra close eye out for your suggestions/feedback. Personally I'm hopeful it will provide a lot more singleplayer and PvE content.
Update Notes:
Additions:
- Added graphics option to enable SMAA.
- Added ability to pose/mirror mannequins.
- Added ability to delete cosmetics/skins.
- Accepted a few new curated workshop items.
- Updated from Unity 5.2.5f1 to 5.4.0p4.
- Improved every single light to use emissive textures rather than halos.
- Improved server info to list names of workshop files installed.
- Improved server info screen to show config changes.
- Improved nightvision glow to enable/disable.
- Improved taclaser/rangefinder to work in 3rd person.
- Tweaked horde beacon zombie health to not scale up as much.
- Tweaked several more items to be scrapable.
- Tweaked zombies to gradually wander to where they came from when pulled.
- Fixed siphoning/refilling exploded vehicles.
- Fixed incorrectly placed window slots in mansion_0.
- Fixed profanity filter to cover server name/description.
- Fixed a potential exploit with group IDs when joining server.
- Fixed server info screen and in some cases drops not closing all menus.
- Fixed server disabling all resources.
- Fixed to completely prevent placing items that intersect a character.
- Fixed to dequip item if obstruction check fails serverside.
- Fixed invisible face_0 when refreshing character.
- Fixed dropship missing engine audio.
- Fixed a few possible issues with effect cleanup.
- Fixed looping bullet impact particles.
- Fixed arena mode returning duplicate effects to the pool.
Unity Upgrade:
The biggest timesink this week was getting everything working again with the new version of Unity, and for the most part it's all fixed up as far as I can tell, but there are a few important changes for mod creators:
- Asset bundle system has been changed, and the official tool in Bundles/Sources/Tools has been adjusted accordingly. Due to a change with shaders in asset bundles any older materials exported with previous versions of Unity will be converted by Unturned to the Standard shader when imported. New bundles you create should now include the line "Asset_Bundle_Version 2" in your .dat file to disable this conversion.
- Light halos are broken in this 5.4 patch, but don't look very good and I'd been meaning to replace them anyway. I went through every single light in the game and converted them to use emissive textures instead of the halos, and would recommend you do the same. Each case where a halo might have been used was updated in the examples folder along with the documentation.
- 5.4 complains about the negative boxcolliders with the flipped left-handed hitbox, but still works fine and can't really be changed at this point, so I disabled the normal output_log.txt and instead messages/exceptions are now appended to Logs.txt and LogsPrev.txt. This also means that errors can still be grabbed if the game was restarted, and are easier to find on Mac/Linux.
- VR level editor got pretty borked by the upgrade as well - with 5.4 it seems the assumption is that a game is either VR enabled/disabled so it's not very happy swapping at runtime, for the mean time it's disabled but fortunately nobody's using it as far as I know.
Item Filters/Tags:
Valve has added support for filters in the market/inventory! I know this has been frequently requested so I got them enabled as quickly as possible - the inventory page should show them all, but it might take a bit for all the market filters to update. Right now the rarity/mythic tags aren't color coded, but once that feature is available I'll make sure to enable it as well.
Update Notes:
Additions:
- Added new server info screen when connecting.
- Added ability to rotate items in display storage.
- Added graphics options to enable/disable ragdolls and debris.
- Added config options for remaining gamemode differences.
- Added craftable sandwiches for all meats/fishes. [IDs 1398-1407]
- Added Mannequins. [IDs 1408-1409]
- Added Plaques. [IDs 1410-1413]
- Improved performance of several core systems.
- Tweaked medium/small engines to use the old audio.
- Fixed potential cause of storage stuck in "busy" state.
- Fixed wind rapidly changing direction.
- Fixed detect radius multiplier to apply to all alerts.
- Fixed amount of ammo in Matamorez Box.
- Fixed repairing fishing rods rather than scrapping.
- Fixed dropped clothing losing metadata.
- Fixed placement of several bridges on Russia.
- Fixed several easily abused spots in tank train tunnel.
Server Info:
Now when browsing the server list you can click on a server for more information about it before joining. If you host a server you can also include some extra details by setting a URL to a .png or .jpg icon and a short description in the Config.json file.
Config:
Options such as hitmarkers, crosshairs, ballistics and maps are now available in the gameplay config section, and zombie speed in the zombies section. There's also a new feature to prevent repairing higher tier weapons.
Performance:
The most notable optimizations are many repeatedly created elements now getting pooled/reused, and much more aggressive automatic batching (some mods might need to tweak their texture wrap settings due to this), but several other features were improved as well. From here the next step I hope to take is upgrading to a more up-to-date version of Unity, although this is made tricky because of a physics change between 5.2 and 5.3 affecting many of Unturned's features.
Update Notes:
Additions:
- Added HMG to Hind and HMG Box. [ID 1395]
- Added Ghillie Netting. [IDs 1396-1397]
- Added support for server plugins to request client to view URL.
- Added guide for creating community updates.
- Improved wheeled vehicle audio.
- Improved objects to save by file name rather than ID.
- Tweaked several more actions/sounds to attract zombies.
- Tweaked generator/fire/drill noises to be less annoying.
- Tweaked bans to apply by IP as well as steam ID if the target is connected.
- Tweaked streamer mode to hide slightly more info.
- Fixed hole in roof at end of metro tunnel.
- Fixed farm tractor spawns.
- Fixed note_18 line count.
- Fixed fire_1 side door slot.
- Fixed gap in silo radio tower ladder.
- Fixed floating bush near junkyard.
- Fixed floating lights at mansion.
- Fixed confusingly placed boat objects.
- Fixed switches at factory/junction.
- Fixed several jumps in main line tracks.
- Fixed zombie spawn in airport rafters.
- Fixed zombie spawn in wall of camp cottage.
- Fixed incorrect boat spawns in wrong places.
- Fixed mafia zombie drops spawnrate.
- Fixed up collision issues a bit with Mooki's objects.
- Fixed underground zombie/vehicle spawns in front of airport.
- Fixed missing and/or over exaggerated rubble at crashes.
- Fixed military sandbag wall bottom face.
- Fixed zombies getting stuck on camp docks.
- Fixed zombies getting stuck in some firewatches.
- Fixed Russian flag gib material.
- Fixed rubble gibs to match object scale.
- Fixed destroying generator not disabling power.
- Fixed player arrow to show on top of group icons.
- Fixed makeshift vehicle world collision heights.
- Fixed new bunkers missing death barriers.
- Fixed oxygenator not working on vehicles.
- Fixed car bumper damage when crashing into high density of objects.
- Fixed applying interactable object animation state when loading area.
- Fixed cases in multiplayer where item physics could load before objects.
Community Update Guide:
Following the release of Russia I've put together the start of a guide based on what I learned from teaming up with workshop modders to help open up the opportunity for others, and I'm very excited about the potential for a few 100% community created updates! It will be adjusted over time to cover more aspects as feedback comes in. Here's the link: View Guide
Russia Map Crash:
If you are experiencing a crash while loading the Russia map then judging from submitted log files it's quite likely Unturned is running out of RAM/memory! In most cases this is due to preloading large amounts of workshop content - so as a temporary workaround you can unsubscribe from extra workshop files.
Object IDs:
If you have custom objects in your map chances are you've run into some ID conflict issues before. Maps saved after this update will now only use the ID as a backup
Russia Map:
The map you've all been waiting for is finally here - Russia is now available to play! Russia is Unturned's new largest map clocking in at 4x the size of PEI/Washington/Yukon giving you tons of room for bases and exploration, and through its tiered loot progression provides an interesting blend between survival and combat. Many of the new gameplay features from the past couple months have been designed with this map in mind as well, for example the best items are hidden away in the new radioactive deadzones giving reason to loot the lower portions of the map for gasmasks/filters. It's also been a bit of an experiment: until now Unturned's development has been entirely solo, but for this project I worked together with several community members popular for their workshop submissions to help on the map. This has proven a very interesting experience, and in the near future I'll be putting together documentation/tips/rules based on what I learned through the process so that this can be expanded to more community-created updates! Thanks to Justin "Gamez2much" Morton and Mitch "Sketches" Wheaton for their work on the map itself, Alex "Rain" Stoyanov for creating many of the new driveable vehicles and Amanda "Mooki2much" Hubler for several objects/houses. If you are enjoying the map and would like to support these creators consider checking out the new Russia Mystery Box! View Russia Map Mystery Box Rather than requiring a key to open, this mystery box is purchaseable for the same price as a key (the proceeds of which are split with the creators) and will probably remain on the stockpile page unlike the normal dropped mystery boxes. On that note: the Hot Mystery Box has been removed from drops and replaced with the Arms Shipment Mystery Box which contains skins for all of the new guns introduced in the Arms Shipment updates!
Update Notes:
Additions:
- Added Russia map and associated content.
- Added Russia Map Mystery Box.
- Added Arms Shipment Mystery Box.
- Added effect nodes for different ambient sounds/lighting.
- Added Precision Charge. [ID 1393]
- Tweaked to give XP for healing other players.
- Fixed object power search while loading on server.
- Fixed workshop to show preview warning with >1MB image rather than failed to submit.
- Fixed crafting magazines not showing ammo total.
- Fixed minigun barrel spin not visible to other players in multiplayer.
- Fixed not playing out of ammo click noise.
- Fixed some bugs with attachments and skins toggle.
- Fixed Instinctive Timberwolf skin attachment color.
Update Notes:
Additions:
- Added landmark LODs for most large objects.
- Added automatic landmark LODs for trees.
- Added landmark draw distance option.
- Added region complexity to visibility menu in editor.
- Added config options for losses from combat vs environment deaths.
- Added buttons to enable/disable skins and mythics in-game.
- Added new faces and wheel of emotions to gestures menu.
- Added new hair and beard styles.
- Added smoothed camera mode. [Default F5]
- Accepted several new curated workshop items.
- Improved road vertices to have adjustable offset.
- Improved spawn tables tool to allow editing.
- Tweaked undriven vehicles to not damage players.
- Tweaked muzzles to decrease drop slightly.
- Fixed barrel bullet drop multiplier not applying.
- Fixed to include scaling in copy transform.
- Fixed first person muzzle flash light.
- Fixed workshop agreement link appid.
Map:
Again this week I was mostly working on the new map, apologies for the filler update. As expected more required objects popped up alongside final steps like spawn tables, but everything's coming together so I think it's safe to say you'll be seeing more about the new map very soon!
Arms Shipment Part #2 of 2:
Russian survivors have recovered a key military storage depot housing a huge arsenal of Russia's finest weapons, and have begun shipping them out to share with the Coalition. This week the full arsenal of newly uncovered weapons is deployed in Coalition airdrops!
Update Notes:
Additions:
- Added Augewehr. [ID 1362]
- Added Fusilaut. [ID 1375]
- Added Nightraider. [ID 1377]
- Added Hell's Fury. [ID 1364]
- Added Hell's Fury Drum. [ID 1365]
- Added Ekho. [ID 1382]
- Added Ekho Magazine. [ID 1384]
- Added skin layout sources for all of the new guns.
- Added support for multiple crafting outputs. [e.g. scrapping wooden guns]
- Added support for skybox low LOD objects and "Landmarks" graphics option.
- Improved Horde Beacon difficulty/rewards to scale with number of participants.
- Improved HUD to show gasmask filter status.
- Improved unplayed characters to show high-tier skillset items.
- Improved appearance and clothing menus to hide items.
- Improved editor tank objects.
- Updated to Unity 5.2.5f1 from Unity 5.2.4f1.
- Tweaked singleplayer skillsets to spawn with a few basic clothes.
- Tweaked oxygen to slowly burn at very high altitudes.
- Tweaked scoped recoil benefit to not apply as much in third-person.
- Tweaked Vonya magazine to be refillable with 12 Gauge Shells.
- Tweaked basemap quality to change in editor when painting.
- Tweaked Vonya firerate and Bulldog/Calling Card spread.
- Fixed object fuel/water storage not respawning properly.
- Fixed some graphics bugs with Use_Skybox_Ambience.
- Fixed rain color changing when using night vision.
- Fixed Bluntforces missing on Washington.
- Fixed space underneath tents.
- Fixed in-game spelling of Teklowvka.
- Fixed hint/message at same time to cooperate better.
- Fixed width of doors/gates.
- Fixed bunker_0 collision mismatch.
- Fixed mall escalators to match airport.
- Fixed shadow flicker on terrain.
Landmarks:
A few large objects which need to be seen from extended ranges are now rendered past the view limit with the Landmarks option. Modders can add a super low LOD version of their objects named "Skybox" to take advantage of this feature. In the future I'd like to upgrade all large objects and trees to use it.
Map:
This week the update was mostly ready to go last weekend, so I've been powering through another ~90 new objects wrapping them up aside from whatever few miscellaneous things are required when finishing the level. On that front the map itself is coming along quite nicely, not too long away now!
Arms Shipment Part #1 of 2:
Russian survivors have recovered a key military storage depot housing a huge arsenal of Russia's finest weapons, and have begun shipping them out to share with the Coalition. Starting today Coalition airdrops now contain the first half of these newly uncovered weapons! Next week the second half should be ready for deployment.
Update Notes:
Additions:
- Added Teklowvka. [ID 1360]
- Added Teklowvka Magazine. [ID 1361]
- Added Vonya. [ID 1366]
- Added Vonya Magazine. [ID 1368]
- Added Bulldog. [ID 1369]
- Added Bulldog Magazine. [ID 1371]
- Added Calling Card. [ID 1379]
- Added Calling Card Drum. [ID 1381]
- Added Use_Skybox_Ambience option to Preferences.json.
- Improved road vertices flagged with "ignore terrain" to be placable on objects.
- Improved control panel models and variety.
- Tweaked acid spit to have separate death message.
- Tweaked density of acid spit graphics lower and to better reflect damage area.
- Fixed using players as pillars for structures.
- Fixed unable to damage/repair moving vehicle as passenger.
- Fixed floating point rounding errors in all percentage displays.
- Fixed not showing acid spit with gore disabled.
- Fixed to prevent sprinting while shooting.
- Fixed zombies acting while stunned.
- Fixed editor object target stealing search focus.
- Fixed viewmodel lights on gun attachments.
- Fixed light LOD flicker when activated.
- Fixed to clamp yaw on client.
- Fixed pitch check order on server.
Map:
As some of you may know these new guns were actually worked on/found in the files over the last two weeks. Previously when fully focused on working on a new map the updates were paused while everything came together, but this way there's still something new and fun to check out. In reality the majority of my work this week was on more new objects:
Update Notes:
Additions:
- Added acid spitter zombie.
- Added supply airdrops.
- Added ability to repair bases with blowtorch.
- Added Friendly/Hostile Sentry. [IDs 1372-1373]
- Improved fuel to store liters rather than refills.
- Improved vehicle info to show health.
- Tweaked bullets to travel instantly in easy mode.
- Tweaked dirty water infection higher again now that it can be purified.
- Tweaked Flanker zombie to be slightly more challenging.
- Fixed chest hits to combine shirt/vest armor.
- Fixed plane/heli exploding when reaching skybox.
- Fixed jumping twice in the same tick.
- Fixed generator fuel update reliability.
- Fixed background noise in wood timber sound.
- Fixed stuck blowtorch particles when swapping perspective.
- Fixed burner and street light LoD.
- Fixed airport spawning festive pants.
- Fixed parkour hood icon.
Acid Zombie:
You can recognize this new zombie by the cyan acid foaming around its mouth. If you don't take care of it quickly enough you might find your exit path blocked by a burning puddle of acid!
Supply Drops:
When you hear the roar of a massive plane's engines you might want to turn to the sky to try and spot if it's a dropship! If you follow it you'll see a care package dropped out of the rear cargo hatch parachute down loaded to the brim with high-tier loot. The frequency of these airdrops can be setup in the config events file, and the airdrop command will force trigger one.
Friendly/Hostile Sentries:
The new friendly sentries can be used to create a safe public space because they only shoot players who pose a threat by for example having a weapon drawn. On the opposite end of the spectrum the hostile sentry is much better than the neutral one for interior base defense because it is absolutely merciless.
New Zombies:
The zombies have got some new abilities! Keep an eye out for the Flanker zombies which can stealthily attack you from behind, and the Burner zombies which explode in a burst of flames spreading to other zombies. The Mega zombie has also realized he's strong enough to tear concrete right out of the ground for use as a projectile - so you're no longer safe just out of reach! Mind you this is only the beginning...
Update Notes:
Additions:
- Added purple "Flanker" zombie.
- Added orange "Burner" zombie.
- Added ability for mega zombies to throw boulders.
- Added muscular body mesh for mega zombies.
- Added ability to purify dirty water in canteens with tablets.
- Added pilot outfit. [IDs 1358-1359]
- Added "Whitelisted" command to enable whitelist.
- Added Preferences.json file with viewmodel fov/offset options.
- Improved queue to prioritize whitelisted players.
- Improved appearance of ghillie suit foliage.
- Tweaked fire outfit to be fireproof.
- Tweaked sentry health and made rangefinders more common.
- Tweaked claim flag health higher.
- Tweaked generators to burn fuel more slowly.
- Tweaked seeds to grow more quickly.
- Tweaked explosion sorting priority.
- Tweaked chart/GPS to be salvagable.
- Tweaked to show hints for -VR and MSAA + Deferred.
- Fixed case where server lets in more than max players.
- Fixed character height change when swapping on/off ladder.
- Fixed editor to clear trees with no asset when saving.
- Fixed all pistol sights being slightly misaligned.
- Fixed birch rampart client/server collision difference.
- Fixed climbing ladder from prone/crouched position.
- Fixed to force into prone when loading and player doesn't have enough headroom.
- Fixed instantly reloading bolt action rifles.
- Fixed raining in paintball arena.
- Fixed tossing throwables through glass.
- Fixed old hat using new hat state when swapped.
Viewmodel Preferences:
You can finally customize your viewmodel! I've elected to hide it away from the option menus however, as changing from the default settings will reveal issues in the animations especially with a high FoV. Tweak at your own peril!
VR Level Editor:
Rather frequently Vive owners have been downloading Unturned for the VR mode (quite reasonably) assuming it's the main game, and are disappointed to learn it's currently only for the level editor. It's also annoying for non-Vive owners having the SteamVR category and SteamVR launch options. To help with these I've disabled the VR support info from Steam, and added more in-game information about launching it from the editor menu. While all recent editor upgrades have been applied to the VR version as well I do still want to do some VR specific upgrades, for example adding physical tools and a toolbox to carry them in, but judging from the negativity surrounding the initial VR update these should be prioritized after the core game's development has settled down.
Anniversary:
Today marks 2 years since Unturned launched on Steam! To celebrate this anyone who plays will get dropped the Anniversary Gift Bag which contains a bunch of party hats and a new mythical. It's been a lot of fun working on the game this whole time. I hope you've enjoyed playing it! Thank you for all your support, and I'm looking forward to more awesome updates! :)
Update Notes:
Additions:
- Added Anniversary Gift Bag.
- Added queue for getting into full servers and "Queue_Size" command. [Default 8]
- Added config options for full moon/beacon XP multiplier.
- Added config option for player armor multiplier and disabling fall damage.
- Added destructible object examples.
- Added graphics option for terrain heightblend.
- Added Paintball Arena map.
- Improved spy image to show in pause menu.
- Improved Arena mode to work with barricades/structures.
- Tweaked to include econ icons in extras folder.
- Tweaked dirty water to not be quite as bad.
- Fixed broken road fence using wood fence material.
- Fixed metal library not marked as locked.
- Fixed tank crosshair showing in third person.
- Fixed hiding snow/rain by deleting ambience file.
- Fixed hiding flashbang by disabling HUD.
- Fixed blowtorch can't be used on invulnerable vehicles.
- Fixed nearby menu to work with vehicle passenger list.
- Fixed climbing ladders rotated to intersect objects.
- Fixed crash when display case has an item with no asset.
- Fixed invisible ornamental tree leaves.
- Fixed third person target point when aiming at the sky.
- Fixed to show localized text in pause menu map name.
- Fixed makeshift vehicle placement radius.
Additions:
- Added Paintball Gun. [ID 1337]
- Added Paintball Hoppers. [IDs 1339-1344]
- Added Farm Plot. [ID 1345]
- Added Flashbang. [ID 1346]
- Added Minnow, Goldfish and Bass. [IDs 1347-1352]
- Added Stealy Wheely Automobiley. [ID 1353]
- Added ability to lock vehicles and vehicle context menu.
- Added casting strength to fishing which affects time to catch item.
- Added "Spy" command to see from a player's perspective.
- Added config option for spawned quality values and bullet rarity.
- Added "critical" recipe ingredients to hide colored cloth buildables without flare.
- Improved animal AI to form packs and work together.
- Improved canteens to base stats on where the water came from rather than losing quality.
- Improved sensitivity option to be unclamped.
- Improved Gold skins to shine streaks occasionally.
- Tweaked low caliber bullets to not damage armored vehicles.
- Tweaked APC/tank to absorb some explosion damage for passengers.
- Tweaked asset loading bar to show out of estimated total.
- Tweaked max FoV lower to 100 degrees from 120.
- Tweaked fuel canisters and fishing rods to no longer use quality.
- Tweaked punches to no longer damage vehicles/resources.
- Fixed exporting spawn tables a second time.
- Fixed horde beacon queue not progressing properly.
- Fixed blur when swapping from zoom scope to sight.
- Fixed rampart/post blueprints to match walls/pillars.
- Fixed vehicle exit/climb snap to take character radius into account.
- Fixed prone character to better align with floor, radius matches standing.
- Fixed exiting vehicle while item is busy.
- Fixed fishing line visuals in first person perspective.
- Fixed not keeping reference to turret state when changing attachments.
- Fixed scaling of resized objects' children.
- Fixed berry seed leaf colors not matching bushes.
Tanks:
Yes - you can finally drive the tanks found around PEI and Washington! On PEI you can find a tank at Federation Bridge, or at the destroyed tunnels on Washington. If you manage to loot some tank shells you can use the tank's turret, but keep an eye out, as you're very exposed in the gunner's seat! Tank missiles are similar to rockets, but travel faster and drop less. The new turret system is also very generic for modders, so features like rear-facing guns on a biplane or missiles on an attack helicopter are possible.
Update Notes:
Additions:
- Added Tanks. [IDs 120-121]
- Added Missile. [ID 1302]
- Added Book/Note. [IDs 1327-1328]
- Added Hatch. [IDs 1329-1332]
- Added option for inbound voice volume gain.
- Added icon when other player is talking.
- Improved cloth buildables to be colorable with flares.
- Improved shadow draw distance to make objects pop more, but character is wider.
- Tweaked admins to salvage items more quickly.
- Tweaked chemicals to be usable as poison.
- Tweaked 16x scope to have more mildots.
- Fixed showing player name rather than character name.
- Fixed barricade placement angle rounding.
- Fixed pine rampart low LOD using maple material.
- Fixed filter item showing quality.
- Fixed slight gap in heights of bridge #1.
Update Notes:
Additions:
- Added Gasmask. [ID 1270]
- Added Radiation Filter. [ID 1271]
- Added wall-mounted Flares. [IDs 1272-1277]
- Added Wardrobes. [IDs 1278-1281]
- Added Umbrella. [ID 1282]
- Added Cooler. [ID 1283]
- Added Tables. [IDs 1284-1295]
- Added Beach Chair. [ID 1296]
- Added Weak, Bulletproof and Oneway Glass. [IDs 1297-1299]
- Added streamer mode option.
- Added example structure to sources.
- Accepted 12 new Curated Workshop items.
- Improved character movement to slide down steep surfaces.
- Improved profanity filter option to work with signs and notes.
- Tweaked custom objects with a non-one scale to show error, but ignore scale tool.
- Tweaked arrow weapon ranges higher now that ballistics make them harder to use.
- Tweaked amount of scope sway slightly lower.
- Tweaked Matamorez player damage back up.
- Tweaked footsteps in Arena lobby to be silent.
- Tweaked debug info to hide when HUD is disabled.
- Fixed several obstruction check issues with triangular structures.
- Fixed escape while connecting to cancel further attempts.
- Fixed rubber banding right after exiting vehicle.
- Fixed viewmodel precision on larger maps.
- Fixed climbing sides of barracks.
- Fixed failed exchange to show timed out message.
- Fixed inventory to show message when waiting for response.
- Fixed to damage cover before players during explosions.
- Fixed triggers blocking stance changes.
- Fixed extra icons for items with the same name.
Gasmask:
The trend toward more challenging deadzones continues: gasmask filters are no longer infinite and need to be kept track of as you loot a deadzone. Previously wearing a complete biohazard suit would protect you from the radioactive waste, but now the gasmask or biohazard hood are the key items acting as a higher capacity buffer to your immunity. When wearing a mask with depleted filters you can equip a new filter and screw it on to replace the old one. On future official maps the endgames will be in the deadzones, so you'll need to collect filters and quickly get in and out in raids with your team.
Streamer Mode:
If you are streaming the game and running into issues with viewers stalking you there is now an option called "Streamer Mode" intended to prevent this. When enabled it prevents joining you through Steam, hides server info from the loading screen and pause menu, player icons from the player list and replaces player names based on Steam ID. You can customize the replacement names used by modifying the file "StreamerNames.json" which can be cool for putting viewer/subscriber names in-game with you.
Ballistics:
Scope sway, bullet drop and bullet travel time have been added! You can steady your scope by holding your sprint key. Dedicated snipers now have slightly longer range with a faster muzzle velocity than all other weapons, and their stats have been adjusted to prevent quickscoping while allowing you to track the bullet through the air to adjust for drop. Suppressors slightly decrease muzzle velocity causing a bit more bullet drop, but even more so with internally suppressed weapons. By default all guns will use the default ballistic values with Ballistic_Travel set to 10.0, Ballistic_Steps as Range / 10.0 rounded up and a Ballistic_Drop of 0.002.
Deadzone:
Zombies in deadzones now explode in a radioactive mess when killed! This means you need range on these zombies, so melee combat isn't an option. The intention is that any future official maps will have high quality rare loot in heavily protected deadzones, and several upcoming changes will work towards making deadzones more challenging.
Update Notes:
Additions:
- Added scope sway to zoom optics. Focus keybind is same as sprint.
- Added bullet ballistics i.e. travel time and drop.
- Added radioactive zombies to deadzones.
- Added Triangular Floor. [IDs 1262-1265]
- Added Triangular Roof. [IDs 1266-1269]
- Added View Comments button to in-game news feed.
- Accepted 9 new Curated Workshop items.
- Improved zombies/animals/resources/objects to have configurable XP rewards.
- Improved gas/canteens to be full when manually spawned.
- Improved in-game news to allow clicking links in the post.
- Tweaked freeform buildables to be vulnerable to all weapons.
- Tweaked sentry to not be placable on vehicles.
- Tweaked military zombies to grant bonus XP and targets give 1 XP when knocked over.
- Tweaked wire crafting recipe to use half as much scrap.
- Tweaked local coordinate to use first object position as well.
- Fixed in-game news showing behind connection failure info.
- Fixed forcing self out of map bounds with ladder.
- Fixed items not dropped straight to grond after unable to pickup item fix.
- Fixed oven showing as item storage in context menu.
- Fixed sentry to ignore players with "vanish plugin" enabled.
- Fixed inventory hotkey to work when no item.
- Fixed crafting pine counter sink.
- Fixed explosions damaging dead zombies/animals.
- Fixed animal kills stat not tracking.
Sentry:
You can now defend your base while offline! The sentry turret will keep a watchful eye out as long as it receives power and ammunition, and if it spots a hostile player or zombie it will begin peppering them with gunfire. It will not shoot people in your group or handcuffed survivors, and will suspiciously track enemies with their hands up. Similarly to the weapon rack you can mount a firearm in the turret's clamp to arm it. This means the turret is more effective with better weaponry, and makes the light machine guns more useful. Keep in mind that the turret cannot reload on its own, so it can be a good idea to routinely check up on your defenses and refill ammo when necessary. The sentry does have its drawbacks however: it has a lower firerate and accuracy than a human survivor, and will only scan a short area in its field of view allowing bandits to sneak up behind it. Likely the game balance will still need some adjustments, for example being able to place it on moving vehicles might be too powerful, so as always feel free to voice your suggestions once you've given it a try!
Library:
With a library you can read and write books to pass experience points between survivors! Libraries tax transferred experience at 10% as opposed to a 25% loss upon death. This can be helpful for avoiding huge losses following repeated deaths during combat.
News Feed:
Hello, world! If you can read this then the update worked - the main menu news feed has been upgraded to the Unity 5 user interface system to mimic the existing UI while taking advantage of several scaling improvements. Previously extra information like this was only available in the web browser with a [More info in full post!] tag, but is now easily viewable in the client, and thanks to Steam's recent addition of an image CDN for announcements all pictures like the ones above are downloaded as well.
Update Notes:
Additions:
- Added Sentry. [ID 1244]
- Added Library. [IDs 1257-1260]
- Added Oxygenator. [ID 1261]
- Added Counter Cupboards. [IDs 1245-1248]
- Added Counter Sinks. [IDs 1251-1254]
- Added Cot. [ID 1243]
- Added Fridge. [ID 1249]
- Added Oven. [ID 1250]
- Added Lamp. [ID 1255]
- Added Couch. [ID 1256]
- Added destruction to billboards.
- Added death messages for non-grenade explosives.
- Added option for static/dynamic hitmarkers.
- Improved in-game news feed to format all text and download images.
- Improved player loading performance.
- Improved flags to blow in the wind.
- Tweaked to only use dynamic hitmarkers for shotguns in static mode.
- Tweaked generator fuel capacities higher.
- Tweaked Dragonfang accuracy higher, Nykorev accuracy lower.
- Tweaked Grizzly barricade/structure damage lower.
- Tweaked grass to follow windy foliage setting.
- Fixed barrel quality not updating serverside.
- Fixed potential issue when attaching attachments.
- Fixed hide admins putting game in PvE.
- Fixed Yukon and Washington spawns skipping detonator.
- Fixed generator radius not showing when placing non-generators.
- Fixed items falling through tree stumps.
- Fixed snapshots spam when server at low TPS.
- Fixed Ship #1 appearing same color as Ship #2.
- Fixed invisible backpack when equipped while in vehicle.
Additions:
- Added Remote Detonator. [ID 1240]
- Added Breaching Charge. [ID 1241]
- Added Makeshift Grenade. [ID 1242]
- Added Hide_Admins command.
- Improved hitmarkers to show where exactly the shots landed.
- Improved several destructible objects break effects.
- Improved tree meshes and foliage shading.
- Improved non-grass foliage to also blow in the wind.
- Improved player/vehicle/animal snapshots to use less bandwidth.
- Improved vector3 compression accuracy in large multiplayer maps.
- Tweaked explosive crafting recipes and damage.
- Tweaked bow damages in line with the sharpshooter rifles.
- Tweaked density of berry bushes lower on PEI.
- Tweaked berries [again] to all be more useful.
- Tweaked C4 name/appearance to sticky grenade.
- Tweaked explosives name to raw explosives.
- Tweaked hay explosion to be more visible.
- Fixed footstep still playing if paused while walking.
- Fixed tree collision to better represent visible mesh.
- Fixed case where trees showed as dead when they were actually alive.
- Fixed projectiles going through trees.
- Fixed missing damage impacts when hitting tree stumps.
- Fixed gap in roof of pirate cave on PEI.
- Fixed forcing self through wall with ladder.
- Fixed an area spawning more than 64 zombies at a time.
- Fixed server crash when more than ~70 actively networked vehicles.
- Fixed seeds not vulnerable to fists/melee/guns.
- Fixed roads showing pink when generating chart image.
- Fixed to cache map/chart images when opening info tab.
- Fixed misconfigured civilian zombies always dropping guns.
- Fixed drop position of metal from boulders.
Additions:
- Added destruction to more objects and upgraded several existing ones.
- Added new road system and associated editor tools.
- Added new terrain material low/high quality editor tools.
- Added noise option for terrain brushes.
- Added dithered height transition option for material baking.
- Added object scaling tool to editor.
- Added controls for ascending/descending camera.
- Added localization key for map names.
- Improved editor materials, details, road, resources options display.
- Improved object undo/redo to apply group changes and store more steps.
- Improved terrain undo/redo to work with skybox and store more steps.
- Tweaked material isGenerated option into 3 ignore options for more control.
- Tweaked objects list to use new search system.
- Tweaked viewmodel tilt to clamp angle when using high sensitivity.
- Tweaked ranger grade weapon damages slightly higher.
- Tweaked arrow weapon ranges a bit lower.
- Tweaked sidings to be vulnerable to guns/melee.
- Tweaked blowtorch inventory width lower.
- Tweaked dead trees to no longer block from jumping on stump.
- Fixed claim to prevent placing claim flag in a spot that overlaps another player's.
- Fixed players/vehicles/animals/zombies appearing stuck in when swapping servers.
- Fixed group name indicators to use character name if nickname not set.
- Fixed Arena field reflecting strangely in water.
- Fixed workshop map descriptions/icons in level list.
- Fixed barrel quality not updating on other clients.
- Fixed detail texture bleed on official maps.
- Fixed server crash when including "Debug" in startup commands.
Update Notes:
Additions:
- Added environmental destruction. [More info in full post!]
- Added facepalm and rest gestures.
- Added Gold server list. [More info in full post!]
- Added separate column for map on server list.
- Added per-map sun rays options.
- Improved appearance of most impact/damage/breaking particle effects.
- Improved tree/object/animal drops to use spawn tables.
- Improved player/vehicle update grouping on server.
- Improved performance of several object/buildable updates.
- Tweaked viewmodel to tilt when spinning.
- Tweaked raw/crushed/pie berry stats and toxic berries are now more useful than non-toxic.
- Tweaked Shadowstalker to have more projectile/less explosive damage.
- Fixed workshop/combat filters not working with cheats filter.
- Fixed not updating vehicles on maps without vehicle spawns.
- Fixed Alpha Valley missing ambience file.
- Fixed holding stance mode while jumping.
- Fixed to check that server has a mod before spawning it.
- Fixed wheel/tree rigidbody interpolation setting.
Environmental Destruction:
Many objects around the maps have been updated with destruction! Now you can barge right through all those pesky stop signs on your vehicular rampage! For a demo of all of the upgraded objects and effects copy the "Destruction" map from Unturned/Builds/Shared/Extras to Unturned/Maps. Next week I'll continue work on converting more destructible objects among other features. The objects documentation has been updated with information on destruction. You can even make your buildings crumble to the ground when all the supports are destroyed! [Although that's not currently planned for any official maps]
Gold Server List:
Prior to this update there was a Gold difficulty which was used for Gold-only servers. This did not make sense because Gold is not a difficulty, and the Gold-specific settings are now in the config files, so the few servers running it were usually empty. Now you can use the "Gold" command to restrict the server to members, and it will show on the Gold server list.
Update Notes:
Additions:
- Added new completely overhauled spawn system! [Important info for modders in full post]
- Added indictators when dying from food/water/infection/oxygen.
- Added repair/salvage blueprints to many melee/clothing items.
- Added option for hold/toggle leaning.
- Added config option for skills/inventory lost on death.
- Added objects for crops rather than terrain details.
- Accepted 13 new Curated Workshop items.
- Improved claim flag/safezone radiator to show claimed/safe areas.
- Improved ammo crafting to use emptiest first.
- Improved crafting menu to sort available blueprints to the top.
- Improved spawns editor to allow renaming tables/tiers.
- Improved syncing responsiveness in multiplayer. [Experimental]
- Tweaked pumpjacks to be placeable on most ground materials.
- Tweaked foliage to be turn offable now that crops are separate.
- Tweaked refill/fuel durability lower and saltwater higher.
- Tweaked buildable item spawn rate lower.
- Tweaked small plate/frame/siding health lower.
- Tweaked rocket projectile despawn time higher.
- Fixed case where vehicles were invulnerable to explosions.
- Fixed farm occasionally showing as grown when planted.
- Fixed some flaws in the network snapshot buffer.
- Fixed selecting objects through node.
- Fixed node colors in editor.
- Fixed potential issue with item heartbeat.
- Fixed potential issue with voice chat.
- Fixed log/stick changing color.
- Fixed missing tree example file.
- Fixed arena to reject outside spawns.
- Fixed spam swapping seats in vehicle.
- Fixed spam toggling cosmetics.
- Fixed missed shots using empty input.
- Fixed crouch not reducing footstep volume.
- Fixed eating cheese sound.
- Fixed desert falcon damage.
- Fixed blowing self up with rocket.
- Fixed missing recent exported item icons.
Spawn Assets:
TL;DR: Workshop mod creators can set up their content to automatically start spawning on official maps. For example a pack that adds some rare guns could start spawning in the spec ops weaponry table. Map creators can also opt into this system which means that when new content is added to the game it will spawn on their maps. I've been very excited about adding these new features for ages now and can't wait to see what you do with them! There are three main parts, so feel free to read them all or whatever is relevant to you. Content: To get your custom content spawning you'll need to set up a spawn table for it. I'd recommend creating one table as a buffer/proxy which generates the root spawner which generates each rarity of item which then actually spawn the items. In order to allow further extension on these spawners the minimum weight should be around 10, and the proxy spawner should be higher maybe around 100. Once your spawner is set up you can find any appropriate map spawners to assign as roots. Spawn Tables: These are a new asset type which represent the chances of getting an item/vehicle/animal. They follow this format when creating the asset: Type Spawn ID # // 1-1000 are reserved Roots # // Parent count Root_#_Spawn_ID // Spawner to set as parent Root_#_Weight // Weight in the parent spawner Tables # // Child count Table_#_Asset_ID // Item/vehicle/animal ID to spawn Table_#_Spawn_ID // If no assetID is set, spawn this spawner Table_#_Weight // Weight of this child Roots are the spawners that your spawner will attach itself to. If this is a spawner for a map you probably won't use this, but for a mod they can be used to extend existing spawn tables. Tables are the things that will get spawned by your spawner. A spawner at the bottom of the chain will be entirely assetIDs, whereas one near the top will likely be entirely spawnIDs. Tip: You can debug any spawner by using the new Spawns tool on the main menu under Workshop which lets you enter a spawnID to view what it generates, what generates it and the chances of each. By clicking on the parent/child spawners you can navigate up and down the tree. For example viewing ID 112 in item mode will show you what the chances of getting flares are. Maps: For the most part just using the legacy spawning system is probably fine for your map. If you would like to get the advantages mentioned above, however, it is fairly straightforward to upgrade your map and I've spent a good amount of time making the tools easy to do most of the work for you. The first important thing is to rename any tables that shouldn't use existing ones. For example if your table is called "Fire" it will find the existing fire fighter spawn table and use it instead. Any tiers that just spawn variants of an item, like flares, will find the spawner generating them and use it. When you're ready you can enter a starting ID above 1000 and export legacy tables. These files will appear in your level folder and will also create an IDs.csv spreadsheet so that you can keep track of what's what. If you are making a new map and want to set up the table names and proxies quickly you can use the export proxy tables button. Tip: You can now include assets for a specific map by putting them in a folder named "Bundles". The primary use for this is including spawn table assets, but can also be used for custom files that won't be part of a separate pack. One of the other neat results is it's starting to open up a path for accepting maps using this system into the official pool which I'm working toward as well. Servers: There are no hash checks on the spawners because they are entirely server side, so you can easily modify them to add/remove/adjust your spawns.
Update Notes:
Additions:
- Added Industrial Generator. [ID 1230]
- Added Flags. [IDs 1231-1234]
- Added Doubledoors. [IDs 1235-1238]
- Added building interior culling. [More info in full post!]
- Added outlines of powered areas when placing powered buildables.
- Added per-map rain frequency/duration multipliers.
- Added delay parameter to shutdown command and alert when nearing shutdown.
- Added option to play warning timer sound before Arena start.
- Added footstep option for road terrain material.
- Added ResetConfig command to restore defaults for current mode.
- Improved active zombie/animal update performance.
- Improved prevention of near clipping plane through wall.
- Improved lights to fade out over distance.
- Improved server to apply new values to config file.
- Improved gas/refill message to show alongside interactable info.
- Improved backpack to not show through vehicle seat.
- Tweaked slides to be slippery.
- Tweaked Seattle mall to have some scaffholding.
- Tweaked editor/power to use intersect shader.
- Tweaked claim flag to be explosion proof.
- Tweaked default rain frequency to 2.3, 7.6.
- Tweaked options explanation labels.
- Fixed hospital window navmesh.
- Fixed some missing words in the chat filter.
- Fixed soup/pasta textures.
- Fixed stutter when equipping gun with scope. [More info in full post!]
- Fixed off scope quality to not render first frame.
- Fixed zombie/animal noises on pause screen.
- Fixed walking on helipad in Seattle.
- Fixed land animals sometimes forgetting they aren't fishes.
Building Interior Culling:
You can now mark your buildings to hide the objects inside when further away for better performance. The easiest option is to add the "LOD Mesh" flag which uses the mesh bounds to determine what is inside. For concave objects you can instead use "LOD Area" and add multiple OcclusionAreas for the volumes with objects. Very large objects can also have a "LOD_Bias" multiplier which adjusts the activation distance. This also means you can have much more detailed interiors now, assuming the building is set up properly.
Active Zombie/Animal Performance:
Several server side performance improvements/update balancing were also made in an attempt to keep everything stable as it gets busy. The hope is that this will help keep the ping closer to just the travel time, but we'll see.
Scope Performance:
Previously the dual-render scopes only rendered twice when a scope was attached, but as part of a fix last week to reduce stutter when moving around the map with foliage enabled the same issue seems to have begun happening when enabling the scope camera, so to avoid these delays I've tweaked the scopes to always render in the background. If this causes a drop in performance you can also use the overlay scope option, but if it's generally too severe we can adjust the default scope quality or bring back the option to disable foliage. Ideally requiring foliage can be kept because it provides some cover, but fortunately there are bushes which are rendered regardless of the foliage setting.
Update Notes:
Additions:
- Added Water Tank. [ID 1228]
- Added Fuel Tank. [ID 1229]
- Added Hot Mystery Box with 4 new mythical effects.
- Added 21 new playtime drop cosmetics.
- Added 14 new playtime drop skin patterns.
- Added context action for quickly stripping attachments.
- Added context action for crafting bandages.
- Added context action for converting plants into seeds.
- Added context action for wearing clothing.
- Added basic interactable object documentation.
- Improved fuel/water cans to allow taking/removing from all sources.
- Improved crafting to consume lowest quality supplies first.
- Improved generator fuel update performance.
- Improved object reset performance.
- Tweaked Dragonfang and Nykorev ammo capacity higher.
- Tweaked zombie range in multiplayer lower again temporarily.
- Tweaked storage to show popup when busy with another player.
- Tweaked headlamp noise to match flashlight.
- Tweaked vision noises to sync in multiplayer.
- Tweaked vision glasses to cover cosmetic again.
- Fixed unable to pickup dropped items occasionally.
- Fixed incorrectly receiving player input in some cases.
- Fixed bullet holes appearing on dead trees.
- Fixed explosions not damaging buildables on vehicles.
- Fixed dead player ragdoll when loading clothes.
- Fixed raining in Washington Arena.
- Fixed safezone radiator LoD distance.
- Fixed overlay draw distance in the editor.
- Fixed foliage stutter at the cost of some memory.
- Fixed gesture updates not reliable.
Update Notes:
Additions:
- Added localization comparison tool available under the workshop menu.
- Added progress bar when looking at water/fuel storage.
- Added capacity to fuel/water sources on the map.
- Added Washington Arena map.
- Added tanktrap. [ID 1227]
- Added server filters for plugins and cheats. [More info in full post!]
- Added option to disable zombie stunning.
- Added options for object/resource reset frequency.
- Added per-resource respawn time.
- Added refresh/back buttons to error log tool.
- Improved item context menu to show ammo in gun.
- Improved road rendering/physics performance.
- Improved performance of npc detection area checks.
- Improved generator wiring check performance.
- Improved performance of zombie obstruction checks.
- Improved inventory UI nearby item search performance.
- Improved performance of explosion damage checks.
- Improved UI performance when viewing long scroll areas like the server list.
- Improved snapshot interpolation to not get stuck in the past.
- Improved crafting to automatically take attachments off of gun.
- Improved clicking server list sorts a second time to swap ascending/descending.
- Tweaked gas can to allow siphoning from vehicles again.
- Tweaked zombie walk speeds slightly faster.
- Tweaked foliage setting to no longer allow turning off.
- Tweaked viewmodel to rotate slightly when running and swimming.
- Tweaked serveral guns to wear down faster.
- Tweaked matamorez damage a bit lower.
- Tweaked asset loading to process after each scan.
- Tweaked sun tint to match lighting color.
- Tweaked moon brightness lower.
- Tweaked "/" command prefix to work alongside "@" in vanilla.
- Tweaked gun/melee salvage action to link to blueprint.
- Removed anonymous character option.
- Fixed powering buildables on vehicle with generator on nearby vehicle.
- Fixed roof trim showing through inside of red house.
- Fixed footstep sounds on several objects.
- Fixed desert military tent missing collision.
- Fixed duplicate collision on monolith.
- Fixed bear missing attack animation.
- Fixed inside roof of barn #2.
- Fixed acknowledging input before fully loaded.
- Fixed using storage while destroying it.
- Fixed salvaging buildables while in the menu.
- Fixed doorway debris not moving while door is closed.
- Fixed triggers hitting car bumper and traps.
- Fixed npc triggering new network update twice when lagging.
- Fixed not losing quality when taking gas from pump jack.
- Fixed all nearby objects to enable instantly when teleporting.
- Fixed creating new physics material instances.
- Fixed loading progress bar in editor.
- Fixed prediction when jumping near berry bushes.
- Fixed animals not randomly wandering around.
- Fixed not syncing animal panic effects.
- Fixed only vehicles to use spherical interpolation.
- Fixed not playing clothing audio when manually equipping.
- Fixed construction spawnpoint on road near Charlottetown.
- Fixed to only reset bin state objects with reset timers.
Cheats Filter:
One common issue is finding public servers where the admins aren't spawning themselves loads of items, vehicles and experience. With this update those commands are now considered "cheats" and must be enabled with the Cheats command in the server startup file. You can then use this to filter for servers with cheats enabled or disabled. Plugins such as creative servers, economy and kits are not considered cheats because anyone on the server can use them. If you are a plugin developer and have made a command like god mode please respect the cheats enabled flag by displaying an error message when the command is used with cheats disabled.
Update Notes:
Additions:
- Added brick buildables. [IDs 1210-1218]
- Added oil derrick. [ID 1219]
- Added metal rack/trophy case. [IDs 1220-1221]
- Added cagelight. [ID 1222]
- Added shutters. [IDs 1223-1226]
- Added food/water/health/virus to player config.
- Added a few new Curated Workshop items.
- Improved UI to cache item icons that don't change.
- Improved doors/windows/gates to rotate based on your position.
- Improved ladders to snap you to the center and prevent climbing sides.
- Improved asset loading time spacing.
- Tweaked flag jerseys to cancel out hand inversion.
- Tweaked hallucination duration to not stack.
- Tweaked shadow strength lower while raining.
- Tweaked health of sharp traps lower.
- Tweaked server console to show loading progress.
- Tweaked singleplayer to allow bedrolls on vehicles.
- Tweaked consumeable item use volume lower.
- Tweaked VR menu to show message with no tracked controllers detected.
- Fixed traps damaging players in cars.
- Fixed collision on medic/military tent.
- Fixed copying item by swapping with itself.
- Fixed using visual rotation when swapping item.
- Fixed showing more than 200 nearby items.
- Fixed adding/dragging items to page with more than 200 items.
- Fixed gun to ignore targets behind head in 3rd person.
- Fixed clientside claim check on vehicle.
- Fixed bumper hitting player/object on vehicle.
- Fixed 7x scope missing skin transparency.
- Fixed rangefinder label not colored.
- Fixed client trying to send rain barrel update.
- Fixed bump underneath airstrip on Washington.
- Fixed quick grabbing from locked storage display.
- Fixed "missing window" message.
- Fixed collision on fuel tank.
- Fixed unable to place campfire on vehicle.
- Fixed zombies to only go directly when at their last waypoint.
Test Server:
Server Status: Offline
Early Access:
Looking at the Unturned store page you can see the "Early Access Game" section which is what I wrote in June 2014 about my expectations for the early access period. It's crazy to think, but we've come a long way since then (especially with the original "several months" estimate)! Seeing as it's all very outdated now I think it's about time to transition from the Early Access state, but I'm interested to know if you think there's anything which should be done beforehand? Note that development will still continue as normal afterwards. Right now my plan is that when we do exit Early Access there will be a big update with an arms shipment, a new mystery box and an exciting updated trailer.
Update Notes:
Additions:
- Added Explosive Arrow. [ID 1209]
- Added ability to rotate items in the inventory. [Default R]
- Added buttons to reset controls, graphics and options to defaults.
- Added action buttons for taking/storing with storage.
- Added new terrain brush visuals.
- Added VR main menu and launch options.
- Added ability to ctrl-click skill similar to crafting.
- Added status icon when arrested.
- Improved fps by swapping to deferred rendering, added option to go back to forward rendering.
- Improved canteens/gascans description to show empty/full.
- Improved server to space out region updates.
- Improved tracer/fragmentation magazines to not drop when empty.
- Improved server list to add favorites as well as removing.
- Improved building collision geometry.
- Improved appearance of sights/scopes.
- Tweaked starvation/dehydration rate faster.
- Tweaked untreated infections to slowly get worse.
- Tweaked gun/ammo/magazine spawn rates lower.
- Tweaked magazines to show gun's rarity.
- Tweaked bedrolls on vehicles to not be claimable.
- Tweaked salvaging to take less time in singleplayer.
- Tweaked non-repeat suicides to get new spawnpoints.
- Tweaked nightvision scope crosshair color.
- Tweaked common/uncommon/default UI colors.
- Tweaked VR touchpad icons to match toolbox when hovered over.
- Fixed sending index instead of instanceID when exiting server inside vehicle.
- Fixed not playing zipper/cloth audio when picking up clothing.
- Fixed debug label garbage collection.
- Fixed not resetting rain when loading new map.
- Fixed toggling fog/sunshafts while snowing.
- Fixed blaze shirt marked as legendary.
- Fixed vehicle build ignore twice.
- Fixed dirt under bushes.
- Fixed tape LoD distance.
- Fixed trap activation delay.
- Fixed rocket explosion origin.
- Fixed favourite button showing in singleplayer.
- Fixed not exiting when dead.
- Fixed missing sun shafts on menu.
- Fixed burned car and moldy food material leak.
- Fixed invisible bar stool in diner.
- Fixed out-of-date item UV layouts.
- Fixed nearby items overlapping clothing UI.
- Fixed selecting objects with multiple colliders in VR.
Update Notes:
Additions:
- Added new item context menu and quick refill/repair/salvage actions.
- Added inventory menu to see nearby items making looting corpses/piles easier.
- Added ability to quickly take item from display/rack. [Default Ctrl + F]
- Added in-game item/vehicle rarity colors.
- Added decay and rain commands to the config menu.
- Added button to unfavorite servers from the server list.
- Added option to disable day/night ambience.
- Improved memory management/usage significantly on client and server.
- Improved hotkeys to requip, work on any page and save per server/character.
- Improved inventory to split storage and nearby into a separate area on large screens.
- Improved crafting menu to show the skill level and fire required.
- Improved give/vehicle/teleport/experience commands to not require the player parameter.
- Improved help [command] to also work as client and in singleplayer.
- Improved item networking to support more items in one area.
- Improved world hints not to show behind the dashboard.
- Improved item/vehicle networking to use new instance IDs instead of indices.
- Improved zombie/animal/vehicle state updates to use basic position compression.
- Improved buildable intersection displacement to better avoid forcing into objects.
- Improved on some physics issues with objects/resources.
- Tweaked dropped items to appear in front of character.
- Tweaked handcuffs to prevent getting in vehicles as driver.
- Tweaked blueprint title text to change color when you can craft.
- Tweaked farming speed of agriculture skill lower.
- Tweaked debug UI to show seconds since last packet received.
- Tweaked orientation of items in trophy cases.
- Tweaked different skills to require different amounts of XP per level.
- Tweaked several hollow objects to contain death barriers just in case.
- Removed "new survivor" default names.
- Fixed placing buildables near player spawns.
- Fixed default easy/hard armor multipliers backwards.
- Fixed birch/pine trophy case using maple sticks.
- Fixed regen health immediately after damage.
- Fixed not showing amount in hint with one remaining item.
- Fixed despawn label typo.
- Fixed not immediately removing admin visual when unadmined.
- Fixed crafting pitchfork.
- Fixed not taking into account 2nd border in map UI.
- Fixed tooltips showing up underneath inventory selection/drag.
- Fixed override glasses mythic hook point.
Item Asset Upgrades:
You can now use rich text in your item descriptions, and add more context actions. Right now blueprint actions are supported in the following format: Actions 1 Action_0_Type Blueprint Action_0_Blueprints 1 Action_0_Blueprint_0 [Index] Action_0_Blueprint_0_Link [Present if the blueprint should be linked to.] Action_0_Text [Button Name] Action_0_Tooltip [Button Tooltip] Action_0_Key [If no name/tooltip, use this translation key e.g. Repair] If no actions are available the game will automatically add some for repairing, refilling and salvaging.
Analytics:
Last week I mentioned Unity 5's new analytics system, so here's the data gathered so far! Performance: Note: One source of error in this table is that running with vsync enabled caps the max framerate to monitor refresh rate which is usually 60. [table] [tr] [th]Map[/th] [th]Average Min (Hz)[/th] [th]Average Max (Hz)[/th] [th]Average Average (Hz)[/th] [/tr] [tr] [td]PEI[/td] [td]12.5[/td] [td]60.5[/td] [td]40[/td] [/tr] [tr] [td]Washington[/td] [td]12[/td] [td]59.5[/td] [td]38.5[/td] [/tr] [tr] [td]Yukon[/td] [td]15.5[/td] [td]64[/td] [td]42[/td] [/tr] [tr] [td]Workshop[/td] [td]12.5[/td] [td]60.5[/td] [td]40.5[/td] [/tr] [/table] Lifespan: [table] [tr] [th]Map[/th] [th]Average Lifespan (s)[/th] [/tr] [tr] [td]PEI[/td] [td]400[/td] [/tr] [tr] [td]Washington[/td] [td]415[/td] [/tr] [tr] [td]Yukon[/td] [td]420[/td] [/tr] [tr] [td]Workshop[/td] [td]410[/td] [/tr] [/table] Death Causes: [table] [tr] [th]Map[/th] [th]#1[/th] [th]#2[/th] [th]#3[/th] [th]#4[/th] [th]#5[/th] [/tr] [tr] [td]PEI[/td] [td]Gun (35%)[/td] [td]Zombie (26.1%)[/td] [td]Suicide (8.6%)[/td] [td]Bleeding (9.1%)[/td] [td]Exploding Car (4.7%)[/td] [/tr] [tr] [td]Washington[/td] [td]Gun (37.3%)[/td] [td]Zombie (24.1%)[/td] [td]Bleeding (9.3%)[/td] [td]Suicide (8.4%)[/td] [td]Exploding Car (4.7%)[/td] [/tr] [tr] [td]Yukon[/td] [td]Zombie (37.5%)[/td] [td]Gun (17.9%)[/td] [td]Suicide (11.7%)[/td] [td]Bleeding (8.1%)[/td] [td]Freezing (4.2%)[/td] [/tr] [tr] [td]Workshop[/td] [td]Gun (39.5%)[/td] [td]Zombie (19.8%)[/td] [td]Suicide (9.6%)[/td] [td]Bleeding (8.1%)[/td] [td]Exploding Car (5.5%)[/td] [/tr] [/table] Screenshot of analytics site death cause pie graph:
Skillset: [table] [tr] [th]Rank[/th] [th]Skillset[/th] [/tr] [tr] [td]#1[/td] [td]Spec Ops (35%)[/td] [/tr] [tr] [td]#2[/td] [td]Police (17%)[/td] [/tr] [tr] [td]#3[/td] [td]Thief (8.6%)[/td] [/tr] [tr] [td]#4[/td] [td]Firefighter (8%)[/td] [/tr] [tr] [td]#5[/td] [td]Worker (6.9%)[/td] [/tr] [/table] Screenshot of analytics site abilities pie graph:
Customization: [table] [tr] [td]Average Mythics[/td] [td]0.02[/td] [/tr] [tr] [td]Average Cosmetics[/td] [td]1.3[/td] [/tr] [tr] [td]Average Skins[/td] [td]4.5[/td] [/tr] [/table]
Update Notes:
Additions:
- Added gameplay config to singleplayer menu and servers.
- Added rain, map option to enable/disable and command to adjust it.
- Added military fragmentation magazine. [ID 1200]
- Added military nightvision scope. [ID 1201]
- Added rifle storage racks. [IDs 1202-1204]
- Added trophy cases. [IDs 1205-1207]
- Added rain barrel. [ID 1208]
- Added tips on the loading screens.
- Added ability to ctrl-click cosmetics/skins to quickly equip/dequip.
- Added analytics for framerate, death cause and customization.
- Added ability to create anonymous characters.
- Added ability to give health regen for zombies/animals.
- Accepted 4 new Curated Workshop items to the Stockpile.
- Improved transform/plane handles in editor to swap sides based on camera position.
- Improved buildable to use gameplay config values for armor instead.
- Improved menu to work with clicking on character to dequip cosmetics.
- Improved weighting of weather transitions.
- Improved server to save current time.
- Tweaked farms to take 9-10 in-game days to grow without rain.
- Tweaked salt water to damage canteens/bottles.
- Tweaked characters to default with non-persona name.
- Tweaked shadowstalker rails to deal explosive damage.
- Tweaked military tracer magazine appearance.
- Tweaked mega zombies/bears/wolves to regen health.
- Tweaked debug command to show ticks per second.
- Tweaked mega zombie to have longer vertical reach.
- Tweaked tracer magazines to decrease spread slightly.
- Fixed missing paths from exits of bunker and compound.
- Fixed singleplayer loading screen type.
- Fixed tilde key name formatting.
- Fixed unacceptably low number of pirate ship wrecks.
- Fixed vision/headlamp glasses to show over cosmetic glasses.
- Fixed spelling of cove.
- Fixed receiving initial full moon state from server.
- Fixed zombie loot drops while hyper.
- Fixed launching with incorrect settings in VR.
- Fixed hyper zombies always using beacon radius.
- Fixed using mega zombie tables during horde beacon.
- Fixed case where beacon could blow up too early.
- Fixed APC passenger exit distance.
Gameplay Config:
The values previously controlled by the gamemode [e.g. easy, hard] are now available for you to choose! Clicking the "Advanced" button on the singleplayer menu will take you to the configuration screen where you can adjust everything. This uses reflection which means it will be straightforward to add more options in the future, and is shared with the server. You can manually modify these values in "Config.json" found in your server folder, or set it up with the tool in the menu and copy it over from the singleplayer worlds folder.
Rain:
You can configure the frequency and duration of rainstorms with the Rain command. Remember that you can type "help rain" to get some info on how it works! Note however that the changes won't be able to apply until the next rain cycle. You can start/stop the current rain cycle with the Storm command. To enable rain for your custom map you'll need to copy over the latest Ambience.unity3d and tick the "can rain" checkbox under lighting in the editor.
Analytics:
Unity recently added built-in analytics support, so I hooked up a few events in Unturned:
- Death Cause
- Framerate Min/Max/Avg
- Customization Choices
Update Notes:
Additions:
- Added roomscale VR support! [Video demo in full post]
- Fixed tracer orientation on client.
- Fixed showing lower than 640x480 resolutions.
- Fixed claims check on vehicle on server.
- Fixed motion blur not turning off.
- Fixed picking up items turning off handcuffs.
- Fixed boulder uses concrete material instead of gravel.
- Fixed metal resource collision to match visual better.
- Fixed a gap in the metal resource mesh.
- Fixed showing disabled HUD after unscoping.
- Fixed direction sign and berry visibility.
Roomscale VR Support:
The main focus this week was getting the VR support ready. For more details check out last week's post here, but today we have a short video demo: https://youtu.be/6JemlC6Mc9o If you'd like to see the full original video prior to commentary it can be found here. What do you think of the VR editor? If you give it a try let me know, I'd love to try and improve it! As for the next update don't worry, 3.14.9.0 will be normal with new features/content as usual.
Update Notes:
Additions:
- Added handcuffs. [ID 1195]
- Added handcuffs key. [ID 1196]
- Added cable tie. [ID 1197]
- Added pickaxe. [ID 1198]
- Added headlamp. [ID 1199]
- Added mineable boulders.
- Added 16 new flag jersies.
- Added armor command to adjust buildable damage multipliers.
- Added "Bypass_Hash_Verification" asset flag for server owners.
- Added separate keybind for inspecting item.
- Improved player lights to attract AI.
- Improved region performance while moving between areas.
- Tweaked traps to take more damage from impacts.
- Tweaked enclosed vehicles to provide cover from snow.
- Tweaked horde beacon difficulty harder.
- Tweaked restaurant food name.
- Tweaked viper to accept military barrels.
- Fixed lock foreground tint.
- Fixed objects closing after loading.
- Fixed horde not respawning in singleplayer.
- Fixed DX11 basemap lighting issue.
- Fixed nails in explosive blueprints.
- Fixed to not be able to craft scythe.
- Fixed some crashes when missing assets.
- Fixed perf spikes when dragging objects.
- Fixed unable to quick equip on client.
Handcuffs:
You can now passively restrain other players! Using handcuffs on a surrendered player will lock up their hands preventing them from using items and punching. Only the one who arrested them in the first place can unlock the handcuffs using a handcuffs key. You are able, however, to wiggle your way out of handcuffs by quickly leaning left and right for several seconds.
Roomscale VR Support:
Right after putting out the update last week there was a ring at the doorbell, and suprise it was a Vive devkit from Valve/HTC! I spent a couple days this week getting started with support in the Unturned editor for this roomscale virtual reality, and I think it's shaping up to be a lot of fun. Right now I've got the movement and object systems mostly integrated, so you can be anywhere between person size exploring a building or a giant stomping around the whole map. Alongside the normal editor object features like dragging transform/rotate handles/lasers you can also pick things up to move them around, and even throw them! I must admit I spent quite a while just throwing Stratford around the level watching it explode. Next week I'm going to prioritize working on these VR features because I think I can get all the tools working nicely in that time, and considering they sent over a devkit I want to make sure it's prepared before the full Vive launch. Once it's ready I'll also try and get a video together to show you what it's like!
Update Notes:
Additions:
- Added ranger muzzle and barrel. [IDs 1190-1191]
- Added high caliber ammo boxes. [IDs 1192-1193]
- Added prototype horde beacon. [ID 1194]
- Added ability to see whole map fully zoomed out.
- Added country flag jersey cosmetic drops.
- Added several curated workshop items.
- Added new note to Everett in Washington.
- Added heightblend terrain option and upgraded official terrains.
- Improved APC to look way more intimidating and awesome.
- Improved server to verify item hash before equip.
- Improved item quality color transition.
- Improved map to swap chart/satellite based on which you have.
- Improved alt player spawns to be visually different.
- Improved server to verify vehicle hash before driving.
- Improved some text fields to react to esc/return inputs.
- Improved drop range check to not apply in singleplayer.
- Tweaked nailgun magazines to be craftable with nails.
- Tweaked bullet trial visibility a bit lower.
- Tweaked military muzzle to decrease in quality when used.
- Tweaked map not to default zoomed out.
- Tweaked primary slot items to not be equipable in water.
- Tweaked scythe stats a bit lower.
- Tweaked quad/jetski to allow passenger on back.
- Tweaked drum magazines to take slightly longer to reload.
- Tweaked movement keys to close player dashboard.
- Tweaked ranger items to spawn in prisons.
- Tweaked military barrel/muzzle appearance.
- Fixed character texture bleed with MSAA.
- Fixed overlapping counters in Montague.
- Fixed lobby spawns in arena on PEI Arena.
- Fixed yellow faces on bottom of diving tank valve.
- Fixed salvage hint showing up in inventory.
- Fixed landing view tilt backwards.
- Fixed updating reload/hammer time while equipped.
- Fixed unable to see rocket.
- Fixed aggressive animals not losing interest.
- Fixed navmesh cuts running in editor.
- Fixed checking for generators in editor.
- Fixed refreshing assets as client.
- Fixed respawn index check when respawing mega zombie.
Prototype Horde Beacon:
The horde beacon is a new buildable that when placed draws in waves of zombies. Once they are defeated you get several rare items, but if you die, run away or disconnect it gets destroyed. Ideally this will provide an interesting risk/challenge to gear up, an easy way to summon zombies to attack the awesome base you built or perhaps bring the horde to someone else's doorstep. In the future some new super rare guns/items may be added as rewards for winning this horde mode. What are your thoughts?
Curated Workshop:
A few community-created workshop cosmetics/skins were accepted! Feel free to check them out here: Stockpile Going forward curated items will be accepted in smaller batches at a more frequent pace.
Asset Hash Verification:
When equipping items/getting in vehicles the server now verifies that the client's asset configuration, for example recoil, matches its own configuration. This prevents several clientside exploits, but also means that servers which modify buildable item health can't be equipped. For now to work around this you can use a mod which globally decreases barricade/structure damage, but one goal for the next update is to add an official command for multiplying buildable damage/health.
Additions:
- Added civilian armor vest. [ID 1168]
- Added spec ops outfit. [IDs 1169-1172]
- Added makeshift armor. [ID 1173]
- Added scythe. [ID 1174]
- Added chart. [ID 1175]
- Added GPS. [ID 1176]
- Added diving gear. [IDs 1178-1181]
- Added dufflebag. [IDs 1182-1189]
- Added burst fire mode, enabled on eaglefire.
- Added bullet trails when shooting without muzzle brake.
- Added map info to selection screen.
- Added new note to Montague.
- Added ability to use items while swimming.
- Added workshop errors tool to help identify simple bugs in custom content.
- Added bundle tool to Sources/Tools folder.
- Improved stars blending from midnight to dawn.
- Improved attachments to show arrow quality.
- Improved character UV layout.
- Improved suicide and drowning deaths to not get new spawn point.
- Improved refilling canteens ease.
- Tweaked PEI Arena spawn locations.
- Tweaked Washington spacecraft crash to have deadzone.
- Tweaked last suppressor shot to stay suppressed.
- Tweaked playerlist to show skillset.
- Tweaked created Arena maps to show in singleplayer list.
- Tweaked sand color a bit darker.
- Tweaked firefighter/police skillsets.
- Tweaked exercise/diving skills.
- Fixed buildable save corruption issue, restored files.
- Fixed keeping empty nailgun magazines.
- Fixed crafting nailgun magazines together.
- Fixed map zooming past first level.
- Fixed campfire audio poor looping.
- Fixed duplicate item drops in singleplayer.
- Fixed Arena maps in singleplayer.
- Fixed keeping arrow when shot misses.
- Fixed impact particle smoothness.
- Fixed losing all xp in Horde mode.
- Fixed some texture unloading issues.
- Fixed duplicate nailgun blueprint.
- Fixed impact bubbles shader.
- Fixed border difference in satellite map.
Additions:
- Added claim flag. [ID 1158]
- Added maple syrup, dough, pancakes, waffles, doughnuts and pizza. [IDs 1159-1164]
- Added nailgun. [IDs 1165-1166]
- Added police launch. [ID 108]
- Added deadzone node, biohazard suit protects against this.
- Added button to center map on player.
- Added separate durability to suppressors rather than using gun durability.
- Added search and hide uncraftable filters to crafting.
- Added option to swap between black and white interface.
- Improved clientside item physics to clamp within server range.
- Improved performance of navmesh tile updates significantly.
- Improved zombie update and audio performance.
- Improved scrollbars to get tinted as well.
- Improved skycrane's electromagnet to be usable in singleplayer. [Default Ctrl]
- Tweaked arms to shake as death approaches.
- Tweaked progress bar text to not tint.
- Tweaked bone quality names.
- Tweaked skills label text alignment.
- Tweaked shadow normal bias based on lighting quality.
- Tweaked status icon colors.
- Tweaked port inputs to round incase of query port input.
- Tweaked punching only allowed in survival.
- Fixed shooting from inside objects on server.
- Fixed potential cause of stuck while loading server.
- Fixed dragging items with triple monitors.
- Fixed attachments labels with triple monitors.
- Fixed unable to use same key in commands list.
- Fixed tinting of server name colors.
- Fixed tinting of inventory quality/headers.
- Fixed tinting of blueprint quality/amount labels.
- Fixed crash when inventory packet arrived early.
- Fixed potential cause of invisible skin bug.
- Fixed character index changing with overlay enabled.
- Fixed water culling on extra large maps.
- Fixed boats with no fuel to despawn.
- Fixed editor to verify object region.
- Fixed color tag regex.
- Fixed freezing damage prediction.
- Fixed status icon positions in arena/horde mode.
Update Notes:
Additions:
- Added police helicopter. [ID 106]
- Added hummingbird. [ID 107]
- Added revised character skillsets.
- Added UI color options for Gold members, free players now own the dark UI skin.
- Added thief outfit. [IDs 1156-1157]
- Added decay to buildable items. More info in full post!
- Added SkillsetID parameter to loadout command. More info in full post!
- Added back buttons to the menu.
- Added animation quality option.
- Added graphics settings tooltips.
- Added keybinds for plane/helicopter yaw/thrust.
- Improved stability of building on water vehicles on servers.
- Improved map zooming and to focus on player after teleport/respawn.
- Improved suppressor balance, ranger ones are more durable than military.
- Improved certain interactable objects to close automatically after a set time.
- Improved salvaging to show timer and reduced abuse.
- Improved vehicles to use character rollback system.
- Improved radio buttons for colorblind players.
- Improved text shadowing to work with formatting.
- Improved performance of camera related code.
- Improved performance of player/zombie animations.
- Tweaked Arena to encourage kills with XP, but lost on death.
- Tweaked zombies to be more threatening.
- Tweaked equipped item draw distances higher.
- Tweaked graduation cap Steam item color/type.
- Tweaked jetski a bit faster.
- Tweaked fall speed/damage higher.
- Removed option to disable item physics.
- Removed option to disable effects/debris.
- Tweaked explosive traps to have configurable range/effects.
- Fixed gun damage not decreasing with quality.
- Fixed bubbles teleporting underwater in 3rd person.
- Fixed infinitely crafting scrap/sheet metal. [3.14.2.1]
- Fixed crashing game with translation files.
- Fixed medium/high quality shadow artifacts.
- Fixed missing gold lock icons.
- Fixed max accepted XZ non-car travel distance on server.
- Fixed some unnecessary game/editor rendering.
- Fixed item despawn responsiveness.
- Fixed loadout to not play sound on spawn.
- Fixed level list going offscreen.
- Fixed washing machine tag/layer.
Building Decay:
One issue on large public servers is players who join, place a few buildables and leave forever. With the decay command you can now specify a delay before these items will no longer be saved. By default the timers last 7 real-life days, and are reset whenever the owner or group who placed the buildables joins. You can disable them by using 0 as the timer length, or for example 604800 to restore the 7 day timer. To avoid issues with losing bases on private servers or servers which only boot up every few days the timers also reset when the server has not been launched in half of the duration of the decay.
Loadouts:
Skillsets have made a return from 3.0.0.0! By default they do not spawn with loadouts, but you can configure this on your server by using the ID of the skillset in front of your normal loadout commands. To give the items to all players similarly to how loadouts worked before this update use 255 as the ID, or for a specific skillset the following are supported: 0 - Civilian 1 - Fire Fighter 2 - Police Officer 3 - Spec Ops 4 - Farmer 5 - Fisher 6 - Lumberjack 7 - Worker 8 - Chef 9 - Thief 10 - Doctor 255 - All Skillsets
Unturned
Smartly Dressed Games
Smartly Dressed Games
2017-07-07
Action Indie Casual Adventure F2P Singleplayer Multiplayer Coop
Game News Posts 245
🎹🖱️Keyboard + Mouse
Very Positive
(546725 reviews)
http://smartlydressedgames.com/
https://store.steampowered.com/app/304930 
The Game includes VR Support
Unturned Linux 64 [633.48 M]
Unturned - Permanent Gold Upgrade
Fortification:
Players can build massive forts out of structural building blocks, or build onto smaller buildings in the world with barricades. It is also possible to create traps and intricate electronic systems. More options for building are constantly being added based on what the community requests.
Survival:
It is entirely possible to live off the wilderness by harvesting resources, fishing, growing crops and hunting animals down. What sort of survival stuff is added is entirely decided by the community.
Explore:
The game goes where the community wants it to. The initial release map is set on the lovely Prince Edward Island, but over the next few months many more locations will arrive for players to explore depending on what the community wants to see. Currently the island has plenty of interesting locations to discover and loot.
Bandits:
Players can choose to enter player versus player servers and battle other players to steal their gear. Banditry is highly supported with plenty of weapons and sneaky devices.
Heroes:
Players can join player versus environment servers to team up with other people, and easily create clans to play with their pals.
Roomscale VR Support:
Unturned's level editor now supports the Vive! You can build the visuals of your maps using motion controllers with modes that provide the same functionality as the desktop editor, along with some special abilities like throwing objects. For non-visuals elements of the level such as data entry, spawn management or navigation baking the desktop editor is still required.
- OS: Ubuntu 16.04+
- Processor: 3 GHzMemory: 8 GB RAMStorage: 4 GB available space
- Memory: 8 GB RAMStorage: 4 GB available space
- Storage: 4 GB available space
- OS: Ubuntu 20.04+
- Processor: 4 GHzMemory: 16 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Memory: 16 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Storage: 6 GB available space
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