





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hey Survivors,
here is the V2.0 Changelog.
You can find the changelog and release notes here also.
Added
Sound to indicate that the spawn window is ready for the player
Animal footsteps now have sound when turning
Inventory UI Audio Bedroll
Inventory UI Audio Blocks
Inventory UI Audio Furniture
Inventory UI Audio Lights and Glass
Inventory UI Audio Material Blocks
Inventory UI Audio Misc Wood and Metal Items
Inventory UI Audio Player Crates
Inventory UI Audio Various Items
Inventory UI Audio Wood and Metal Doors, Shutters
New SFX for character footsteps
New SFX for the Frostclaw and Plague Spitter zombie types
New SFX for the new Dentist perk
New SFX to support the new Biome Hazard and Biome Storm systems
New Use SFX on some medical and food items
SFX for when player is kicked or leaves a Discord voice channel
SFX for when spawn window is ready for player
Sleeper Spawn Material SFX
UI SFX for player joining and leaving Discord
Vehicle engines now have pitch variations
Vehicles now have a turbo triggered sound
Zombie crawlers now have footstep sounds
Zombie Dog collar chain now rattles
Zombie Dog, Wolf, and Coyote now have footstep sounds
Bookcase Cube Full to the shape menu
Cube 1/2 Corner Baseboard Outside, Left, and Right to the shape menu
Cube 1/2 Corner Chair Rail Outside, Left, and Right to the shape menu
Stairs Filled 1/4 Crown 2 Left and Right to the shape menu
Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plants
Dedicated server and LAN server browsers for PS5 and Xbox
AI ranged attack will rotate entity during first half of attack
AI ranged attacks are interrupted based on pain felt after applying pain resistance
All Frostclaw types and the Infernal Cop have high pain resist until reaching a lower health threshold
Crouch upper spine bending for 1m zombie ingress
Hooked up zombie projectile CollisionRadius settings and adjusted values
New Insect Swarm enemy type for Desert Biome and as Plague Spitter spawned enemy
Skinned mesh, and prefab for new Coyote model
Skinned mesh, animations, animator controller and prefab for new Grace model
Auto-party with friends feature
Shelter calculation for the local player now uses raycasts
Storm Frequency option on the New Game screen
Themed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies
Block Info pane to Shape Selection Menu.
Chat window supports clicking names to whisper individuals or click party/friends text to switch to those chats
Generic bindings on XUiC_List and XUiC_ListEntry: hasselection to return whether an entry is selected, hasentry whether a list entry UI element has actual data assigned to it
Global XUi binding is_world_loaded
Made Area UI wider and removed background to prevent fading in and out
New HD screen effects to support new Biome Hazard and Biome Storm systems
XUi label view can define maximum width/height when in overflow=resizefreely mode
XUi panel view allows overriding the border sprite name
XUi panel view allows setting an inset on the border sprite
XUi TextInput support for effect attributes
XUi view TextList supports first_line_prefix attribute that is applied to every new entry
XUi views can specify a padding
XUiC_SimpleButton support for hovered binding
XUiV_Sprite support for gradients
Entityclasses.xml named colors and MatColor property which sets emissive using name
Entityclasses.xml replace_passive_effect to allow naming of common values instead of raw numbers
Example game event that starts a buff on an event date
Log error on loading items if an item has an invalid UnlockedBy property
Log message when mod localization files become too large to be transferred to clients
Logging of BlockValues now includes the blocks name
New ModEvent CreateWorldDone
New ModEvent GameStarting
New ModEvent MainMenuOpening, allowing to interrupt the process
New ModEvent when server is registered with backends
PlayerJoinedGame ModEvent
XUi combobox support for custom value formatting
XUi XML attributes support \\n as linebreaks
New POI parts for the Navezgane map
12 new industrial parts for POI Design
A variety of filler and remnant POIs to the Burnt Forest biome
A variety of filler and remnant POIs to the Wasteland biome
Base_survivor_02
Cave_11
Cave_12
Crater_deco POIs for Navezgane and RWG
Enabled the Prefab Editor Easy Volume Select with Left ALT by default
Example map of trees for level design
House_old_cottage_01 for
New Lake POI parts
Level design tutorial POI house_old_cottage_01
New min script examples in aaa_script_entrances
New POI parts for Navezgane
Part_driveway_countryresidential_16
Part_spawner_01 06 for new Crawl Out and Trickle Spawn systems
New POI Bunker_00 Tier 5 POI with all quest types
New POI Remnant_commercial_large_02
New POI Remnant_commercial_strip_03
New POI Rubble_burnt_filler_03
New POI Rubble_burnt_filler_04
New POI Rubble_burnt_filler_05 rubble
New POI Rubble_burnt_filler_22
New POI Rwg_tile_rural_t_05
New POI Site_camp_01.
New POI Site_camp_02
New POI Site_grave_01
New POI Site_grave_02
New POI Site_shack_01
New POI Site_utility_01
New POI Site_utility_02
New POI Site_vendor_01
New POI Site_vendor_02
New POI Utility_celltower_03
WIP commit for bunker_00 to be included in pregens
Prefab Editor Light Density Stat
Prefab Editor Composition Grid
Prefab Editor toggle paint texture visibility
Prefab Editor Replace shape blocks material feature
Terrain smoothing buttons to POI Editor
General Perks tab to decouple some perks from attributes
Agility Mastery perk set
Fortitude Mastery perk set
Fortitude Siphoning Strikes perk set where melee kills grant 5, 10, 15, 20, and 25 HP
Intellect Mastery perk set
Perception Mastery perk set
Strength Grand Slam perk set
Strength Junk Miner perk set
Strength Mastery perk set
Biome terrain layers can randomly pick a block from a list
terrDestroyedGrass distributed randomly in main and sub biomes
Console command and help for showhits damage to enable Damage Text
Debug Tool for Damage Text that shows 3d numbers on entities each time they take damage off by default
Debug screenshot save perks checkbox now also saves buffs and cvars
New setting AllowSpawnNearFriend
Spawn Menu Spawn Filtered button which spawns all currently listed entities in a ring pattern
Spawn near friends on first time joining a server
User text profanity filtering to PC-XBL client
New Rally Marker model for quest activation
Robotics loot list to Trader Bobs specialty inventory
Biomes xml weather range parameter
Storms reduce vehicle traction and push them with wind
Weather global storm
Weather group duration and standard length
Weather heavy rain/snow settings for each biome
Weather storm console command for debugging
Improved HD particles and explosion VFX for Molotov cocktail
New HD particles to burning enemies
New particles to support the new Biome Hazard and Biome Storm systems
Sleeper zombies spawned in crawl out locations play a particle effect
Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plants
Added a sound to indicate that the spawn window is ready for the player
SFX for when spawn window is ready for player
Made Area UI wider and removed background to prevent fading in and out
Prefab Editor Composition Grid
SFX for when player is kicked or leaves a Discord voice channel
WIP commit for bunker_00 to be included in pregens
XUi combobox support for custom value formatting
Themed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies (Allan)
Debug screenshot save perks checkbox now also saves buffs and cvars
Hooked up zombie projectile CollisionRadius settings and adjusted values
Running Steam as Ubuntu Snap without microphone permission showing warning window
Tool tip for the Filter small POIs toggle in the Teleport to POIs menu
Command to complete challenges
Changed
Adjusted minibike engine sound settings and added acceleration/deceleration sounds
Audio Volume Balancing for Humanoid Zombie Voices
Player Footstep sounds when walking on various plants
Reduced animal footstep sound delay and added a short delay on new movement sound
Volume Balance for Challenge UI SFX
Burning barrels can now be toggled on/off
Recipe for King Sized Bed now makes a color variable helper version
Updated all vehicles with CanPlayersSpawnOn property set to false to help prevent players spawning inside cars on first spawn in RWG
Updated Plumbing Fixtures Variant Helper with Kitchen Sink
Revised the console graphics mode selection logic and UI to decouple the selection of an upscaler mode from the graphics Performance and Quality presets. Exposed FSR2, FSR3 and Scale upscaling modes on console. Set default upscaler mode to FSR3 for all platforms
Decreased vulture battle fatigue max time and increased cooldown min time
Demolisher zombies shoulder explosive now can be set off by turrets, when a turret is manually controlled by a player
Game stage spawn defaults to num 1, maxAlive 1, duration 1
Improved AI run away distances, timings and how it resets
Improved animal and zombie movement animation blending rate and separated the rates of walk and run
Improved animation hit reaction blend values
Improved zombie crouch rules and uses new animation
Improved zombie root motion settings on a few animations
Increased AI look time after wandering
Increased bear and boar wander move speed
Increased ProjectileMoveScript lerp rate to the ideal position
Lowered vulture attack threshold to 80% health
Reduced AI wait time to jump when path blocked
Reduced small bear mass
Reduced Zombie Dog sense and alert volumes
Blood moon party maximum active enemy count with increased game stage scaling based on the full count
Junk Drone recipe now uses electrical parts instead of motion sensors
LandClaimCount default increased to 5 to allow players to have claims in each biome
Reduced the amount of silver, gold, and diamonds needed for the Gather Precious Elements Challenge
Reduced the drop chance of loot bags on Dire Wolf and Zombie Bear to 50%
Updated 44 Magnum and Desert Vulture with new SoundDataNode setups to adjust heat_map_strength per weapon
Workstation mods and crafted items now drop into a loot bag if the workstation is destroyed
You can now repair armor directly from the Player Equipment slots using the Action Menu
Added movement mode toggle button to Extended Character Stats screen to display stats as they would be calculated when that movement mode is active
Airdrop NavObjects now persist between sessions
Data Management screen now hides built-in worlds when they have no associated save data and cannot be meaningfully interacted with
In-game debug menu tab refactor
Increased padding between day and time under the compass for some languages
XUi Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiation
XUi TabSelector component updated for flexibility, also now supports hiding individual tabs temporarily
Additional documentation for game stage spawns in gamestages.xml
Event onSelfLeaveGame hooked up
ModEvents take a ref struct argument for easier argument identification and update compatibility
Increased blood moon party distance to add players
Removed timeout for fetching news from storage
Server Browser backend improvements for LAN/Dedi support (LAN advertising on PC Only, all platforms can search LAN)
Updated serverconfigxml with BiomeProgression and StormFreq settings
House cleaning of small changes and tweaks to several VFX assets
Improved AI handling of blocks in their way
Improved Weather Manager lightning spawning locations
Improved cloud lightning rendering
Improved falling block movement on clients
Improved lightning pulse counts, timing, movement, fade and made framerate independent
Improved performance on Burning Barrel fire
Improved performance with updated particles and materials for Campfire
Improved performance with updated particles and materials for Forge
Lowered volume of smoke chimney mostly at farther distances
Normal lighting/thunder is managed by each client
Optimized CalcPositionInDirection
Optimized Chunk block light access and the Light Processor
Optimized DictionarySave ParseData garbage gen
Optimized EntityStats by adding PlayerEntityStats to manage player only values
Optimized GameRandom inlining
Optimized Min Effects slightly
Optimized Occlusion light culling
Optimized Perlin noise generation
Optimized Stat class
Optimized buff and effect value lookups
Optimized chunks block entity render setup garbage generation
Optimized entity factory GetEntityType
Optimized entity spawning AI task parsing
Optimized entity stats creation/loading
Optimized getting chunks from world position
Optimized materials and effects for Cement Mixer prefab
Optimized nav icon updates
Optimized nav icons UI to be made when displayed instead of for example when entities spawn
Optimized performance on barrel prefab explosions
Optimized shotgun turret firing particles to only spawn once per set of rays
Optimized vehicles to not use a container object
Optimized voxel mesh terrain texture id to colors
Optimized zombie animation controller parameters
Optimized zombie animation clip masks
Optimized zombie spawning performance
Perf pass on prefabExplosions
Removed scheduled plant ticks on block removal, fixes issue where plants grew slowly when replaced by the same block ID in quick succession
Removed unused icons from Data/ItemIcons and refreshed whole folder
Reorganised Player assets for better bundle sizes and future unloading efforts
Reorganised Zombie assets for better bundle sizes and future unloading efforts
Revised how upscaling settings are presented in the game UI. Players can now select between FSR 2, FSR 3, Dynamic Resolution, and Scale modes via Video Settings > Display > Upscaler Mode. Defaults to FSR 2 with the Balanced preset
Small performance pass on explosion for Rocket
Updated upscaling implementation: removed FSR 2, replaced FSR 3, and added DLSS for compatible hardware
Explosion10 textures performance pass
Better terrain smoothing on lake parts
Block material concrete to brick on downtown_filler_01
Block material concrete to brick on remnant_business_06
Hotel_ostrich updated for new systems
Increased siteMilitary theme tag distance from 500 to 1,000 for new wilderness changes.
Minor adjustments to rwg_tile_countryresidential_straight_03 and related parts to allow for smoother vehicle ramp jumps
Minscript added to rooftop of skyscraper_01
Minscript, lighting pass, trigger unlock pass
Performance pass on house_old_tudor_03
Prefab Editor Show Options tab reorganization
Prefab terrain copying into world repeats the surface terrain upward and removed the biome topsoil block setting
Prefab Tools & Block Tools are now split into individual tabs in the Prefab Editor
Red mesa updated for new systems
Reefactored Prefab Editor Volume Tools tab
Sleeper Volume Window Reorg & Cleanup
Admin Tough Guy Shirt now has the wasteland weather kit 4 built-in at no additional charge
Agility All perks have been reworked to have 5 levels
Agility Parkour level 5 now gives Never take fall damage
Agility Parkour reduce stamina cost of jumping by 10, 20, 30, 40, and 50%
Agility Parkour safe distance by 1, 2, 3, 4, and 5 meters
Agility Run and Gun hip fire improved by 5, 10, 15, 20, and 25%
Agility Run and Gun movement speed penalty reduced to 40, 30, 20, 10, and 0%
Agility Whirlwind levels reworked to 5, 10, 15, 20, and 25%
Strength Big and Fast levels reworked to 5, 10, 15, 20, and 25%
Book Firemans Almanac Vol 1 now adds a chance to find more water in loot
Book Urban Combat Vol 05 no longer grants full land mine immunity, but has a trigger delay of 2 seconds
Fortitude All perks have been reworked to have 5 levels
Fortitude Lightning Hands levels reworked to 5, 10, 15, 20, and 25%
Fortitude Rule 1: Cardio level 4 adds 25 to max stamina, level 5 adds another 25 to max stamina
Increased the accuracy of bows and made the accuracy progressively better for each tech tier
Intellect All perks have been reworked to have 5 levels
Intellect Calculated Attacks levels reworked to 5, 10, 15, 20, and 25%
Intellect Daring Adventurer 2nd quest reward choice moved to level 5
Intellect Daring Adventurer quest duke bonus reworked to 5, 10, 15, 20 and 25%
Intellect Daring Adventurer trader stage boost reworked to 10, 20, 30, 40 and 50
Kill Some Boars Challenge kill requirement reduced to 1
Light Armor perk set is now in the General Perks tab
Paper can now be made with a beaker in the campfire at the cost of more wood
Perception All perks have been reworked to have 5 levels
Perception Animal Tracker levels reworked with new animal unlocks and now including zombie dogs and zombie bears
Perception Quick and Perceptive levels reworked to 5, 10, 15, 20, and 25%
Perception The Infiltrator levels 4 and 5 with trap damage of -60 and -75%
Perception The Infiltrator levels 4 and 5 with trap delay of 3 and 5 seconds
Perception The Infiltrator levels reworked with landmine pickup on level 5
Perception The Penetrator levels reworked with level 5 now penetrating four additional targets
Perception Treasure Hunter level 3 now grants 50% reduced incoming damage when near buried chests
Perception Treasure Hunter level 4 now adds additional dukes and cash to all buried chests
Perception Treasure Hunter level 5 now adds an additional weapon, armor, or rare item to all buried chests
Perception Treasure Hunter levels 1 and 2 reworked with dirt damage of 50 and 100% more damage
Reworked noteDuke01 to be consumable for XP after reading
Updated logic requirements on Admin Tough Guy Shirt to only work when equipped
Updated stun baton probability in Mo Power containers to prevent them from spawning too soon
Various advanced ammo types are now loot staged in loot containers
Adjusted decorations in the Burnt and Wasteland biomes
Biomes and sub biomes use a single noise generator with caching and increased detail
Decreased RWG town tiles smoothing range
Forest has a small shrubs and trees sub biome
Improved forest flower and heavy short grass sub biomes
Improved RWG township height calculation to a 9 point average, is raised 3m and raised even more if snow or wasteland
Improved RWG wilderness path generation
Improved RWG wilderness road pathing to other wilderness roads
Increased RWG wilderness road max step height
Moved forest biome trees to a large sub biome and rebalanced
Optimized RWG FindDetailedPath
Rebalanced ore nodes per biome. Forest = High mix/Low volume of all ores minus Oil Shale, Burnt = Coal, Desert = Oil Shale, Snow = Lead, Wasteland = Iron. Potassium Nitrate is mixed in all biomes with slightly higher probability of other Low Mix/Low volume ores in all biomes
Removed RWG wilderness township and POI padding for 4x available locations
RWG roads do not smooth heights inside POI or tile bounds
RWG tiny townships like traders use a short tile smoothing range
RWG towns to have individual heights
Slightly increased or additional chances for boar spawns in forest and burnt biome
Split RWG country town township into desert and snow variants
Updated biomes.xml to use specific trees in the burnt forest and wasteland
Updated several tree helpers to use biome specific trees
Wilderness POI tiles now have a separate small range
Allow ignoring chest locks when debug mode is enabled
Game launcher on Linux/macOS now uses the same folder for logs as Windows
POI teleporter window shows biome names
Reorganized biomes.xml to be in biome progression order
Set default upscaler mode to FSR3 for all platforms
Updated localization of foodCanChiliDesc
Updated server start scripts to put logs at root level instead of the Data folder
POI names are now displayed in trader quest lists
Super Corn and Super Corn seeds now appear in Trader Rekts inventory starting at around Trader Stage 40
Traders now have different greetings for times of day
Renamed all Twitch related references of Marksman Rifle to Lever Action Rifle
Improved weather bloodmoon check rate
Weather storm values now split out per biome.
Better resolution tagged textures in gore
Improved bullet impact light range
Improved machinegun firing particles
Improved pistol, SMG and robotic turret firing particles
Improved rifle firing particles
Improved shotgun firing particles
Improved SMG and shotgun turret firing particles
New art for campfire fire particle
New art for MolotovPrefab and molotovExplosion
Remastered buff_smoke male and female sounds
Updated particles and materials for Campfire
Updated particles and materials for Forge
In-game debug menu tab refactor
Renamed all Twitch related references of Marksman Rifle to Lever Action Rifle
Updated serverconfigxml with BiomeProgression and StormFreq settings
XUi Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiation
Increased ProjectileMoveScript lerp rate to the ideal position
Biome smoothies now grant a 10% speed boost while in the appropriate biome
Honey is now using a mason jar and hold type for drinking
Increased the amount of gas found in quad barrels
Increased the entity damage on Shotgun Slugs
Intro to Buried Supplies quests are now clamped to the Pine Forest
Light Armor perk now adds 1 Armor Rating per perk level to each Light Armor piece equipped
Optimized EnumDecoAllowedExtensions
Renamed Banded Armor Plating Mod to Advanced Armor Plating Mod
Renamed Customized Fittings Mod to Advanced Armor Fittings Mod
Renamed Improved Fittings Mod to Armor Fittings Mod
Sleeper Spawn Material Sounds (Metal only)
Updated tool box loot lists with various tool themed magazines
Remnant_house_06 sleepers quantity to prevent unguarded loot
Vehicles are now placed as unlocked
Grace does a lot more block damage
Increased snow terrain health
EULA to include language for Discord features
Improved RWG highways to prevent overlapping wilderness POIs
Increased RWG POI padding from tile edges
Fixed
Chainsaw and Auger sounds no longer continue when swapping weapons
Player footsteps now play when in 3rd person
Sleeper enemies now play an alert sound if they wake and have immediate line of sight to a player
Burning barrels no longer burn under water
Drawbridge open/close state now saves on chunk unload
End table lamp light should no longer self shadow
MultiBlock helpers that spawn single-blocks are now correctly re-rolled on subsequent POI resets
POI imposter billboard blocks no longer flicker from back faces drawing
POI torches and candles that are set as lit in editor will no longer remain lit in game when underwater.
SFX for activating generator are now audible if ambient volume is off
Storage Crates now upgrade properly while another player is accessing it
Wrong material being used on dirty drape tops
PS5 Only DualSense effects will now pause when in UI
Play Offline is now enabled when the PSN is unreachable and when EOS external auth service is unavailable
Rare crash on PS5 when getting quests from the trader
Rare crash on Xbox when exiting to the main menu
AI crouch head offset
AI jumping would be cancelled by starting the Look AI task
AI ranged attacks would continue while electrocuted
Animation blend choppiness when speed and strafe changes
Approach and Target AI task will now attack an entity 2 or more meters above their Y position
AvatarAnimalController finding transforms twice during spawn
Burnt zombie walk animation now triggers footstep sounds
Crawler footsteps now play for all materials
Crawler zombies could move too far visually into obstacles
Graces body collider was on the wrong joint so she couldnt be damaged/harvested from her spine
Hazmat zombie collider on his tank hits the upper block when crouching
Memory access violations caused by mutated zombie particle effect by adding a delay to the smallSteam particle emission
Most animals had a delay before their jump motion
Player or AI projectiles could rarely not collide with an entity moving towards them
ProjectileMoveScript collisions could rarely miss
Radiated vulture vomit starting position
Reduced particle rate of Cop Vomit
Some root transforms were not removed from Origin when returning to main menu
Spider zombie colliders were too tall
Spider zombie walk and run animations now trigger footstep sounds
Spider zombies can no longer move into or attack through blocks
Vulture bodies are no longer invisible when they fall from sky on death
Zombie wall attack animations no longer briefly move downward
Zombies no longer drift with AI disabled
Zombies no longer play step sounds when idle
Accuracy update is now framerate independent
After gathering resources for a recipe, Craft action is enabled without UI refresh
Air drop loot bag no longer falls through world
AK47 muzzle particle positioning
Arrows and bolts stuck in the world would move and might be seen floating in air after an origin shift
Arrows and bolts stuck in the world would not despawn until world shutdown
Being struck with an armor rating of 56+ no longer defaults to metallic sound
Bloodmoon Game Stage increase for large zombie counts was too strong at low Game Stages
Buff triggerfatigued no longer causes the player to lose health on re-log
Camera shake from concussions or stuns could break rotating the camera
Changing weapons during a reload now applies in the 3rd person animation
Clients are unable to loot any containers with E if teleporting while opening container
Crossbow is now held correctly in 2nd and 3rd person views
Daring Adventurer no longer affects the quantity of an item received in challenge rewards
Dart traps now contribute to player kill count
Diagonal movement is no longer louder than non-diagonal.
Diagonal movement speed is now normalized to straight-line movement speed
Equipping armor pieces with cloth components can cause single frame glitches and occlusion issues
Fall damage refactored to improve consistency and better reflect the design intent e.g. where damage and injuries only begin to apply for falls of greater than six meters high
Gunfire and bullet impacts were not lighting the world
Knuckle weapon animation no longer breaks when switching weapons on toolbelt to same slot
Motion Sensor is not working correctly if placed by a client
Night Vision Mod can no longer be toggled from the toolbelt
NRE when switching from an external camera like a turret or motion sensor to the player inventory
Phantom reload caused by swapping partway through a reload or swapping back and starting immediate reload via LMB
Pipe Pistol reload-swap no longer breaks reload animation
Pipe pistol, pipe shotgun, and desert vulture no longer get stuck in broken open state if swapped during reload
Player is no longer naked during death animation
Players are now able to access loot bags in the same space as spike traps
Players are now able to use tool belt after harvesting animal or corpse
Players no longer go through the reload animation again after interacting with an auto turret
Relogging insider a trader POI no longer automatically kicks player out
Repair option is now disabled while reloading weapons
Repair tools now upgrade blocks with correct amount of hits, and XP is properly rewarded
Respawning on Permadeath or with no respawn points/inventory now uses the starting spawn points
Respawning without bedroll/backpack always makes you spawn in the location you died.
Robotic Turret now has a reload cancel
Robotic, SMG and shotgun turrets were leaking disabled smoke particles
Salvage tool hit sounds no longer desyncs with animation
Shared quests with the same location are now tracking properly
Spotlight, Motion Sensor, and Turret no longer throw errors when the camera targeting function is accessed
Stun Baton charged effect is no longer difficult to notice
Stun Baton particles now light the world
Swapping toolbelt item while throwing timed charge no longer results in invisible weapon
Switching toolbelt slots no longer retains animation between items
Throwable items no longer get stuck when opening inventory while charged
Using repair tools to repair or upgrade no longer causes HP loss with recovering Broken or Sprained arms
Wandering hordes should no longer trigger right after a blood moon
Weapon particle effects no longer detach while aiming down sights
Wire tool animation for starting cable placement in second and third person views
Wire tool sounds now play for clients
Chinese, Japanese and Korean characters will now show on player writable signs and storage crates in console builds.
Extended player display no longer alternates between values randomly, and stat lookups are consistent
Map waypoint invites list supports more than four rows
Sleeper volume indicators no longer persist after death
Workstation Craft quantity amounts no longer reset if item shifts in the list, it now will retain counts as long as the view isnt a recipe item when switched
AI would not attack an entity around 2m above their y position
Damage entity GeneralDamageResist used the previous attacker value
Non helper container blocks are now lootable when added to biomes.xml using blockontop elements
OnPerkLevel only worked on the skill not the entire player.
RomanNumber formatter no longer does endless loop with inputs greater 10 this allows for quest tiers above 10
Both host and client can now see air drop on map when it spawns far away
Chopped down trees will no longer reappear and eat blocks and land claims
Clients adding or removing buffs were sent back to them by the server this fixes weather buffs being ignored on clients if using same player account as host
Clients should no longer see chicken and rabbits glide around
Could not use keyracks / switches in POIs with files not available on the client
Critical hits no longer trigger differently for clients and hosts.
Dedicated Server Client infection can no longer progress and revert at the same time
Equipping armor pieces should no longer make remote players armor pieces jiggle tech bound around
Exception as client in playtesting session from DynamicMesh system
Exception as client in playtesting session from nav markers for triggers
Multiplayer clients taking damage no longer have a chance to instantly die when having pack mule and pain tolerance under certain conditions
Multiplayer clients can now purchase multiple items from traders and vending machines without the item selection resetting
Some server browser buttons were missing audio feedback
XboxLive PC Friends will now show in the in-game search
Wire tool sounds should now play for multiplayer clients
Added gates to entrance of roadside_checkpoint_01 to improve flow
Addressed strong light bleed in house_old_pyramid_01
Barn_03 no longer collapses when looting a load bearing bag
Cabinet door clipping in cabin_14
Changes made to terrain density in the Prefab Editor are now saved for spaces occupied by MultiBlock children
Clipping cloth pile removed in site_camp_01
Clipping hay bale in barn_03
Container clipping in docks_05
Cooler lid clipping into wall in cabin_03
Corrected missing small piece of barbed wire at trader_rekt
Floating block in farm_16
Floating vent blocks removed from school_03 parking lot
Floating weapons bag in country_junkyard_01
Gravel path to nowhere in abandoned_house_01 now leads to somewhere
Helper for Quest rally marker no longer shows in-game
Inconsistent POI sleeper spawn counts between RWG and Playtest
Incorrect sleeper volume spawn counts on Arlene, Chickens and Inmate zombies in aaa_all_zombies
Interactive triggers no longer stop working if player leaves and returns to area
Issues preventing quest completion in school_03
Light bleed in bathroom of store_hardware_03
Load bearing curtains in courthouse_med_01 no longer cause windows to collapse
Luggage clipping in hotel_ostrich
Mismatched paint in house_burnt_03
Mismatched paint in house_burnt_03
Mismatched paint in house_old_gambrel_02
Mismatched paint in house_old_ranch_10
Mismatched surfaces in house_old_ranc
Mismatched texture in house_old_modular_01
Mismatched textures in house_old_victorian_05
Mismatched textures in house_old_victorian_05
Mismatching textures in remnant_house_modern_04
Mispainted textures in house_old_pyramid_04
Missing barb wire in house_old_gambrel_03
Missing paint in barn_03
Missing paint in house_burnt_04
Missing paint in house_old_gambrel_01
Missing paint in house_old_modular_08
Missing paint in house_old_victorian_06
Missing paint in store_hardware_03
Missing texture in gas_station_05
Missing textures in hospital_01
Missing textures in skyscraper_01 & min script quest completion
Prefab Editor operations did not mark a prefab as dirty: Smoothing, replace block/paint/materials, clean densities, strip texture, changing ground level
Refactored roof on remnant_house_modern_04 to account for inconsistent overhang
Refactored side beam connections on bridge_asphalt_broken
Removed vehicle prop in country_junkyard_01
Replaced grate in rwg_tile_downtown_corner
Replaced juniper with helper version at trader_jen
Resolved a cabinet conflict in house_old_tudor_03
Rope to nowhere in house_burnt_06
Several cases of switches in ON state when they should be OFF during a restore power quest
Shipping container issues resolved in gas_station_11
Sidewalk connections on residential tiles, as well as commercial_cap and downtown_intersection tiles
Sleeper no longer falls off roof in business_burnt_02
Stability issues in house_old_gambrel_03,
Stability issues in house_old_ranch_13
Stove and cabinet no longer conflict in tudor_03
Structural integrity issue in house_old_pyramid_01
Terrain density issue in house_old_victorian_01
Terrain density issue in store_pharmacy_01
Terrain issue in mansard_03
Terrain layers no longer move upward when reset with a POI that added terrain
Texture issues and prop clipping in cabin_08
Texture issues in cabin_16
Texture issues in factory_03
Texture issues in house_old_mansard_06
Texture issues in skyscraper_02
The shoe rack behind the counter in trader_joel is no longer lootable
Tree clipping in rwg_tile_downtown_intersection_02
Trees that have been POI reset no longer add unneeded scheduled ticks for each of their blocks
Trigger button set incorrectly on aaa_demolition
Trigger volumes fail to work after chunk reset
Uneven terrain in gas_station_09
Uneven terrain in rwg_tile_downtown_t
Zombies no longer spawn in player view in house_burnt_03
Deco manager (trees) only used trees from main biome instead of sub biomes
RWG MinHeapBinned allocating memory for each path
RWG preview window keyboard controls were active while typing in the seed edit box
RWG saved heights range did not exactly match loaded heights in world
RWG wilderness POI random positioning to be more random
Animation ForcedRootMotion did not activate
Audio Manager play on an entity checked maxVoicesPerEntity before removing old sounds
Clock drift was preventing title storage data from being retrieved
SDTD-23941 Blood Moon calculations in SkyManager only valid for 18 hour days
Set colliders to allow dropping items for the paintbrush, wooden bow, double barrel shotgun, and lever action rifle
Water at low quality is no longer translucent
Trader quest list was not resetting for clients
Low stamina no longer causes heavy breathing to continue on vehicles
Vehicle turbo pitch was inconsistent
Lightning directional light angles
Pump shotgun particles
Trader quest list was not resetting for clients
Several cases of switches in ON state when they should be OFF during a restore power quest
Radiated vulture vomit starting position
AvatarAnimalController finding transforms twice during spawn
Clients are unable to loot any containers with E if teleporting while opening container
Motion Sensor is not working correctly if placed by a client
Memory access violations caused by mutated zombie particle effect by adding a delay to the smallSteam particle emission
Some root transforms were not removed from Origin when returning to main menu
Arrows and bolts stuck in the world would not despawn until world shutdown
AI ranged attacks would continue while electrocuted
Player or AI projectiles could rarely not collide with an entity moving towards them
ProjectileMoveScript collisions could rarely miss
Arrows and bolts stuck in the world would move and might be seen floating in air after an origin shift
AI pathing issue addressed in church_02
Adjusted rally marker in tudor_02
Bandage cancels unless user waits longer for it to complete than feels right
Biome general atmospheric particle effects were not playing
Clipping issues in cabin_16
Drone projectile collider issue
Game launcher CLI argument for UserDataFolder now overrides same argument if supplied in the custom arguments text box
Garage door replaced in house_old_ranch_08
Garage door replaced in house_old_tudor_02
Insect swarm no longer has trouble hitting players a second time on dedi
Insect swarms can now hit you if youre walking
InvalidCastException thrown in networking when clients are passengers in a vehicle while holding a ranged weapon
Junk sledge should now target insect swarm on dedi
Left and Right news screen is now mapped to same buttons on controller
Lighting issue in house_burnt_01
Low volume modified on Track SFX for Challenge UI
Minor adjustments to mine_01 based feedback
Missing tags are now on Rad Remover for charged and infernal zombie variants
Percentage in description was not updating properly for Farmer Full Set Bonus
Perception Mastery: Vital Wound and Agility Mastery: Bleeding Hearts no longer use the maxBleedCounter that is governed by Deep Cuts
Plague Spitter swarm can no longer hold arrows
Players in v2.0 are no longer spawning with no challenges when using Steam invite / join
Prefab Editor no longer starts during night time
Rally Marker SFX Loop is no longer heard when game is paused
Reworked logic to prevent Modify option on Biome Badges
Settings option no longer overlaps logo after exiting audio settings in Discord first time prompt
Snow particles are no longer seen in the pine forest
Structural issues in fire_station_03
Texture issues in countrytown_business_02
Texture issues in remnant_house_10
Vehicles shouldnt restore HP after damage and re-mount on dedi anymore
Weather shelter checks adjusted on some sloped walls
CRT TV audio loop continues to play while game is paused
Error spam while updating windows crafting on loading when repairing
Grace was slimmed down to fit through 1m wide openings and her face pokes through walls less
AI break block task was canceling for enemies on ladder and not touching ground
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