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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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!
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.
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.
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
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".
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.
You can now find dirtbikes anywhere you'd find quads before! They offer similar advantages to snowmobiles but in non-snow environments.
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.
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.
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.
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:
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.