Mask when camera near clip plane intersects water.
PvP damage penalty when client is potentially faking lag. (e.g. "lag switch")
Changed:
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.
Fixed:
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:
Edit: these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one!
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It was unfair for zombies to use navmesh pathfinding when animals cannot, so zombie AI has been replaced by animal AI.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.
Edit: again to clarify, these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one!
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.
"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.
Changed:
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.
Fixed:
Planar reflection skybox projection matrix.
Hide holiday-restricted props from satellite capture.
With streamer mode enabled show in-game player list using redacted names.
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.
Changed:
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.
Fixed:
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.
Special thanks to MoltonMontro for the localization improvements, map changes, and bug fixes!
Known issue: with TAA there are some visual artifacts between the fog and skybox.
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.
"DefaultGoodbyeResponse" per-level override for NPC dialogue in level's translation file.
Removed:
Support for deprecated *.content files. Reduces loading overhead.
Support for useless devkit asset browser. Reduces loading overhead.
Changed:
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.
Fixed:
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.
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.
Fixed:
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.
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!
Command-line override for active holiday. [-Holiday=]
Optional masterbundle source workshop file check.
Better asset integrity check system for barricades and structures.
Changed:
Expanded vehicle turret events with local aiming and inspecting attachment events.
Fixed:
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.
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.
Changed:
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.
Fixed:
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:
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.
Changed:
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.
Fixed:
Landing and splashing audio playing during client movement resimulation.
Loading stuck on levels with very old terrain and ambience asset bundles.
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).
AirStrafing_Acceleration_Multiplier and AirStrafing_Deceleration_Multiplier movement options.
Allow_Holidays option to disable holiday decorations and events.
Changed:
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.
Fixed:
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.