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. There’s 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.
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:
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.
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 8th of July. More details here:
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:
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.
Changed
Server reorganizes assets after loading to keep ID override order consistent with client.
Fixed
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.
With the addition of multi-threading asset loading the server no longer loaded assets in a consistent order, so the ID override order used by clients wasn't matching the server anymore. To fix this the server now uses the same asset remapping system as the client. Note however that content manually installed on the server is inserted before all other assets to reduce conflicts because it is otherwise not loaded on the client.
File paths specified in modded assets using single backslashes broke in the update because there was a fix to parse escaped newlines in unquoted strings. As a workaround unrecognized escape sequences are now parsed as-before and logged. Converting them to forward slashes is recommended because paths starting with lowercase T or lowercase N are being parsed as tab and newline respectively.
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.
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.
Edit on April 2nd: although this map is real and playable, it was created as an April Fools' joke by Renaxon, danaby2, Animatic, clue, and Timo987 in only 4 days! All the thanks goes to them for this fun event. Who knows, perhaps the feedback from this project will be useful for an actual curated map in the future?
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.
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.
Gameplay config for third-person recoil and spread multipliers.
Changed
Holding primary/secondary input will start item action as soon as possible.
Allow bulk-reassigning material index/palette in editor.
Fixed
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.
Affected_By_Agriculture_Skill [bool] option for farmable items.
Changed
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.
Fixed
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
Valentine's day holiday condition for secret admirer note quest on Liberator.
Per-location option to hide from map UI.
Changed
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.
Fixed
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.
Patch #1:
Fixed
Holiday object collision not disabled on server. [Thanks AdamDN!]
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: