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:
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:
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.
Changed
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.
Fixed
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.
Patch #1
Fixed
NPC dialogue responses without linked dialogue/vendor not granting rewards. (e.g., Arid bus driver)
Using item not visible/audible for other players in multiplayer.
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.
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.