Hey everyone, we are releasing a small emergency hotfix regarding fatal errors and crashes, so update your game all! Also all players affected with the false ban have been unbanned.
Fixed the issue where selling vehicle expansions while attached to vehicles would cause a server crash.
Fixed the issue where repairing vehicle parts through vicinity icon would cause a client crash.
Fixed the issues where bicycles could be logged incorrectly in the flying vehicle log.
Note: Selling inventory attachments will only be possible from service lift for now.
Hey everyone, Happy Monday!! Time for the best kind of community address, in the form of the patch. Some much-needed fixes and return of some of your favorite vehicles, with much more. Check it out!
But before we start, unfortunately, we could not deliver the much-needed update without doing a partial wipe. So there will be a partial wipe for this update as mentioned last week.
Let's start with the one most of you want to hear about. We did some heavy tweaking around the horde behavior, specifically in High Threat Zones. This includes tweaking spawners, refresh rate, and a lot of bug fixing around edge cases. Not everything is solved but we did a big pass on it and we are positive in our testing. But as always you all can test it in a much better capacity than we can. So we are still looking into your feedback regarding it. For more details check the bug fixes.
We also adjusted Mid-threat zones a bit as well, with more to come on them in the future. So there will be some issues with them now as the HTZ was the priority but do not worry, they are in our sights as well.
Do note that we are testing and adjusting the hordes according to official settings. If you crank the puppets up things will most likely still break so use that at your own risk.
Now for something we have teased before as well. There is a wave of vehicles returning, and for most of them, the waves are what you will travel over.
Rafts, SUP, and the high seas life.
A lot of you guessed it already. The rafts are back! And the SUP as well. Yes, they are finally adapted and ready for the new system and can be implemented back into the game. Welcome back.
Island hopping is again much more viable, including you island base building fellows.
Rafts are not the only news regarding vehicles.
Modular dirt bike v2
Yes, the dirt bike has a new pass of modularity. Now the front fender, shield, and body can be replaced, removed, and maintained.
Wait a minute... Zoom in on that. Are those hell rider parts? Yes, indeed they are. With the modular system now every dirt bike can be fitted with hell rider drip.
We are not done yet, some new stuff coming to the vehicles as well.
Another addition to the modular system is the new inventory expansion kit system. There are 3 in total:
Small - For bikes. motorbikes, rafts, and SUPs.
Medium - For the barba boat (and future vehicles waiting for their return).
Big - This one goes on all cars and the big raft as well.
Indeed now you can carry even more stuff on your long journeys.
Small can contain any loot that fits inside.
Medium can fit one chest inside.
Big can fit 2 chests inside.
The dream of becoming a drifter is getting closer and closer. Important note is that once placed on the vehicle remember to lock them! The lock of the vehicle does not extend to the external storage. The expansion kits can be purchased at traders only.
Some nice new items for you as an extra as well.
We have a new mask for you wild men to craft. Horse head mask, because 2012 memes never die.
And for comfort within your own home, with nice soft fuzzy bunny slippers. Just don't let your teammates mistake them for the real thing or you might lose your toes.
Fixed the issue where the vehicle engine would continue to produce sound after being destroyed.
Encounter characters (puppets/wildlife) should no longer instantly respawn after being killed.
Fixed bread item offset when holding it in hands.
Foundations and walls can't overlap anymore.
Players no longer can disassemble event weapons inside events.
Fixed typos on multiple items and descriptions.
Fixed a bug where users were sometimes unable to make a selection of telemetry or survival tip settings.
Possible fix for authentication failure when trying to connect to some servers.
Fixed issue where the owner of the base element couldn't destroy it if raid protection was active.
Fixed an issue with the Steam name appearing instead of an in-game name in the GameplayLog for chest bury/unbury, flag created, flag overtaken and vehicle destroy events.
Fixed bug where lockpickable lockers would have their locks reset after server restart.
Fixed a bug with the game crashing after pressing alt-f4 just after landing.
Fixed the bug where you could build rugs upon rugs upon rugs.
Fixed a bug where, when using an admin command, the currency wouldn't be added to an offline player
Fixed a bug that enables players to run with a metal detector turned on after server restart.
Fixed issue where search default interaction isn't available for Cannabis plant
Fixed an issue that would cause constant login onto a server when a player would stand on a garden plant
Fixing issue where, for flag-specific raid protection, flag time could not be set after the flag was created
Correct cook time displayed in recipe info UI based on cooking skill level
Fixed a bug with painted color disappearing from VHS2 when you enter ads mode.
Fixed the bunker logout timer that was displaying 60 s instead of the intended amount.
Fixed incorrect FP requirements for buying a Rager at the mechanic trader
Fixed an issue where disinfected rag would still display regular rag icon in inventory/vicinity UI
Fixed the issue where you could drink infinitely from a pan.
Fixed the issue where the newly created squad would not be displayed in squad listings.
Fixed the issue where, under certain conditions, an enemy's locked chest would be protected under another squad's flag.
Fixed the issue where bases that were built while the raid protection server setting was "None" would not be protected when raid protection activates.
Fixed multiple SFX issues.
Fixed the issue where puppets would keep spawning over and over in the same place in some cases.
Fixed the issue where puppets would spawn back too quickly in HTZ.
Reduced FP requirement for Barba.
Vehicles can trigger mines owned by prisoners again.
Shortened titles of Hair and Facial Hair related descriptions in Character creation.
Nerfed Wooden Barricade HP.
Shortened titles of barber UI descriptions.
Lowered upper limit of several encounter manager character spawning parameters.
Adjusted revolver aim down sight animation time.
Adjusted "Squad Money Penalty Per Previous Squad's Member" description for clarity.
Reduced HP of Barbed Wire Barricade.
Added SFX for barbed wire destruction.
The flamethrower is now properly blocked when something is in front of the nozzle.
Players can no longer go prone with a flamethrower in their hands.
Added SFX for fishing line handling in inventory.
Increased Barba inventory capacity.
Base building elements can't be placed on gardens and trees anymore.
Lowered the FP requirement for flare gun cartridges.
The motorbike battery is now rechargeable.
Adjusted FP requirements for Dirt bike wheels.
Fig is now correctly in the Fruit section at the saloon trader.
Adjusted warmth factor for Raymond Cruz boots and pants.
Removed passive drain from Batteries and Smartphone Battery.
Renamed the lift at the mechanic trader to Vehicle Lift.
Adjusted spawning parameters for parts that will spawn on the dirt bike.
Vehicle horn will now cause noise that triggers puppets.
Added inventory space to Raymond Cruz boots.
Implemented raid end announcement.
Added sounds for CD_Player handling and for Duct tape repair.
Added trader service BPs for modular dirtbike attachments.
Implemented #CheckServerTime command.
Global raid protection raid times are now displayed after each message of the day.
Increased grenade fuse time.
Permadeath can now effectively be turned off for all players by setting the threshold to a very big number.
Vehicle attachment meshes will now morph depending on their health.
Restricted BB in caves.
Added in game report button.
Added gameplay log for flag-specific and offline raid protections.
Chests will now count as base elements when dropped in the flag area.
Disabled burying of chests in enemy flag area.
Implemented chest ownership logging with a corresponding server setting.
Prices are now by default no longer subject to player count.
Increased the time required in HTZ for new puppets to spawn back in.
Implemented global raid protection on official servers. Raid protection will be active from 0000 to 0800hrs.
Implemented global raid protection server setting.
The limit for the raid times is set to 50 different entries, this means that you can have 50 raid times set up. every day, even if in the same string will count as 1 entry (example "day": "Monday, Wednesday, Friday" will count as 3 different entries).
By default, active raid times and days will be displayed with the welcome message and with the message of the day.
If nothing is set in the RaidTimes.json, protection for bases will not be active.
If there is any issue with the RaidTimes.json configuration, error messages will be displayed in the raid_protection.log.
The same day can be used in different "raiding-times" entries unless it has overlapping times. (Also shown in the example below)
day - determines the days on which raiding times will be active. Possible arguments:
- "day": "Weekend" - It will include Saturday and Sunday as active days. - "day": "Weekdays" - It will include Monday, Tuesday, Wednesday, Thursday, and Friday as active days of raiding. - "day": "Monday-Wednesday" - It will include all days in between the range given. - "day": "Monday,Wednesday,Friday" - It will include individual days as active days of raiding. - "day": "Thursday" - It will include only the given day as an active day of raiding. - "day": "Mo,Tu,We,Th,Fr,Sa,Su" - All of the days can also be written with short variants (first 2 letters of the name)
time - determines the times when raiding will be allowed.
start-announcement-time - this determines the amount of time in minutes for the announcement to be made before raiding time starts. -If set to 0 there will be no announcement.
end-announcement-time - this determines the amount of time in minutes for the announcement to be made before raiding time ends. -If set to 0 there will be no announcement.
Command:
#CheckServerTime - Writes local server time. - Accessible to all players.
#PrintGlobalRaidProtectionRaidTimes - Writes global raid protection raid times in chat. (Visible to everyone) - If global raid protection is not selected, it will state so in the message when the command is used. - Accessible to all players.
Server settings related to global raid protection:
-scum.RaidProtectionType=3 - If set to 3 over the ServerSettings.ini it will change the current raid protection to global raid protection. This setting is called "RAID PROTECTION TYPE*" in the in-game server settings.
-scum.RaidProtectionGlobalShouldShowRaidTimesMessage=1 - Enables or disables raid times being written in the welcome message and the message of the day. This setting is called "SHOW GLOBAL RAID TIMES MESSAGE" in the in-game server settings.
-scum.RaidProtectionGlobalShouldShowRaidAnnouncementMessage=1 - Enables or disables announcements before the start or end of the raiding period. This setting is called "SHOW GLOBAL RAID ANNOUNCEMENT MESSAGE" in the in-game server settings.
-scum.RaidProtectionGlobalShouldShowRaidStartEndMessages=1 - Enables or disables announcements upon starting or ending the raid period. This setting is called "SHOW GLOBAL RAID START/END MESSAGES" in the in-game server settings.
Values: 0 - off 1 - on
All entries are located under the [Features] section.
Vehicle destruction log
Vehicle_destruction log is a on/off server setting. By default it is off. Vehicles --> misc --> log destroyed vehicles. If it is on, it will show when vehicles have been destroyed, expired or disappeared (sold or other reasons).
What we can do is show you when vehicle is destroyed (unrepairable) and when it disappears by inactivity (expired). It will still trigger disappearance if it disappeared after being destroyed, if it fell through the map, if it was sold to the trader.
Go drone mode Teleport to the location provided Then copy paste the entire visualize command and you will see a blue line and the vehicle flying to simulate what happened there You also have the user that got kicked and the ID of the vehicle so you can find the vehicle on the map
Abandoned bunker armory setting
It is by default on, which means you will have loot in armory only on activation. (natural activation or by keycard) If you want it to be like it was before, change it to off. #ReloadLootCustomizationsAndResetSpawners true works either way if you want to reset loot there.
Hey everyone, Dev update again! Before you shoot, read on as more info is posted as well. Check it out!
Working on item spawning cooldown system.
Bugfixing.
Code review.
Working on movement rework.
Working on dropship system.
Working on new NPC health system.
Working on new anti-cheat methods.
Implementing Quest system.
Reworking settlements.
Reworking some building layouts.
Optimizations.
Bugfixing.
Working on the new trailer.
Old asset cleanup.
Working on Quest assets.
Working on new vehicle damage morphs.
Working inventory attachment assets.
Optimizations.
Bugfixing.
Reworking weapon animations.
Working on armband markings.
Bugfixing.
Responding to player inquiries.
Hunting and banning cheaters.
Steam general discussion and bug reports.
Testing of upcoming features.
Various bug reports.
Managing quest production.
Working on quest data assets.
And a bit of more info. Well, first of all, I want to thank all of you for your support, and positive feedback was received on the community address. It is def a step in the right direction. And those of you who still have your doubts and reservations, understandable. We will let our actions ease your concerns once the update is out. Speaking of the update many of you are a bit disappointed we did not give any timelines. We addressed this before and so it is now. We avoid giving timelines, roadmaps, and dates because we do not want to have a chance of broken words. Our development method is agile. That means dates change, issues arise, and need to be dealt with. So you would prepare for an update on a date which might not come. Not out of some malicious intentions but due to issues that arose in development. We also want to include in our updates as much as possible for you guys. And sometimes it means prolonging the update for a week or 2, and sometimes even longer. Hence we do not give out dates.
However, the promise given last week will be kept here, more communication, So here is a little update on the... well update. Some of the fixes implemented are a bit complex, especially regarding vehicles and the upgraded modularity. For now, it is looking like a partial wipe might be needed for successful implementation. We are working our best to avoid it, but I am still giving you guys a heads-up. More info once we have it.
Some of you also asked for more info about the multiplatform release. We have not given it due to not having anything new to give you. At the point of writing this, multiplatform is still in development and that is pretty much it. For now.
That is all the extra info I have for you at this moment, but we will talk to you all soon. Oh, don't think this post will go without me wishing you all a happy Monday! -Beda
Hey everyone, hope you had a great weekend. Let's start Monday on a positive note with another developer update and something new, the community address!
Working on global raid protection system.
Code review.
Bugfixing.
Working on new NPCs.
Working on dropship functionality.
Prisoner movement refactor.
Working on quest log.
Adjusting encounter spawns.
Re-working POI layout.
Bugfixing.
Adjusting foliage.
Working on SKS animations.
Working on quest assets.
Working on modular vehicles assets.
Motion capture for new trailer.
Bugfixing.
Bugfixing.
Sample recording.
Responding to player inquiries.
Player insights surveys
Hunting and banning cheaters
Steam general discussion and bug reports
Testing of upcoming features
Various bug reports
Working on new GDDs.
Working on quest design.
Community address
Now that we got the dev update out of the way, let us get down to the community address. What is this? you may ask. Well, it is a letter to you, all of you about the state of the game right now, and what we are doing about it.
We understand and get it. You feel like you are not being heard in some cases and it is true that the communication about some things from our side was a bit lacking. We want to rectify this and this is the first step. We have however always listened, read, and collected the feedback from all of you guys and that has never and will never stop, for after all what is SCUM without its SCUMmunity. Also, you all have grown, 10 times as much for us to communicate with you all effectively as we have before. So you can expect more ways, and more often to hear from us on the state of the game, development, and much more soonish. But more on that later. Let's get to what you all are eager to hear.
First state of the game are the hordes. Yes, we know they are not working as intended right now and we spent our time investigating and looking into it. The system is complex and relatively new, and issues were expected but not to this extent. Our primary focus right now is to resolve the issues inside bunkers and other High Threat Zones. We agree that spawning is ridiculous and no one wants puppets to spawn on them. I am happy to say that we looked into it and this will be resolved in the next update. The encounter manager is here to stay, not the issues with it. Reasons why are vast and vary as every single player is. From an optimizations standpoint, future features and NPCs will all fit in the end. So we will keep working on it and improving it until it is right and satisfactory for everyone. We are also working on better ways to deal with encounters, the first step being improving the roles of silencers/suppressors making firearms viable as well. More of that in the update as well.
Secondly the vehicles. We know it's been a long time since you've seen a good chunk of them still. Those of you catching up on these can already guess but here I can confirm it. We will begin implementing all the missing vehicles in waves, starting with the ones missing from your hearts the most. Hint: They arrrrre coming back.
With the item number 3 comes anti-cheat. You already know we have upgraded our ticket system, the reasons already mentioned. But there was another reason as well. Our wonderful QA (which was also CM/Anti cheat/Support/Window washer team) was overloaded with everything. With the load lifted from them, they have now, and will continue to do so, be more focused on cheats and anti-cheat methods with collaboration from the rest of the team. We already have active admins, devs online, and more combating cheating, but we are working hard on more auto reporting and acting anti-cheat methods. Unfortunately, that is all I can say about it right now, since the more information I give away the more info those pesky cheat makers will have on what to do. Naughty naughty guys, go away.
All of this and a bunch more bug fixes will be in the next update. We hear you and we are here. Hope you all like the new format with more to come so stay tuned!
What better way to kick off another week than with a fresh new dev update! While some of these will look familiar to those that'd read the previous update, there are some exciting new tidbits the team here's been cooking up!
We are excited to announce that our support system has been upgraded! With the new page you will find all the information needed when you find yourself in a bit of trouble. From FAQ, troubleshooting common issues and expanded direct support.
For those of you with active tickets on the old system you will need to create a new ticket on the new page, as the old one will no longer provide responses.
Hey hey everyone! Surprise! You might be wondering how come there is a lack of regular updates? Well a big majority of the team is working on all the goodies needed for 1.0. But we still rounded up a couple of guys to make another regular update for you. Some new things, some new settings and a lot of bugfixes. Check it out!
A long requested feature is finally here. It is now possible to set up raid protection your server. And with multiple options as well!
Raid protection:
Settings located under [Features]
scum.RaidProtectionType=0 3 options:
0 None (No raid protection will be active)
1 Offline (Raid protection will be active after all members of the squad are offline)
2 Flag Specific (Raid protection will be active when squad decides to activate it on the flag)
Do note only one option can be active at the same time.
Defines the cooldown period between the active raid prtection in (HH : MM : SS) between setting new raid protection time.
scum.RaidProtectionFlagSpecificChangeSettingPrice=10g Defines the amount of money needed to skip the cooldown timer for setting new raid protection time.
Min value: 0 cash or 1 gold
Max value: 100000 cash or 10 gold
Disabled: -
scum.RaidProtectionFlagSpecificMaxProtectionTime=08 : 00 : 00 Defines how long in (HH : MM : SS) will the base be protected for.
Min value: 00 : 00 : 00
Max value: 80 : 00 : 00
scum.RaidProtectionOfflineProtectionStartDelay=00 : 30 : 00 Defines how long in (HH : MM : SS) the base can be damaged or lockpicked after the last player has logged off.
Min value: 00 : 00 : 00
Max value: 23 : 59 : 59
scum.RaidProtectionOfflineMaxProtectionTime=- Defines how long in (HH : MM : SS) the base is protected.
Min value: 00 : 00 : 00
Max value: 2400 : 00 : 00
Infinite: -
These settings are also available on ingame menu and will show you for which option which setting is active as well.
Squad probation
We also have another setting up and running. We've been aware of the misuse of alt accounts and multiple squads to circumvent some of the balancing features. To combat this we have implemented squad probation setting. Leaving a squad will now not go without penalties.
When leaving and then rejoining squad you will be placed under probation. While in probation you will not be able to:
Create a new squad.
Access squad based assets such as locked chests.
Your membership will not count towards squad perks such as increased BB element count.
If a squad members are all in probation and leader leaves, the squad will be disbanded.
Settings located under [Features]
scum.SquadMemberCountLimitForPunishment=2
Sets the maximum number of squad mates for which prisoners leaving the squad will not receive any penalties.
scum.RTSquadProbationDuration=1.000000
Sets the number of real time days for which squad probation will last.
scum.SquadMoneyPenaltyPerPrevSquadMember=0
Sets the money penalty prisoner will have to pay per squad member in his previous squad in order to create or join a new squad.
scum.SquadFamePointsPenaltyPerPrevSquadMember=10
Sets the fame points penalty prisoner will have to lose per squad member in his previous squad in order to create or join a new squad.
Settings also available on ingame settings menu.
For all settings that influence currency, you can choose whether the price will be in cash or gold. IF you set the value to be 10 it will be 10 cash, but by setting it 10g the price will be in gold.
We added changes to the binoculars as well. Let us be honest here, the binocs were an item you took if you wanted to sell it maybe, since most scopes had better functionalities for scouting anyway. So we added new zoom levels and variable zoom as well. Making it more viable for those scouting runs, especially when you want to travel light.
Some new things for your favorite 4 wheel vehicle. The Rager can now be upgraded with not one, but 2 sets of armor!
That is right you have an option between light or heavy!
Light
Heavy
Your choice: do you wish to have light protection but with better speed and handling, or do you want to go in heavy as a brick but also with handling like a brick. (it is not that bad, bud I still wanted to make that joke)
Fixed the issue where flamethrower could shoot through solid objects.
Fixed the issue where you could not repair wheelbarrows.
Fixed the issue where #SpawnInventoryFullOf command would cause a crash.
Fixed the issue where you could hide chests in some BB elements.
Fixed the issue where puppets would pop into existence on Zeljava airfield.
Fixed the issue where wardrobe could be placed on some BB elements when it should not be possible.
Fixed the issue where the game would crash when exiting the game. (task failed successfully)
Fixed the issue where the M249 would loose its paint in some cases.
Fixed the issue where bicycles generated noise when stationary.
Fixed the issue where planes would receive no collision damage when flying into sentries.
Fixed the issue where joining events audio would spam the sound to everyone.
Fixed the bunker puppet spawns that would cause puppets to spawn in front of players.
Fixed the issue where batteries would get destroyed when placed in chargers.
Fixed the issue where players could move through narrower passages on bicycle, that would be impossible on foot.
Fixed the issue where players would slide sideways when sitting and strafing at the same time.
Fixed the issue where door protection items would disappear on server restart.
Fixed the issue where door ownerships would sometime switch to other players.
Fixed the issue where doors would sometime replicate incorrectly.
#ShowZombiesLocation command now works as an on/off toggle.
Reduced dial lock FP penalty on failed attempts.
Adjusted some crafting recipes.
All cars now have functional dashboards.
Flags can now only be placed on the ground.
Chest inventory is now automatically closed if squad access level is changed.
The chainsaw will now lose durability with each use.
Added server setting for allowing placing flags on BB elements.
Mechs no longer receive melee damage.
Reworked loot spawners in Zeljava airfield.
Added new command #mapteleport, where after entering it you can click on the map and will be teleported.
Increased the number of possible custom zones from 25 to 100.
Adjusted trader prices.
Implemented a new Encounter Manager Low Player Count mode, designed for SP, with increased threat zone sizes and increased character spawn count per zone. Needs to be enabled in the server settings.
You can now specify type of vehicle when using #destroyallvehicles please, by adding the bp name. Example: #destroyallvehicles please bpc_rager will destroy all Ragers.
#destroyallvehicles now properly shows how many vehicles were destroyed when activated.
Beard and moustache sliders are now properly named separately on character customization menu.
Known issues:
A bug where cargo drop doors visually will not open even though you can open the door and enter. Temporary fix is relogging after the cargo door is open to fix the visual.
A bug where fishing rod will visually still be collapsed when equipped from back holster slot.
In this DLC you get to play as the man himself Raymond Cruz. Channel your inner psychosis and unleash fear in your opponents by playing one of the most recognizable faces on screen.
Key features:
Complete character model - A complete player model of Raymond Cruz adaptable to all body types.
Voice acted actions and taunts - With a complete voice pack recorded by the legend himself, every action will be played out in his voice. And the new added voice taunts will make sure you have options to put salt on injury for those unfortunate enough to come across your sights.
Special clothing - Inspired by the most popular roles from Raymond Cruz, you will be dropped on the island in style.
Handy survival knife - Who says great things can't come in small packages? Perfect pocket knife, handy in all survival/crafting situations or creating new smiles on your opponent faces.