During Q2 we’ve continued to do a lot of polish, improvements, and to develop new features for Relic Hunters Legend. You can check all of that below!
These months were a little bit harsh here at Rogue Snail. A significant part of our team got Covid and because of that, we had to manage efforts to continue developing and delivering everything we planned for this quarter. Fortunately, Gearbox has been an amazing partner and has helped us organize and plan the due efforts and everything is going smoothly now!
And our team continues to grow: we hired more people and everyone is working very efficiently and passionately. We hope you enjoy what we're showing you here today - we're excited for what's to come!
Teena’s Rank 1 Rewards
In this new feature, Teena is going to reward you with a Legendary Gear piece and a Legendary Weapon, selected randomly from a limited pool, if you reach Rebel Rank 1.
This is also the first time we’re using a whole new feature called “Events” in the game that we can explore to make new things in the future. Teena Rank 1 Rewards still need some polish but are pretty much done.
Regular Enemies and Champions
All of the regular Enemies and Champions that you’ll face at launch are implemented and playable in-game. The regular Champions are the ones that are not on Delve and Dungeons, and they’re going to have a dedicated drop (a Legendary Weapon or Gear).
We still have to develop all the special Story Enemies, but the most important part is done and we’re very excited to see what you’ll think about it.
Mission areas
We’re finishing developing and implementing all the levels on the mission areas of planet Cradle. There are a few visual things missing, such as the map nodes and some set dressing, but soon we’ll have everything ready and close to what we aimed for launch! We hope all of you enjoy your stay on the planet.
Coldstone Peaks Missions
Now Coldstone Peaks have all the 6 levels coded and done with the Set Dressing complete: Kami Peaks (Distraction), Pilgrimage Trail (Payload), Peaks Hideout (Defense), Broken Lake (Scavenge), Peaks Blockade (Skirmish), and Coldstone Peaks (Exploration) that is the most vertical map that we have on the game!
The Crater
This new area also has all 8 levels implemented with Skirmish, Scavenge, Rift, Distraction, Payload, Defense, and Exploration game modes.
The Trash Sea
We implemented the 10 levels on the Trash Sea with all the Story Missions and faction quests running smoothly so you can enjoy a “vacation” there and learn a lot about these “paradisiacal” places.
Kami Cave
This mission is the end of Act 01 of the Relic Hunters Legend story and is a new Delve that we implemented very differently from the previous one (The Shadow Valley Prison). The design of the space is much more in tune with what we need for a Delve mission in Legend, with a very different and cool Boss fight at the end.
Faction System
We already explained how the Faction System will work in the previous Dev Blog update, but now the feature is done. It has all the tracking icons and you can track up to 5 Quests at the same time, regardless if they are Adventure Quests or Faction Quests.
Skill Tree Icon
Every hunter has their own unique Skill Tree icons set. No more placeholder here, yeey!
Cosmetics
We still have a long way to have everything we wanted for launch and we’re excited about how many cool things we can do with our characters. We’re investing a lot of time into these cosmetics and now we have a few hairstyles, new color palettes, scarfs, accessories, jackets, sneakers, etc so you can create your own unique style.
We hope that selling Cosmetics will be our main source of revenue when the game is out, and allow us to keep supporting the game for years without any predatory monetization, so we want to make it really cool, fun, and cute so our community gets excited to customize their Hunters!
Onboarding system for Memories
Now, when you drop a Memory for the first time, the game will notify and guide you to the inventory, explaining how the Memory system works. Also, when you unlock Pinkyy or Jimmy, you’ll gain a few Memories and the game will teach you how to use them to level up these Hunters.
The Third Act
The third and final act of the Relic Hunters Legend is playable but in a bare-bones state. There's a lot of polish to do, and we’re also working on the script for a new fully-animated cutscene!
Epic Weapons & Gear
We finished implementing all the Tier 4 Epic Weapons and Gear. Now you can drop a lot of unique weapons with different styles and elements and Epic gear to complement your builds with better stats. Hope you enjoy it!
New music & Sound Effects
We developed two new songs and reworked some sound effects, especially the gunshots. Hopefully you'll find that shooting our guns will sound a lot juicier and even cooler than before!
Backend Migration
We have migrated from Amazon's GameSparks to Gearbox's SHiFT! The reason why we migrated from GameSparks (our previous backend system, powered by Amazon) to SHiFT was that after almost a year and a half of work to make our game stable on GameSparks, Amazon will be closing down the service for good soon. This forced us to switch to a different service, so it was helpful to have Gearbox offering us their SHiFT solution so we wouldn't start completely from scratch.
So we just pretty much had to rewire the entire game to work on a completely different backend system. This was the first time we had to do such a major rework in Legend, and hopefully will be the last.
UI Polish
We kept polishing the UI to make everything up to the same standards. The NPCs on the Secret Market have an icon above them and there’s a complete tooltip for the Reputation system with some lore and an explanation of what Reputation is. We also improved feedback for level up and quest completion.
Bug report tool
We polished up the feature and now it has a nice, cohesive, and easy-to-understand Bug report tool, with all the elements we need to understand the problem you’re reporting.
Bugs & Improvements
QA team keeps doing their best to track down all the bugs and find a solution to fix them. We also kept improving some experiences on our game modes. Some bugs and improvements that we have already tracked and fixed these months are:
Exploit fix: We remove the possibility to fake the faction quest events, this exploit made the quests"repeatable" and the player could win constant rank
Remember that horrible bug where you'd sometimes fall through random spots in the game world and die? We refactored all the movement systems and now this bug is fixed.
Blocked Map Nodes on Trash Sea fixed
Fixed some random missions at ADN that changed if the player reset their progress.
Fixed ADN rewards that were delivered at every level, even if the player already gained that reward.
Reset progress appeared on ADN as a null red when you clicked on a node.
Fixed the check system related to the number of hunters allowed to enter a mission in the ADN
Hover description at ADN when the level is blocked
Item Drops fixed
Fixed Help/tutorial messages that appear on the HUD not being hidden during cutscenes
Fixed the Secret Chest sound effect so that it only triggers if you haven't opened the chest yet
Asteroid Dungeon Nemesis
ADN still need some balancing, technical and visual polish, but all the of Tier 1 and 2 missions are playable now. We made a major change to how the Character Selection screen works: You no longer hover and change characters automatically - you need to click on the Hunter to change it. This change prevents the screen from freezing when you hovered over the Hunters quickly.
Also, the whole party gets a warning now if someone is using a Hunter that was already used on previous Floors. When that happens, the game automatically opens the selection screenso the player can easily select a valid Hunter instead.
Exploration Mission rework
Exploration Missions are getting better, with puzzles, mini-bosses, secret areas, and new Daily Goals for players to get some awesome rewards every day.
–
That's it for today, but there are many more things to come! Keep following us on social media, join our Discord Channel to hang out with us, and ask your questions about Relic Hunters! We’re always there to assist you, and our community loves to make new friends!
I am happy to celebrate another great year in the Unturned community! We first launched into Early Access on Steam in 2014: eight years ago today. Thank you to everyone for your longtime support and encouragement as the game continues to grow and (hopefully) improve! I consider myself incredibly fortunate and lucky to be able to focus on this project full-time for so long.
Changelog:
Added:
Housing Planner tool for quickly placing structures. [ID 1764]
Notification on main menu when an update is available.
Server option to shutdown for auto-detected game updates. (Finally, eh?)
Server option to shutdown for scheduled maintenance at a fixed time.
Grow_SpawnTable (guid) option for crops.
Copy to Clipboard button for error message.
Option to make terrain holes visible for finding gaps.
Terrain material icon in asset list.
Changed:
Housing item placement is easier now that connections betweem then are tracked.
Roof placement requires two pillars rather than a pillar at each corner.
Shooting/attacking stops clientside if no inbound traffic has been received for 2 seconds.
Updated barricade placement on vehicle to use netids rather than index.
Temporarily buffed brick-material housing items from 800 to 1650 HP.
Fixed:
Many exploits for stacking housing items in the same slot.
Explosion damage respects zombie armor.
Terrain editor per-"pixel" smoothing mode near edges.
Whitespace-only player names with name filter disabled.
Reverted post processing version to work around TAA transparent field of view bug.
Some terrain hole gaps on Germany.
Wrong material on circular table barricade LOD1.
Housing Planner:
The Housing Planner lets you quickly place housing items without waiting for animations, and pick them back up much faster. It can crafted from a GPS and Rangefinder, or found as an uncommon drop at construction sites.
There are a variety of housing-related rewrites in this update which are part of a first step towards better base building. Future work in this area will include building downward, claim flags automatically covering the entire connected house, replacing the crafting system, and more!
Server Auto Restart:
Two features have been added to the server Config.json file in this update to make server maintenance without plugins easier:
Scheduled Maintenance:
Restarting approximately once per 24 hours is recommended for the meantime because most of the older code still uses 32-bit floating point time. While this is gradually being improved an option to schedule shutdown has been added.
Enable_Scheduled_Shutdown: if true the server will shutdown at the specified time.
Scheduled_Shutdown_Time: local time the server will shutdown.
Scheduled_Shutdown_Warnings: list of times before the shutdown to notify players. For example 30:00 will broadcast in chat 30 minutes before the shutdown.
Checking for Updates:
Finally! The server can monitor for updates and restart when one is detected.
Enable_Update_Shutdown: if true the server will monitor for updates.
Update_Steam_Beta_Name: defaults to "public", but can be set to "preview" for servers running on the preview branch.
Update_Shutdown_Warnings: after an update is detected the server will wait for the longest of these durations to notify players before shutdown. For example if the longest time is 2:30 the server will broadcast in chat 2 minutes and 30 seconds before the shutdown.
Practical Application:
These options are most useful in conjunction with a script that updates and restarts the server in a loop. For example this Windows .bat script can be placed in the steamcmd folder to infinitely update and restart the server:
@echo off
rem @ suppresses echo command from being echoed, and then disables echoing in this script.
rem This is a label for use with "goto". The script will return to this label to update and restart the server.
:loop
rem %~dp0 expands to the path to this script's directory, allowing it to be called from a different working directory.
rem The "/wait" option pauses our script until steamcmd is finished.
rem Start steamcmd, download latest version of Unturned Dedicated Server, then close cleanly.
echo Updating...
start "" /wait "%~dp0steamcmd.exe" +login anonymous +app_update 1110390 +quit
echo Finished update! Launching server...
start "" /wait "%~dp0steamapps\common\U3DS\Unturned.exe" -batchmode -nographics +InternetServer/MyServer
echo Server has exited. Restarting after timeout...
echo:
echo Press CTRL+C and then Y during this timeout to cancel restart.
timeout 10
rem Return to the "loop" label to update and restart the server.
goto loop
Windows 32-bit Deprecation:
This will be one of the last updates with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players. The final update with 32-bit Windows support will be sometime in early August, and will also remain permanently available on a Steam beta branch for anyone returning to the game on a 32-bit PC.
Time for another game development update! This week we are going to showcase the next boss we are building. Let's all say hello to Jackie Jumps. This pissed-off bunny is a whirling tempest of fury. Hot-blooded and quick to anger, this rocket-fueled rodent is a handful.
Before we dive into let me remind everyone that our upcoming Kickstarter Campaign is Coming Soon. For more information regarding our Kickstarter, be sure to visit our revamped Kickstarter Landing page. From there you can pre-register for our Kickstarter. Not only is this super helpful for our cause, but It will let you know the instant our campaign goes LIVE.
Only upon the icy cold frozen Tundra of Torment will you find the legendary Jackie Jumps. A whirling tempest of fury, this unstable bunny is hot-blooded and quick to anger. Never piss off the bunny. This rocket-fueled rodent loves to duel and never passes up a good fight. He loves to enter combat with a spear and springboard himself into the sky for devastating aerial maneuvers. This jacked-up rabbit fights like a dragoon on crack.
Lots of tender loving care went into the design of Jackie Jumps. We wanted to create an adorable-looking rabbit character, but with the mind of a complete psychopath. This was really fleshed out during VO development. Jackie was brought to life by the incredible Tom Schalk. Overall, we ended up with an incredible character.
Tundra of Torment
Before you can fight him one-on-one though, you have to get through The Tundra of Torment. This snow-capped hellscape will put your platforming skills to the test. Chester will have to contend with treacherous icy ledges, blizzards, snowmen, and penguins of doom! Just to name a few!
Coming Soon
We'll have lots more content coming soon showing off more of Jackie Jumps. Including lots of videos and VO. Next time we will take a look at Laser Eye. Another boss we are cooking up. Wait till you get a load of this guy.
In the meantime. Be safe and never piss off the bunny!
Added the MapRemotePlayerVisibility server option for Multiplayer. 1 = Remote players aren't visible on the in-game map 2 = Remote players in the same faction or sharing a safehouse are visible 3 = Remote players are always visible
The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible. When not in debug mode, these options are available: - Players - Remote Players (client only) - Player Names (client only) - Symbols
Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
Give zombies that are targeting a player higher priority for pathfinding than other zombies.
Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.
Added new loot maps from Pat Bren.
Split the single Louisville map-item into nine separate maps.
Added Louisville maps to the loot tables.
Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.
Added "Default=" to combobox sandbox-option tooltips.
Allow empty bottles to store gasoline.
Added water capacity in context tooltip when filling water container (if only 1 item type)
Updated community translations.
Updated credits.
Improved icon draw for context menu
Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
Added a way to rename a savefile in the load-game "More..." panel.
Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)
Allow building double doors inside buildings. This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
Added checks for wall-like obstacles that should prevent opening or closing double doors.
Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.
Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
SFX
Updated sound banks. - New action music track. - Fixed one male zombie voice looping the Hit sound. - Added missing sound for taking water from a dispenser.
Added an ambient sound to the Gas-2-Go pumps.
Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.
Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation.
MAP
Full export of the current Knox Event map, not including new areas being worked on. This will be the final B41 map update.
Updates many farms and farmsteads
Improves upper class areas in Louisville
Adds many new tiles on the tilesheets
Fixes many and various community-reported map issues and bugs
FOOD AND RECIPES
New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
New Canned Condensed Milk item; can be used for the same recipes as milk.
Balance adjusted assorted values of food items and recipes.
Appropriate bottles can now hold gasoline.
Baloney and salami can be sliced.
Many food items have more options for being used as evolved recipe ingredients.
Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
Crayons can be used to write notes and mark the map.
Toast can be made from Bread Slices by cooking them.
New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
Whole Pizza item added.
Glasses and cup items can be filled with water.
WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
Canned Condensed Milk item; can be used for the same recipes as milk.
Maggots that spawn with zombie corpses will be mildly poisonous.
Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
Added placeholder texture for Bag_MedicalBag.
Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
More flexible Tag support for writing notes.
Added Tomato Paste item for pizza crafting.
Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
BALANCE
Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
Watermelon must be sliced or smashed before being able to eat it.
Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
Only Bread Slices and Toast can be placed inside Toasters.
Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
Many recipes adjusted to allow for more ingredient flexibility.
Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
Changed Rip Clothing recipe
HandWeapon.weaponSprite is saved if it is different than the item-script's value.
Slightly increased zed attraction to gunshots in MP
Reduced the endurance loss when missing a hit (especially when pushing).
Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
Added a "Slice Onion" recipe so Fried Onion Rings can be made.
Made the Composter thumpable by zombies.
Sometimes the corpses that spawn as the player explores the world will be fake dead.
As corpses progress in rot stages they have a chance of becoming fake dead.
Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.
Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.
Adjusted weight of Spears
Floor tiles will now provide a maximum of 1 nail when dismantled.
Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
ANIMS
Added new fill from bourbon bottle anim
Changed fill from bourbon bottle xml to use new anim
Emote Wheel adjustments:
Adjusted some emote bone masks to reduce clipping
Added some stealth emote versions to reduce clipping and posing awkwardness
Added emote states for different weapon poses
Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
Idle extension adjustments:
Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
Added normal stance extensions anims, where appropriate
Added normal stance extension xml for different weapon stances, where appropriate
MP
Various anti-cheat improvements
Sync and physics improvements for vehicles. - Refactored and decreased vehicle physics packet size. - Vehicle interpolation was refactored and improved .
Improved towing physics and behaviour. - Updated PZBullet library on all platforms. - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.
Optimized Vehicle authorization on exit
Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory.
Visual data for damaged/fixed clothing will now sync between clients.
Hit reaction translation length is now calculated by appropriate animation clip
Use WaveSignal packet on client
Improve auth/towing for cases with two drivers/swap tow
Stopped clients updating rotting corpses and fake-dead corpses.
Added check for IsoDeadBody.getHumanVisual() being null.
Server will send the success result of recipes checksum validation if the client is untouchable. - The game will calculate the checksum using the original recipe name.
The driver now stops the vehicle before they exit from the vehicle or switch seat. - Added ISBaseTimedAction timed action. - The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now. - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.
The SystemDisabler.doDisableTunePhysicDelay variable was added
If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.
The game server will not send the PlayerUpdateReliable packets from players who are far away.
Improvements for some anti-cheat checks
ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
Added log message for LUA debugger
Improve vehicle logging - Add DebugLogStream noise methods - Logs can be filtered by severity
Reformatted log streams for damage, death, and multiplayer log types
Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short) - Command entered in general chat tab changes severity on the client - Command entered in admin chat tab changes severity on the server
Fixed Zed appearance not syncing between players.
Fixed one player being able to use two radios / walkie talkies.
Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
Fixed vehicle radio using wrong coordinates.
Fixed vehicle radio not working in the same way as world placed radio.
Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
Fixed vehicle radio text processing.
Fixed trailer authorizations / floaty trailers.
Fixed Item Remove tool not removing items from containers on a server.
Fixed clients sending StopSound packets to the server for zombie vocals.
Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
Fixed clients sending climb-over-wall sounds.
Fixed seat authorizations.
Fixed null pointer exception in the VehicleManager.serverPacket function.
Fixed incorrect delay-tuning algorithm.
Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
Fixed issues when characters are hit by trailers.
Fixed corpses disappeared when killed by trailer
Fixed issues with vehicle physics debug log messages.
Fixed Admin being kicked because of incorrect checksum.
Fixed car changing its place after re-login.
Fixed normal vehicle not being removable in mods.
Fixed movement sound when vehicle is stopped.
Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
Fixed disappearing trailers.
Fixed physics update limits.
Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
Fixed attached cars being disconnected after re-login.
Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
Fixed empty RequestGetFull being sent.
Fixed vehicle passenger could have vehicle authorization after collision.
Fixed vehicle collision owner.
Fixed tow re-attach.
Fixed vehicle seat switching.
Fixed passengers seeing black boxes at high speeds.
Fixed vehicle not damaging players after re-login.
Fixed vehicle local simulation pass through another vehicle.
Fixed player can't become owner of pushed vehicle.
Fixed bouncing vehicle authorization at the end of local simulation.
Fixed player can exit or sleep in moving car.
Fixed rare incorrect vehicles authorization after towing.
Fixed engine sound disappearing without a driver.
Fixed car not stopping when driver changes their place due to cruise control.
Fixed error when try to type "[" in Item list viewer.
Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
Fixed clipping vehicles.
Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
Fixed Vehicle simulation speed depending on locked fps.
Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true.
Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
MODS
Improved log for lua errors. Now it shows modified file errors
Added list of mods in Pause menu + this list shows mods that cause errors
FORAGING
Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.
Turn the player to face a forage item when picking it up.
Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
Zone.getTotalArea() returns the area of polygon and thick polyline zones. Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon. For other types of zones, width * height is returned.
Added the OnLoadedMapZones event which is called after map_zone.bin is loaded. As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.
ADMIN/DEBUG
Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. . - Controls: - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool".. - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile". - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.
Added trigger thunder tool (for admins).
Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).
Changed LootZed manager opening on RMC-ContextOption on container button.
Allowed admin to create any VHS out of spawned VHS-home (like in debug).
Added sync for Health panel cheats.
Trailers debug is improved.
Small fix to Lua closure.
Improved spawn vehicle menu.
Added ability to change weight in Player Stats window.
Added destroying objects without a sledgehammer if building cheat is on.
Added sliders for change weight and calories in debug panel.
Added Step Into, Step Over, and Resume buttons to the Lua debugger.
Improved ContextMenu
Now you can add icons for context options: local myOption = context:addOption("My option name", ...) myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")
Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
Improved Debug/Admin options.
Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings. - Added Door Options can be found in the Right-Click Context Menu -> Objects. - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
Added 'make noise' options to attract zombies.
Added option for removing all zombies in a zone to the Admin tools.
Added icons in context menu for ADMIN/DEBUG options.
Added elapsed time since server started in server statistics info.
Added access to some Admin tools for moderators.
Added an external anim debug UI for Martin.
Removed the line "Press Esc to open Admin panel" from Server toolbox UI
FIXES
Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days.
Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu.
Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.
Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer.
Fixed the composter becoming unusable after moving it.
Fixed being able to move a composter if it has compost in it.
Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked.
Fixed clothing dryers and washers not consuming fuel from generators.
- Fixed generator fuel consumption not being updated properly when turning things on and off.
Fixed picking up and placing powered objects not updating generator fuel consumption.
Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more.
Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator.
Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side.
Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers.
Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated.
Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet.
Fixed VehicleAmbiance stopping immediately after starting sometimes. - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting.
Fixed Base.BareHands.HitFloorSound. It was trying to play the non-existent default BatOnFloor sound.
Fixed hot food not cooling down when placed on the ground.
Fixed incorrect weights of weapons with upgrade parts.
Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50.
Fixed hearing rain hitting a vehicle when the vehicle is inside a building.
Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building.
Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI.
Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall.
Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground.
Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground.
Fixed and adjusted many model "world" attachments.
Fixed bug when character weight does not decrease if day length > 1 hour
Fixed equipped radios only updating for one splitscreen player.
Fixed stacking of military crates and the popcorn machine.
Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures.
Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options.
Fixed accidental change of Muldraugh map bounds to Louisville area.
Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with.
Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked.
Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key.
Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake.
Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change.
Fixed the animation played when filling Bourbon and Wine bottles.
Fixed bunker tiles cutaways.
Fixed blood appearing on destroyed windows.an destroyed fences.
Fixed holding SHIFT made weight decrease faster.
Fixed holding SHIFT without moving having the same impact as running on hunger.
Fixed sitting on a chair giving a different endurance regen than sitting on ground.
Fixed car's engine not taking damage when running over zombies when the hood was removed by player.
Fixed not losing endurance when stomping zombies in the legs.
Fixed more cases where indoor zombies can spawn in inaccessible locations.
Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square.
Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code.
Fixed missing tile properties on the Public Garbage Bin (and added translation).
Fixed the Small Crate (found in Greene's Grocery) not being stackable. Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed.
Fixed the properties on some new stove sprites. They became IsoThumpable instead of IsoStove.
Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.
Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game.
Fixed the Lua debugger not handling changes to screen resolution.
Fixed bug in vehicle skin editor in SP.
Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs).
Fixed tile properties on a stair railing creating invisible walls.
Fixed CornerNorthWall and CornerWestWall not having tile properties.
Fixed zombies only playing their Hurt sound one time when hit on the ground.
Fixed spear-charge zombie kills not being counted.
Fixed the container highlight color not being displayed for painted crates.
Fixed not being able to sleep on brown picnic table.
Fixed Spiffo's green arrow requiring farming skill to be picked up.
Fixed some desks that couldn't be picked up.
Fixed some office whiteboards that couldn't be picked up.
Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING.
Fixed bug when generator can charge vehicle battery.
Fixed water containers not getting fully emptied when watering crops.
Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text.
Fixed players being able to start changing parts of vehicles when inside a certain vehicle.
Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory.
Fixed missing translation for new movable Medical Desk.
Fixed bug with rip clothing menu.
Fixed bug with double checking fishing net.
Fixed being able to dismantle favorited Electronics.
Fixed bug player not takeing nearest item in inventory for smoking.
Fixed character info panel showing male player model when the character was female.
Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer.
Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed.
Fixed radios with dead batteries still being turned on.
Fixed missing space after the water amount in the farming tooltip
Fixed the animation speed of the wind effect on water being faster at higher framerates.
Fixed fog from a previous game appearing briefly when loading a different game.
Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed.
Fixed the character-info-window help dialog not resizing to match the height of the text.
Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn.
Fixed the 'pinned' state of the character-info window not being preserved.
Fixed the 'pinned' and 'visible' states of the forage ui not being preserved.
Fixed flashlights no longer falling out of hands when climbing over walls
Fixed lack of shoveling sound when filling in graves.
Fixed being unable to dismantle Electronics with a favorited Screwdriver.
Fixed Flashlights falling out of hands when climbing over walls.
Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes.
Fixed granola bars and cookies being perishable.
Fixed missing fruit cocktail item.
Fixed items being used in evolved recipes not having their thirst values reduced.
Fixed Pancakes being unable to be burnt.
Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients.
Fixed partially eaten food not getting lighter in some circumstances.
Fixed renamed items being able to have new names of more than 28 characters
Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss.
Fixed music not restarting after creating a new character in-game.
Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused. Food models are rendered as Cooked or Rotten but not both.
Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right.
Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time.
Fixed the custom weight of trapped animals not being preserved.
Fixed inaccurate weights for partially eaten food items with custom weights.
Fixed renamed items not being limited to a new name of 28 characters or less.
Fixed accurate weights for partially eaten food items with custom weights.
Fixed claustrophobic characters being able sleep in small rooms by right-clicking the bed from outside the room.
Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP.
Fixed vehicles with premium radios installed not being able to play CDs in them.
Fixed missing tooltip explaining that to purify some water containers, a microwave must be used.
Fixed error with Baguettes being unable to be used to make sandwiches.
Fixed missing add-all option in the fill menu for Generators.
Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.
Fixed Sweet Pies being unavailable in the crafting UI.
CODE / ENGINE
Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator. Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters. These duplicate separators didn't seem to hurt anything.
This event is a bonus event for your recharge into the game, since when recharging you get separate points in this event, with which you can try your luck by spinning the reel for x50 points or spin a large scrolling for x500 points.
Hi Ragdolls! We are excited to finally drop this update! This update will lay out some of the groundwork for the upcoming new user requested fixes and features that we are working on right now. In this update, we did a ton of bug fixes and improvements. We also added a few new fun things to the game to enjoy the sandbox mode.
Here is the full update list!
Implemented a Start and stop simulation form fly cam
Fixed an issue where leaving a flipped car makes your character flipped as well
Improved Player and vehicle collision
You can now open the last opened page of the inventory for selecting the items instead of opening the first page when opening every time.
Fixed an issue where clicking inside the inventory activates the tools at hand
Fixed ragdolls collision visibility
Fixed an issue where pressing the R key repeatedly will make the character goes up
Updated Ui modes
Fixed inventory not closing when pressing the Escape key
Updated help menu pop up when starting the game
Improved Ragdolls collision response with vehicles and obstacles
improved player key response
Also! a quick update on development in general. We have some really exciting new content cooking for Ragdolls playground. We can’t wait to start sharing work in progress this week on our Twitter! Make sure you follow us there!
Thank you to everyone who shared their feedback with me for improving the game and showing their support for ragdolls playground . I hope you enjoy this new, more casual ragdoll game as much as we do!
Hi Ragdolls! We are excited to finally drop this update! This update will lay out some of the groundwork for the upcoming new user requested fixes and features that we are working on right now. In this update, we did a ton of bug fixes and improvements. We also added a few new fun things to the game to enjoy the sandbox mode.
Here is the full update list!
Implemented a Start and stop simulation form fly cam
Fixed an issue where leaving a flipped car makes your character flipped as well
Improved Player and vehicle collision
You can now open the last opened page of the inventory for selecting the items instead of opening the first page when opening every time.
Fixed an issue where clicking inside the inventory activates the tools at hand
Fixed ragdolls collision visibility
Fixed an issue where pressing the R key repeatedly will make the character goes up
Updated Ui modes
Fixed inventory not closing when pressing the Escape key
Updated help menu pop up when starting the game
Improved Ragdolls collision response with vehicles and obstacles
improved player key response
Also! a quick update on development in general. We have some really exciting new content cooking for Ragdolls playground. We can’t wait to start sharing work in progress this week on our Twitter! Make sure you follow us there!
Thank you to everyone who shared their feedback with me for improving the game and showing their support for ragdolls playground . I hope you enjoy this new, more casual ragdoll game as much as we do!
Don’t miss out on your chance to experience the benefits of ESO Plus FOR FREE during this limited-time trial period!
The Benefits of Membership—Free!
The ESO Plus Free Trial is now live until Thursday, July 14, at 10:00AM EDT. During the trial period, all ESO players can enjoy the following ESO Plus-exclusive benefits:
Full access to DLC game packs—new zones, quests, dungeons, and more
Includes Orsinium, Thieves Guild, Dark Brotherhood, Shadows of the Hist, Morrowind (zone and story), Horns of the Reach, Clockwork City, Dragon Bones, Summerset (zone and story), Wolfhunter, Murkmire, Wrathstone, Elsweyr (zone and story), Scalebreaker, Dragonhold, Harrowstorm, Greymoor (zone, story, and Antiquities system), Stonethorn, Markarth, Flames of Ambition, Blackwood (zone and story - does not include Companions), WakingFlame, Deadlands, and Ascending Tide.
A Craft Bag offering you unlimited storage for all your crafting materials
Double Bank space for all characters on your account
10% increase to Experience and Gold acquisition, Crafting Inspiration, and Trait Research rates
All this is yours for a limited time, but the full benefits of ESO Plus, including monthly crown stipends and exclusive in-game deals, can be accessed only by purchasing a membership for yourself. For information, check out our ESO Plus guide.
Eager to get gain access to the Free Trial period? Here’s what you need to do:
Log into The Elder Scrolls Online.
Navigate to the Crown Store.
Select the ESO Plus tab.
Select “Free Trial!”
Keep your wallet in your pocket as no credit card info is required to preview ESO Plus during the free trial!
Try For Free
With boosts to XP and gold gains, access to the near-bottomless Craft Bag, and the chance to dive into the latest ESO content for free, now is the perfect time to experience ESO Plus for yourself. Are you planning to enjoy the benefits of membership during this latest free trial? Let us know via Twitter, Instagram, or Facebook.
The ESO Plus Free Trial is now live and will run until Thursday, July 14, at 10:00AM EDT.
When you remove buildings, blocks, or items, all of the items are refunded to the Town Center. But if players have multiple Town Centers, it can be confusing to know which one will receive the items. This patch introduces a new flag called 'Is Primary Storage' to Town Centers. This building will receive all refunded items.
Only one Town Center can be the Primary Storage, so if you check it on another Town Center, the original one will lose the flag. If you delete your Primary Storage, the next Town Center (in order of when they were built) will automatically be assigned.
Legacy maps will have this automatically checked on whichever Town Center was built first.
Reworked UI for inventory input / output options
Previously, if you clicked on a storage building's inventory slot you were presented with an option that cycled between 'Storage', 'Input', 'Output', and 'Disabled'. This was a bit confusing.
The purpose of this option is to let the player decide if the inventory slot should accept new items (say, you want to stop receiving a specific item), and if it outputs items it is holding (if you want the item to be preserved in shared storage for construction, and not taken away by workers/belts/trains/etc).
In the example above, the building will not receive any more Pears, but workers/belts/trains can remove them. Planks can be input into the building, but can only be removed by the player during construction, not by any in-game workers or gadgets.
Note, this can be very helpful if you want to create a buffer of construction items midway through a production chain! Route your production chain through a Barn, then set its top few slots to 'Input' only. Those slots will fill up first and retain their items. Any additional items will be added to the Input+Output slots, allowing them to be removed by workers & belts for further production.
All legacy assignments map over like this, and actual behavior is unchanged:
Storage = Input & Output Input = Input only Output = Output only Disabled = Neither
Misc Changes & Improvements
Item Slot detail panel can be resized
Fixed bug: Secondary Action Delete was not working on structures like Scaffold Blocks that occupy the entire block
Fixed bug: Research Cost Multiplier was not having any effect
Fixed bug: Research Panel not always updating to display newly unlocked recipes
Fixed bug: changing ‘Auto Configure’ checkbox on a pipe connector would not immediately re-draw the connector’s configuration panel to reflect the new options
Removed obsolete ‘Research Speed Modifier’ option from Global rules