If you run into an issue of the game crashing a minute after spawning, save the game as soon as you enter
ADDITIONS:
Upgrade to Unreal Engine 5.1 from 5.0
New Locations: The area around the airfield has been opened, go explore and discover REDACTED
AI Bandits, Scavengers & More - (First Pass): Around the world the player can bandits that will attack the player on sight, you can either find them at one of their camps or roaming randomly around the world. As well you can find friendly scavengers, they will not not attack you, unless you attack them first. In the future, you'll be able to trade with roaming scavengers and the bandit system will be improved heavily. You will as well be able to find wandering traders and REDACTED
New AI Animals: New animals have been added to the game. These are a bit more dangerous then your deers and rabbits, but include bears and wolves
Skill Tree: From leveling up, to killing bosses, these are ways the player can earn skill points, that they can then spend on the skill tree. The skill tree starts with 10 skills, and with future updates, this tree can continue to be modified and added to
Passive Skills: From doing in-game activities, you can improve your player's ability in that area. From hitting enemies with your melee weapon, applying first aid, sneaking, sprinting, shooting and more, all these will improve the player and their ability to conduct that certain task
New Vehicle: Modified Utility Pickup Truck
As well, this is a look into the future of what could come to vehicles
Firearm Effective Range: Each weapon has an effective range that it can fire to, once the weapon reaches it's effective range, damage falloff will be applied. For example, a sniper will have a much larger effective range, while a pistol will have a smaller effective range
Critical Hits: Weapons have a chance to hit a critical hit, these shots will produce more damage than a regular shot. The quality of an items and the type of weapon it is plays a role in how likely it will do a critical hit
Find hidden caches that randomly spawn across the map
New safe zone located on the river, on a broken down ship
Can now climb numerous ladders that were already on the map
You can now change distance of camera from player position
New player stat: Animal Kills
New item rarity: Rare
Rare buildable ornaments added, find these rare items in residential buildings
Speed added to vehicle UI
Added anti-aliasing type graphic setting
Adjust crosshair scale setting
Added light shafts and a setting to turn them off
New Items:
Airfield keycard
Classified Area Keycard
Pipe bomb
Chemlight
Biker helmet
Alice pack
Patrol backpack
Damaged patrol backpack
Enhanced military respirator
300 Winchester rounds
M2010 Enhanced - Legendary sniper rifle
M2010 mag
Battle Ready Glock - Legendary handgun
Colonels Revenge - Legendary assault rifle
Colonels Revenge mag
Exterminator - Legendary shotgun
Valkyrie - Legendary assault rifle
Valkyrie mag
Guardian - Legendary marksman rifle
Guardian mag
Small couch
Bed
2x Storage crate (New)
Money safe
Camp chair (New)
Table (New)
Flag
Couch
Dresser
Bunk bed
Piano
Tent (New)
New Rare Buildable Ornaments:
Cow girl ornament
Dog ornament
Globe ornament
Goblin ornament
Knight ornament
Neon cactus ornament
Newtons cradle ornament
Orbiter ornament
Samurai ornament
Space shuttle ornament
Toy bear ornament
Viking ornament
New Difficulty Options:
AI respawn timer
Zombie health multiplier
Bandit health multiplier
Scavenger health multiplier
Minimum timer until airdrops (Seconds)
Maximum timer until airdrops (Seconds)
Random event chance multiplier
Day length
Night length
Reset passive skills on death
Stamina depletion multiplier
Stamina recovery multiplier
No vehicle spawns in new save
Bandit camp spawn chance multiplier
Scavengers camp spawn chance multiplier
CHANGES:
Containers are now more random with how they generate loot
Big change to harvesting system; Now Trees and rocks can be cut down and mined
Player now spawns a lootable container on death, hopefully this will solves issues with not being able to loot your own dead body
Adjustments to firearm loot rarity
Improved combat rolling (Now directional)
Improvements to vehicle handling and how vehicles turn
2 types of locked doors to pick lock. Rooms with better loot now have an advanced locking system. To unlock this type of door the player will need to unlock the Lockpick+ skill in the skill tree
Only crafting benches, campfires and base marker will block AI spawns / loot spawns
Improved water material / shader
Removed vehicle deformation (For now)
Improvements to ladder system
Major improvements to graphical design of subway
Changes to ice cream vendor locations
Noise made by player movement increased (Ties into to new passive skill system)
Slight adjustments to inventory UI
Slight adjustments to crafting UI
Improved entering & leaving area UI
Changes to some vehicle textures
Changes to radiation weather when in a radiation zone
Improved new game difficulty selection UI
Improved item inspector/image quality
Changes to main menu level
Improved respawn screen UI
Changes to player crouch camera
Adjustment to shooting trail visibility
Smoother switch camera side transition
Can now carry 10 meat instead of 3
Adjustment to amount of meat from animals
Initial delay added when spawning AI
Only change character model after a suicide (Not every respawn)
Items stack when hovered and dropped over a container (Example, money in money pouch)
Fixed crane collision
Fixed not being able to roll while aiming down sights
Volumetric fog video setting fixed
Fixes/changes to AI spawning
Fixed random chance to spawn event code
Fixed first person building mode
Fixed no context menu for equipping and un-equipping throwables
Fixed some issues with water and collision
Fixed spelling of 'ceiling' on lights
Fixed position of Acog on Barrett 50 Cal Sniper
Fixed buildable traps not counting towards kills (Eg. Landmine)
Fixed animation not looping when breaking into a locked cabinet, etc
Fixed airdrops giving way too much loot
Fixed water well going into negatives
Fixed dropping items from a dead AI body deletes the item
Fixed animal footstep sounds
Possible fix for 'Too close to wall' staying on screen
Fixed issues with melee stance (ADS but melee)
Fixed Mosin clip description
Fixed climbing ladders forever if not near middle of ladder
Fixed events not despawning correctly
Fixed player model changing every respawn (Not suicide)
Fixed MP5 compensator location
Fixed 'auto save' saving even if the player is dead
Fixed crawlers not being killed by vehicles
Fixed random events spawning containers even when the event wasn't spawned (Could solve some people's issues with lag after saving and loading the game after many times)
Fixed an error that was happening when crafting (Does mean you have to click back on object to craft again)
Container weight system delayed until future update if it is going to be added
Thank you very much, keep surviving and look forward to the next updates!
We have an event for you today which if all goes to plan should give the veteran players a run for their money and also be approachable for new folks joining in.
This event brings the launch of a new multi-region feature, which means at the start there will be two regions: an area for beginners and for the more grizzled among you, there’s The Western Wilds.
Within this region, there will be a brand new shiny PvE event (our first ever!). Here your kingdom will have to withstand 5 days of on-going attacks from marauders. You’ll compete against other kingdoms to defeat as many of those pesky marauders as possible within the time limit.
Don’t get too over-confident though, these armies will be stronger than player-controlled armies so prepare to be humbled (maybe, probably.)
At the end of the event, you’ll also get to tackle a new NPC mob! We plan to bring this to your roster in the future but for now we’re testing it out as an NPC.
It turns out that some people may have been playing a more difficult game than others. Unbeknownst to me, one of the two systems responsible for placing obstacles in front of the player, specifically the Smart Placement System, was framerate dependent. Ironic isn’t it. It wasn’t acting very smart. SPS is a custom-built algorithm that uses animation curve graphs using speed, world position, altitude, etc. to dynamically change the spawn rate of obstacles. So, it turns out that this algorithm was run every frame instead of every fixed frame, so people with higher framerates saw more obstacles because the algorithm was literally running more often making the game unfair and not fun. I’ve moved the algorithm to fixed update which means regardless of framerate, the algorithm will be run the same number of times. I haven’t ever caught this because I never run the game at super high framerates. Also, low framerates will receive more obstacles now because of this fix. I’m sorry for not catching this before release, but it seemed like it was working well until I heard that some people were getting too many / too little obstacles.
In summary the following bugs should be fixed:
• Levels will now have the same number of obstacles regardless of framerate. They still use other statistics to alter spawn rate, but framerate is not one of them
• I have had to rebalance obstacles and power-up spawning for all levels. I have tested each level but let me know if any of them seem off.
• Muffled sound was applied to landing when it shouldn’t be
General: - Fixed players being able to take worn items from each other. - Fixed that only the host could see the end screen of a level.
Lake: - Fixed that panels in "Lake" were displayed incorrectly in investigation mode.
Warehouse: - Fixed that panels in a puzzle in "Warehouse" could be incorrectly interacted with when in investigation mode.
Cabin: - Fixed that it was not possible to pick up a key in "Cabin".
Mineshaft: - Fixed that clients in "Mineshaft" were getting incorrect graphics displayed on the dice. - Fixed that in rare cases players got stuck in a wall at one point in "Mineshaft". - Fixed that clients were not getting the hint board displayed correctly in "Mineshaft". - Fixed that certain doors in "Mineshaft" could be opened without solving the previous puzzle.
Hey Everyone. With some feedback I recieved on the demo I have added the following
*Save Feature - You can now Manually save your progress. This can be done in the rooms with the glowing book. *FOV option in graphic settings - you can now adjust the FOV *Minor bugs fixed *A few addtions to the demo
Hello everyone, the version 0.2.8 is here!! Here is the change log of this version, in this patch we mainly focused in improving the VR gameplay because it was inplayable, but now you can expect a better experience, hope you enjoy it! ːsteamhappyː
Added AI to the player queues so players can battle more beyond the campaign until there is a more consistent playerbase
Updated the wording on the Barricade card
Bug Fixes
Fixed an issue where the Android client could get locked up when going into queue
Known Issues
Unsummon has an issue where it isn't properly putting the destroyed unit back into the owner's hand
Charm has a few visual issues\
Occasionally a match will hang after a player's crystal has been destroyed. You'll still get xp, rewards, ect. It's just a message failure on the server to tell the client to quit the match.
Reconnecting to a match can lead to a soft-lock if you reconnect right as the match is ending
Reconnecting more than once per game can cause issues
We have started the servers! We are going to start by trickling players in, since the servers are coming from a cold start. Thank you everyone for your patience during these trying times.