Hated Posted December 4, 2019 Share Posted December 4, 2019 Good evening! Alpha 18.2 b5 is here now! Warning: Do not overload your forge (>30k) by smelting in new resources while queueing up recipes and cancelling them. This will likely result in a chunk reset and part of your base will be gone. A fix will be deployed to experimental soon. With this version we introduced: 1. a fix for our users running AMD HD 5000 & 6000 cards 2. a new option (terrain quality) that will allow players to gain FPS For feedback and balancing suggestions, please go to our feedback thread. For ideas outside of balancing please visit our dev diary. For any bug reports and the latest known issues please visit our bug report thread Have a great day! Here is what has changed since A18.1 b8 stable Added Create a function to lock xp amount required to a specific amount at a certain levelSpear should drop to the ground when a player corpse despawnsSeveral deco blocks to metal fence/furniture blocksCommand aliases "food", "hungry" for "starve" and "water" for "thirsty"Zombie dogs to the burnt forestTerrain Quality video option Changed Burnt forest sky and fog visuals are more pleasingIncreased value/cost of Grandpa's Learn'n ExilerReduced stack size on some ammo quest rewardsFaster crafting time on the topsoil block and hobo stewNerfed gas in lootSham chowder uses canned sham instead of sham sandwichesModGunShotgunTubeExtenderMagazine has no random rangeModGunRodAndSpring reduced to +15% and added missing effect that the description claimedStun effects from shotguns do not cause a cooldown on the targetShotgun slugs count as AP rounds30s drink buffs increased to 45s durationArmorSteelSetParts and armorMilitarySetParts can drop along with clothesIncreased LockPickBreakChance by 10%Bundles/pallets of items renamed to "stacks" for consistencyIncreased the stack size of bullet tips, casings, buckshot, paperShotguns cause a short stun by default and the perk increases it's duration instead of the chance to occur.Increased spread and damage of shotguns at short range and efficiency against packs of zombies. At their max range of 10m the damage is zero.Slightly more polymer in loot and from destroying trash pilesStuns do not lower a player's melee attack speedIncreased the damage on the primitive bowBathtub filled with gore drops more rotting fleshBlock material on torches/candles does not cause a loud crash sound on destructionDeskLampLight should harvest brassSeveral small loot piles have duplicate or overly loud looting soundsSMG do the same damage as pistolsIncreased drop rate for Handgun items at higher GS where the bucket needs to be larger to cover both SMG and magnumIncreased drop chance of T3 item parts where the T2 item does not scrap into T3 parts, such as with clubsZombie animals drop the same amount as rotten flesh as a live ones drops meatPerkLivingOffTheLand reduces the cost of crafting farm plotsSham recipe now creates 5 cans of sham at a time but requires more ingredients and acidPerkYeahScience lets you craft gunpowder, glue, aloe cream, gas and oil with fewer resourcesUpdated burnt forest textureKnivesnow cause bleeding on every hitPerkDeepCuts further increases the max bleeding stacks and adds a run speed debuff to bleedingResourceElectricParts are no longer craftableLockpicks are not consumed on successful lockpicking.Cheesecake now grants 5% better prices when buyingFetch-only quests have lower rewardsBlood moon spawner ignores bedrollsImproved blood moon spawner temp path grid position Fixed Hide paging buttons when not needed.Iron and steel spear show too bright in the dark.Unity crash when hitting Esc in prefab editor containing pumpkinsZombies can disable vehicles too fastYou can ride the bike in turbo mode with no staminaAdded asphalt recipe back inPumpkin recipes are not in lootWarning about xuiwaterInconsistent harvest on old suitcaseArmorSteelHelmet missing from loot listWrong stack size on resourceLockPickBundle/recipeReading pumpkin recipes does not unlockLucky Goggles use A17 scaling and are too strong compared to the perkPower attacks will break stealth erratically and may play duplicate sounds. Sneaking now prevents all power attack grunts.MeleeKnucklesSteelParts missing in lootPrimitive bow not automatically loading when equippedTreeJuniper4m is invisibleQuest rewards past the initial 2 chosen rewards were not randomizing order correctly.Desert sunset was too redAnimal HP decreases with game difficultyController: Lights radial menu used left thumbstick, now uses rightEquipped clothing is not moddable.Requirement HitLocation is not working on arrows and boltsDedi password is not remembered when using controller in big picture modePressing ESC in the server password window causes the menus to breakAllowing ESC in server password window to cancel password inputInventory radial skipped when on a vehicle and using a controllerLockpicks only break within the last 25% of the LockPickTime.Kill The Wabbit quest does not consider the double barrel shotgunInitial loading of sounds from mod bundles can cause lagVultures fall through the world when killed high in the skyBulltproofplate makes farm plots transparent when touching the plot boxPistols with a full auto trigger have sound issuesSchematic and food recipe sounds are played for everyone to hearTorch candle dupe by placing and quickly hitting drop key.Chainsaw and auger not giving xp on zombie killsScopes have a red tint instead of green when wearing night vision gogglesIndexOutOfRangeException when copying block shape while using multiblocks.Removed unneeded debug message for shape menu.Apply options NRE in PrefabLODManager UpdateMaterialsChili dogs do not return an empty can on eatingMoldy Bread recipe missing from Chem Lab listDirt and Topsoil localization says it is from the creative menuCement mixer localization mentions fertilizerSeveral items have unintended high crafting timesBlurry vision does not apply when using scopesDeprecated insulator item removed and from traderFixed with issue with silenced fire on automatic weaponsCached map view persists between different servers with the same world a player connects toAdmin star is only seen on own player name when host, not when clientStarve command was brokenReading a book from toolbelt gives 100 xp, but not the same from backpack.Unknown loot_quality_templates threw an error on loadingForge max crafting will only allow 80% of available smelted resources.Living off the land lvl 3 was not working correctly.Shotgun particles replaying after fast weapon switching.AMD HD 5000 & 6000 series render ground horriblyCustomIconTint did not apply to icons that are in the shape selector menu.Multiple turrets made constant reload soundBunch of blocks caused errors in the prefab editorThere was no hunting game in the burnt forestMushrooms can be planted almost anywhereTypo in level 1 of electrocution er"Basics of electricity" is not in the loot tableBattery bank unlock info is incorrectLocalization end table lampReaper icon no longer stays with you on max levelPlayer dying during blood moon can stop blood moon spawnsPlayers can break blood moon spawn for entire serverDistant terrain brightness flickering when reflection probes updated when player movedImproved reflection probe fade out rangeDistant terrain looks white with half or lower texture qualityThe silencer no longer blocks ADS on a pistol Link to comment Share on other sites More sharing options...
jdifran Posted December 4, 2019 Share Posted December 4, 2019 "Blood moon spawner ignores bedrolls" Does this mean I have to worry about zombies spawning inside my base during the blood moon? (I fight from a raised platform maybe 30m away from my main base, but it's close enough that they could probably spawn inside it.) Link to comment Share on other sites More sharing options...
MaxitOp4 Posted December 4, 2019 Share Posted December 4, 2019 If we have servers running the 18.2 b5 experimental, is everyone able to play swapping to stable, or does everything have to be updated to "stable" and not experimental? Link to comment Share on other sites More sharing options...
canadianbluebeer Posted December 4, 2019 Share Posted December 4, 2019 build numbers for experimental and public are different. (public is newer) so... I dunno.. Link to comment Share on other sites More sharing options...
MaxitOp4 Posted December 4, 2019 Share Posted December 4, 2019 So the swap from Experimental to stable will likely require a wipe? Link to comment Share on other sites More sharing options...
Tdog555 Posted December 4, 2019 Share Posted December 4, 2019 Will this require a wipe if updating from 18.1 Stable to 18.2 Stable dedicated server? Link to comment Share on other sites More sharing options...
faatal Posted December 4, 2019 Share Posted December 4, 2019 So the swap from Experimental to stable will likely require a wipe? It is the same code/data, so it should work exactly the same. Link to comment Share on other sites More sharing options...
Tdog555 Posted December 4, 2019 Share Posted December 4, 2019 It is the same code/data, so it should work exactly the same. How about 18.1 stable to 18.2 stable? Can I update then put my saved world/player data back without wiping? Link to comment Share on other sites More sharing options...
Ghostlight Posted December 4, 2019 Share Posted December 4, 2019 Weird trees have appeared everywhere with 100 HP. Link to comment Share on other sites More sharing options...
faatal Posted December 4, 2019 Share Posted December 4, 2019 How about 18.1 stable to 18.2 stable? Can I update then put my saved world/player data back without wiping? It will probably be fine. Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 4, 2019 Share Posted December 4, 2019 Weird trees have appeared everywhere with 100 HP. what about in a new unexplored chunk? do they have full HP? Link to comment Share on other sites More sharing options...
Thecolours Posted December 4, 2019 Share Posted December 4, 2019 "Improved blood moon spawner temp path grid position" What does this mean? Link to comment Share on other sites More sharing options...
faatal Posted December 4, 2019 Share Posted December 4, 2019 "Improved blood moon spawner temp path grid position" What does this mean? When blood moon zombies spawn, their path grid will be more centered on them, so there is less chance their path hits the edge of the grid, which would make it harder to get over to the player. Like they could be running into a wall. Link to comment Share on other sites More sharing options...
Kameron1869 Posted December 4, 2019 Share Posted December 4, 2019 18.2 stable is not showing up on my list. Only 18.1. So do I just keep using latest experimental? Link to comment Share on other sites More sharing options...
Tdog555 Posted December 4, 2019 Share Posted December 4, 2019 It will probably be fine. Confirmed, Thank you. Link to comment Share on other sites More sharing options...
JCrook1028 Posted December 4, 2019 Share Posted December 4, 2019 18.2 stable is not showing up on my list. Only 18.1. So do I just keep using latest experimental? "Opt out of all beta's" gets you the latest stable. Link to comment Share on other sites More sharing options...
raowyn Posted December 4, 2019 Share Posted December 4, 2019 "Create a function to lock xp amount required to a specific amount at a certain level" Where is this option? Don't see it on the UI was that a backend / server comandline thing only? Link to comment Share on other sites More sharing options...
faatal Posted December 4, 2019 Share Posted December 4, 2019 "Blood moon spawner ignores bedrolls" Does this mean I have to worry about zombies spawning inside my base during the blood moon? (I fight from a raised platform maybe 30m away from my main base, but it's close enough that they could probably spawn inside it.) BM and horde AI will not spawn on blocks that are not terrain. Terrain blocks have: <property name="CanMobsSpawnOn" value="true"/> Link to comment Share on other sites More sharing options...
DeltaSniper Posted December 5, 2019 Share Posted December 5, 2019 Any news on if bundles are intended to give the insane amount of XP they are currently giving or the bundling and re bundling giving xp? Link to comment Share on other sites More sharing options...
Loadstar81 Posted December 5, 2019 Share Posted December 5, 2019 Any news on if bundles are intended to give the insane amount of XP they are currently giving or the bundling and re bundling giving xp? Is that back? I noticed it in the first 18.2 unstable, but I thought it got fixed after the b5 unstable update. Doesn't seem to happen on all of the bundles, but definitely occured on bundles of nitrate in b2. Link to comment Share on other sites More sharing options...
Toripo0 Posted December 5, 2019 Share Posted December 5, 2019 Electric parts and mechanical parts are usefull items that cannot find easily, should make them crafteable again, or more lootable, thanks for the update Link to comment Share on other sites More sharing options...
ecv Posted December 5, 2019 Share Posted December 5, 2019 Electric parts and mechanical parts are usefull items that cannot find easily, should make them crafteable again, or more lootable, thanks for the update Engines are fairly abundant in loot, they scrap down to quite a decent amount of mechanical parts. Like 20 or 30. Or after gutting one house thoroughly, you should have all the parts you need that's my playstyle though, not trying to impose. But I've never really crafted those parts or wanted to. - - - Updated - - - The Forge bug seems to be a bummer, any chance that one will get a hotfix? Link to comment Share on other sites More sharing options...
LIONS Posted December 5, 2019 Share Posted December 5, 2019 what about in a new unexplored chunk? do they have full HP? Just checked because I'm having the same issue. It does appear normal in unexplored areas. In areas around my base and such where I've been, most trees will upon first hit give some plant fibers, and second hit fall and give out a small amount of wood. Link to comment Share on other sites More sharing options...
AlabasterW Posted December 5, 2019 Share Posted December 5, 2019 BM and horde AI will not spawn on blocks that are not terrain. Terrain blocks have: <property name="CanMobsSpawnOn" value="true"/> So if you blanket the countryside with blocks, zombies will stop spawning forever? Too OP, patch out immediately :sarcasm: Electric parts and mechanical parts are usefull items that cannot find easily, should make them crafteable again, or more lootable, thanks for the update Are you serious? Once you get a wrench you should be drowning in the things. Just wrench everything you can get your hands on. Link to comment Share on other sites More sharing options...
SylenThunder Posted December 5, 2019 Share Posted December 5, 2019 18.2 stable is not showing up on my list. Only 18.1. So do I just keep using latest experimental? If you use "NONE - opt out of all beta programs" you will be on the current stable build. Link to comment Share on other sites More sharing options...
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