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Hated

Announcement: Welcome 18.2 b5 to stable!

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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 level
  • Spear should drop to the ground when a player corpse despawns
  • Several deco blocks to metal fence/furniture blocks
  • Command aliases "food", "hungry" for "starve" and "water" for "thirsty"
  • Zombie dogs to the burnt forest
  • Terrain Quality video option

 

 

 

Changed

  • Burnt forest sky and fog visuals are more pleasing
  • Increased value/cost of Grandpa's Learn'n Exiler
  • Reduced stack size on some ammo quest rewards
  • Faster crafting time on the topsoil block and hobo stew
  • Nerfed gas in loot
  • Sham chowder uses canned sham instead of sham sandwiches
  • ModGunShotgunTubeExtenderMagazine has no random range
  • ModGunRodAndSpring reduced to +15% and added missing effect that the description claimed
  • Stun effects from shotguns do not cause a cooldown on the target
  • Shotgun slugs count as AP rounds
  • 30s drink buffs increased to 45s duration
  • ArmorSteelSetParts and armorMilitarySetParts can drop along with clothes
  • Increased LockPickBreakChance by 10%
  • Bundles/pallets of items renamed to "stacks" for consistency
  • Increased the stack size of bullet tips, casings, buckshot, paper
  • Shotguns 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 piles
  • Stuns do not lower a player's melee attack speed
  • Increased the damage on the primitive bow
  • Bathtub filled with gore drops more rotting flesh
  • Block material on torches/candles does not cause a loud crash sound on destruction
  • DeskLampLight should harvest brass
  • Several small loot piles have duplicate or overly loud looting sounds
  • SMG do the same damage as pistols
  • Increased drop rate for Handgun items at higher GS where the bucket needs to be larger to cover both SMG and magnum
  • Increased drop chance of T3 item parts where the T2 item does not scrap into T3 parts, such as with clubs
  • Zombie animals drop the same amount as rotten flesh as a live ones drops meat
  • PerkLivingOffTheLand reduces the cost of crafting farm plots
  • Sham recipe now creates 5 cans of sham at a time but requires more ingredients and acid
  • PerkYeahScience lets you craft gunpowder, glue, aloe cream, gas and oil with fewer resources
  • Updated burnt forest texture
  • Knivesnow cause bleeding on every hit
  • PerkDeepCuts further increases the max bleeding stacks and adds a run speed debuff to bleeding
  • ResourceElectricParts are no longer craftable
  • Lockpicks are not consumed on successful lockpicking.
  • Cheesecake now grants 5% better prices when buying
  • Fetch-only quests have lower rewards
  • Blood moon spawner ignores bedrolls
  • Improved 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 pumpkins
  • Zombies can disable vehicles too fast
  • You can ride the bike in turbo mode with no stamina
  • Added asphalt recipe back in
  • Pumpkin recipes are not in loot
  • Warning about xuiwater
  • Inconsistent harvest on old suitcase
  • ArmorSteelHelmet missing from loot list
  • Wrong stack size on resourceLockPickBundle/recipe
  • Reading pumpkin recipes does not unlock
  • Lucky Goggles use A17 scaling and are too strong compared to the perk
  • Power attacks will break stealth erratically and may play duplicate sounds. Sneaking now prevents all power attack grunts.
  • MeleeKnucklesSteelParts missing in loot
  • Primitive bow not automatically loading when equipped
  • TreeJuniper4m is invisible
  • Quest rewards past the initial 2 chosen rewards were not randomizing order correctly.
  • Desert sunset was too red
  • Animal HP decreases with game difficulty
  • Controller: Lights radial menu used left thumbstick, now uses right
  • Equipped clothing is not moddable.
  • Requirement HitLocation is not working on arrows and bolts
  • Dedi password is not remembered when using controller in big picture mode
  • Pressing ESC in the server password window causes the menus to break
  • Allowing ESC in server password window to cancel password input
  • Inventory radial skipped when on a vehicle and using a controller
  • Lockpicks only break within the last 25% of the LockPickTime.
  • Kill The Wabbit quest does not consider the double barrel shotgun
  • Initial loading of sounds from mod bundles can cause lag
  • Vultures fall through the world when killed high in the sky
  • Bulltproofplate makes farm plots transparent when touching the plot box
  • Pistols with a full auto trigger have sound issues
  • Schematic and food recipe sounds are played for everyone to hear
  • Torch candle dupe by placing and quickly hitting drop key.
  • Chainsaw and auger not giving xp on zombie kills
  • Scopes have a red tint instead of green when wearing night vision goggles
  • IndexOutOfRangeException when copying block shape while using multiblocks.
  • Removed unneeded debug message for shape menu.
  • Apply options NRE in PrefabLODManager UpdateMaterials
  • Chili dogs do not return an empty can on eating
  • Moldy Bread recipe missing from Chem Lab list
  • Dirt and Topsoil localization says it is from the creative menu
  • Cement mixer localization mentions fertilizer
  • Several items have unintended high crafting times
  • Blurry vision does not apply when using scopes
  • Deprecated insulator item removed and from trader
  • Fixed with issue with silenced fire on automatic weapons
  • Cached map view persists between different servers with the same world a player connects to
  • Admin star is only seen on own player name when host, not when client
  • Starve command was broken
  • Reading a book from toolbelt gives 100 xp, but not the same from backpack.
  • Unknown loot_quality_templates threw an error on loading
  • Forge 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 horribly
  • CustomIconTint did not apply to icons that are in the shape selector menu.
  • Multiple turrets made constant reload sound
  • Bunch of blocks caused errors in the prefab editor
  • There was no hunting game in the burnt forest
  • Mushrooms can be planted almost anywhere
  • Typo in level 1 of electrocution er
  • "Basics of electricity" is not in the loot table
  • Battery bank unlock info is incorrect
  • Localization end table lamp
  • Reaper icon no longer stays with you on max level
  • Player dying during blood moon can stop blood moon spawns
  • Players can break blood moon spawn for entire server
  • Distant terrain brightness flickering when reflection probes updated when player moved
  • Improved reflection probe fade out range
  • Distant terrain looks white with half or lower texture quality
  • The silencer no longer blocks ADS on a pistol

Edited by Hated (see edit history)

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"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.)

Edited by jdifran (see edit history)

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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?

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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.

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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?

Edited by Tdog555 (see edit history)

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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.

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Weird trees have appeared everywhere with 100 HP.

 

what about in a new unexplored chunk? do they have full HP?

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"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.

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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.

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"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?

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"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"/>

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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?

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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.

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Electric parts and mechanical parts are usefull items that cannot find easily, should make them crafteable again, or more lootable, thanks for the update

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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?

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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.

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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.

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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.

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