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3.21.33.0 Update Notes

Holiday Festivities:


PEI, Washington, the Yukon and Russia all feature new festive quests created by danaby2! This event includes achievements with unlockable skins, craftable Christmas decorations, seasonal makeovers for the NPCs and maps, and more!

You can disable these changes by unchecking "Allow Holidays" in the singleplayer config, or change "Allow_Holidays" to false in the server config.

Changelog:


Added:
  • New festive events and quests. [Thanks danaby2!]
  • Decay for abandoned vehicles. Moving, refueling, and installing engine batteries resets the timer.
  • Guid option for NPC clothes and item reward/condition.
  • Target_Loss_Radius option for sentry guns. Defaults to 20% higher than Detection_Radius.
  • Bulk sell/buy at vendors when holding CTRL.
  • Vendors can use NPC rewards.
  • Accepted a few festive skins from the curated workshop.
Changed:
  • Updated Steamworks.NET from 14.0.0 to 20.0.0. [Thanks Riley!]
  • Sentry guns do not lose targets immediately outside detection radius.
  • Increased breaking legs velocity threshold from 15m/s to 22m/s.
  • Converted clothing and equipment save/load/network to use asset guids.
  • Bullet holes attach to barricades/structures/vehicles.
Fixed:
  • Landing and splashing audio playing during client movement resimulation.
  • Loading stuck on levels with very old terrain and ambience asset bundles.
  • Ornamental barbed wire fence blueprint not matching regular barbed wire fence.
  • Loading lighting on some very old map files.
  • Trap explosion effect moving to origin when trap was destroyed.
  • Holiday version of Icicle_1 object using Icicle_0 model.
  • Server not applying initially loaded clothing speed multiplier.
  • Placeholder fix for terrain holes ignored after teleport.
  • Holiday redirect failing to disable foliage.
  • Gun aim offset while seated in vehicle.
Vehicle Decay:


In order to help clean up forgotten vehicles in the far corners of the map, each vehicle now has a decay timer. The timer is saved/loaded, and resets whenever a player drives the vehicle more than one meter, refuels, or replaces the battery. When the timer passes Vehicle.Decay_Time seconds (default 7 days) it will begin to take Vehicles.Decay_Damage_Per_Second damage (default 0.1).

3.21.32.0 Update Notes

Changelog:


Added:
  • Explosion_Launch_Speed_Multiplier gameplay option.
  • AirStrafing_Acceleration_Multiplier and AirStrafing_Deceleration_Multiplier movement options.
  • Allow_Holidays option to disable holiday decorations and events.
Changed:
  • Calculate fall damage from velocity rather than vertical distance.
  • Increased maximum fall speed from 20m/s to 100m/s.
  • Bounce charges deal a small amount of damage.
  • Converted structure/barricade save/load/network to use asset guids.
  • WIP support for referencing transforms over the network.
  • Removed unused name to object lookup.
Fixed:
  • Sliding down slope against wall to build up speed. [Thanks Fireside, Loaf, and AriJN!]
  • Teleport reverting in some cases.
Teleport Bug:


The problems using teleporters since the previous update were an embarrassing mistake. When it was first reported I included a speculative fix in the .1 patch. Or so I thought. After much testing on different maps, with 250ms fake lag, with forced low server tickrate, etc., unable to reproduce it I realized the fix did not actually make it into the .1 patch, but I had been testing using the fix. Sorry for all the trouble!

Patch #1:


Improved "missing barricade/structure (guid here)" kick message for hosts experiencing the error frequently after this update. Previously the client could not show the name of the missing asset because, well, the asset is missing/unknown. After the .1 patch the client will notify the server of the missing asset, and from there the server can kick for one of two reasons:

1. Guid read/write error. This happens if the missing asset reported by the client does not exist on the server either, indicating a packet was corrupted somewhere. (because the asset had to exist on the server originally) The most likely reason for getting this error is if a plugin is patching/modifying the netcode for sending barricades and structures to the client.

2. Missing critical asset. Here the server can display both the guid and file name to help track down which asset packs are not installed on the client.

3.21.31.0 Update Notes

Changelog:


Added:
  • Bounce Charge [ID 1691]
  • Damage_Falloff_Range and Damage_Falloff_Multiplier gun options.
  • Bypass_Pickup_Ownership barricade option. Enabled for charges.
  • Nightvision_Color and Nightvision_Fog_Intensity options.
  • Movement_Speed_Multiplier clothing option.
Changed:
  • Improved movement input in multiplayer to reduce rubberbanding.
  • Strafing in midair is no longer immediate, player now has velocity.
  • Setting game server login token (GSLT) is required for the internet server list.
  • Converted hardcoded physics material audio effects to WIP physics material assets.
Fixed:
  • Explosive traps ignoring effect spawn radius.
  • Salvaging a Schofield now gives a metal scrap and a maple plank (originally, two metal scrap). This change is consistent with similar item salvages.
  • Split Coconut crafting recipe is now categorized under Supplies instead of Tools, just like other food-based crafting recipes are.
  • Makeshift Armor salvage recipe is now categorized under Apparel instead of Tools, just like other clothing salvage recipes are.
  • Cable Tie crafting recipe is now categorized under Tools rather than Barricades.
  • Large Slippery Plate now uses the high-tier armor multiplier (originally, low-tier armor). This makes it consistent with other metal barricades and structures.
  • Coalition Beret damage reduction is now 5% (originally, 15%). This fix makes it consistent with the armor values provided by other berets.
  • Birch Hole and Birch Ramp structures now have 450 health (originally, 500). This fix makes their health the same as other types of birch roofs.
  • Pine Hole, Pine Ramp, and Pine Stairs structures now have 550 health (originally, 500). This fix makes their health the same as other types of pine roofs.
  • Metal Ramp structures now have 1300 health (originally, 1100). This fix makes their health the same as other types of metal roofs.
  • Canteens/bottles no longer reference deprecated data properties. This change has no gameplay impact.
  • Typos/punctuation in the following item localization files: Fedora, Mafia Fedora, Tophat, Police Vest, Metal Scrap, Honeybadger, Machete, Military Knife, Shovel, BLT Sandwich (both variants), Bloodbag, Bandage, Birch Spikes, Maple Spikes, Pine Spikes, Caltrop, Barbed Wire, Ornamental Barbed Wire, Barbed Wire Fence, and Ornamental Barbed Wire Fence.
  • Typos in the localization files for Scaffhold objects #1‒3. They have now been renamed to Scaffold.
  • Disable cloth colliders on Kuwait parachute pack because unfortunately the game does not have a way for weapons to ignore them yet.
  • Dango dragon horns glasses layer.

Special thanks to MoltonMontro for the fixes to inconsistent item stats, categorization of various crafting recipes, and copyediting for the localization files.

Multiplayer Movement Improvements:


Movement rubberbanding has been a frustrating problem for a long time in Unturned multiplayer. The issue was that when the server position did not match the client position, the client would get teleported back to the server position to prevent cheating. Many servers would turn this off which then allowed cheaters to noclip and fly. Now after this update when the positions do not match, the client can locally re-simulate inputs that have not been acknowledged by the server yet, sort of rewinding and replaying time, which eliminates the rubberbanding. Servers with custom anti-movement-cheat plugins can disable them now. (not for vehicles yet however)

As part of rewriting movement it was a good opportunity to replace special cases for falling and sliding with actual velocity. This restricts the annoying midair dodging in gunfights, and enables fun velocity-related items like the new bounce charges! (and inevitable rocket-jumping mods too)

Game Server Login Tokens:


Setting a Steam game server login token (GSLT) is now required for listings to be visible on the internet server list. Previously server listings could be spoofed or faked, whereas now a valid Steam account with a GSLT is used to verify the server.

View Official GSLT Documentation Here

Patch #1 Changelog:


Fixed:
  • Clothing respects Bypass_Hash_Verification option.
  • Velocity not updating when flying at high velocity into a wall.

3.21.30.0 Update Notes

Halloween




The survivors on Kuwait's Icarus island have put up some new decorations to celebrate the event! Halloween festivities are taking place on many of the maps, including Elver, and the Liberator crew are dressed up in their costumes. On behalf of the map creators, the zombies, and myself: Happy Halloween!

Changelog
  • Switched query port with connection port to make Steam browser protocol connect easier.
  • Removed recommended max players.
  • Removed option for servers to use old/legacy/deprecated Steam networking.
  • Added calibers to hidden barrels to make them harder to misuse.
  • Experimentally replaced manual input re-sending with transport layer reliable send.
  • Fixed immediately dying to fall damage on maps below the level origin.
Port Change


The Steam query port is now the configured port rather than plus one. This means any Steam browser protocol links will need their port decreased by one. For example steam://connect/127.0.0.1:27016 should be changed to steam://connect/127.0.0.1:27015. There have been a few related changes to make this work more reliably as well.

3.21.29.0 Update Notes

Changelog:


Added:
  • Accepted several weapon skins from the curated workshop.
  • Configurable default starting values for health, food, water, and infection.
  • Harvest_Reward_Experience option for harvestable items.
  • Forage_Reward_Experience option for forageable trees.
  • Halloween_Redirect option for trees, props, terrain materials and foliage.
  • Command-line option -LogLevelHash to debug modified level kick.
Changed:
  • Converted mouse aim sensitivity to degrees per pixel rather than arbitrary multiplier.
  • Moved server password entry into its own separate menu.
  • Separated "space" server list filter into "has players" and "has available slots" filters.
  • Updated character .blend included in source files.
Fixed:
  • Missing belt on left side of RCMP uniform top.
  • Zombie kill XP using Full_Moon_Experience_Multiplier rather than Beacon_Experience_Multiplier.
  • Damage potentially rounding to zero and/or getting incorrectly clamped during horde beacon.
  • Exception editing arena map after playing non-arena map.
  • Loading levels with mismatched bounds/flags_data/flags files.
  • Client locally removing group invitation when server prevented accepting.
  • Pool cue crafting recipes using logs rather than sticks.
  • Scythe incorrect thumbnail camera positioning.
  • Shipping cargo containers missing audio after metal door sound was consolidated.
Mouse Sensitivity:


Your mouse sensitivity has been converted to degrees per pixel. For example a value of 0.5 degrees per pixel means your would turn 50 degrees if you moved your mouse 100 pixels. I think it would be nice if more games represented mouse sensitivity this way because it would make it easier to copy input / control preferences between games.

Server Password and Filters:


Entering the password on the server browser screen was confusing. The "space" filter also only showed servers with space with at least one player, so that option was split out and replaced the password field, and the password field was moved into its own menu.