March QoL patch available now!
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[/p][p][/p][p]Hey there prisoners,[/p][p][/p][p]Spring is the season of renewal, and we are more than happy to release another patch filled with a variety of quality of life improvements, bugfixes and other improvements![/p][p][/p][p]Without further ado - let's get started:[/p][p][/p][h3]SERVER SETTINGS AND ADMIN COMMANDS[/h3][p][/p]
- [p]Let's start off strong with a big one - much requested by server owners! As they were creating custom events using spawned armed NPCs, they would despawn when there were no players within the relevancy range. With this patch, puppets, armed NPCs and animals now have a DespawnLifetime option when being spawned by an admin command. From now on, for example, when you'll use the command #SpawnArmedNPC BP_Drifter_Lvl_1 1 DespawnLifetime 20, you will spawn a Lvl 1 Drifter that will not despawn if no players enter its relevancy range for 20 seconds. [/p]
- [p]Per popular demand, we've created a server setting where you can set puppets to permanently limp! If you like slow zombies, this is the setting for you! [/p]
- [p]We're introducing some much requested changes to the building restrictions! Until now, we only had the 'Use Map Base Building Restrictions' server setting, which would regulate building bases near POIs. However, even with the above setting turned off, you would still receive the dreaded ''Too close to building'' message. [/p][p]Now, we've introduced a new server setting called ''Building Proximity Restriction'' which will influence that ''too close to building'' restriction, which, when disabled, will practically allow you to build your bases wherever you want! It is important to note that the two settings are mutually dependent. This means that in order for the new setting to become available, you first need to set the original ''Use Map Base Building Restrictions'' to OFF.[/p]
- [p]There's a setting for PvE servers for disabling mines and traps which wasn't working correctly as the Traders still listed them as available for purchase. If you attempted to purchase mines or traps, they'd take your money but would not deliver the purchased goods. That's pretty low, even by prison island standards so we can't have any of that, so the option for purchasing these items has been completely removed if the server setting has been set that way.[/p]
- [p]We’ve received widespread reports from our PvE servers that some players are destroying other players’ vehicles by intentionally crashing into them with their own. This was possible regardless of the fact whether the vehicles were parked or in motion. To counteract this form of griefing, we will temporarily disable all vehicle-to-vehicle damage on PvE servers until we manage to implement specific server settings for this situations.[/p][p] [/p]
- [p]There was a bug where your character's legs would disappear when you had Boxer Briefs, Stockings and High Heel Boots equipped at the same time![/p]
- [p]Also, we had a bug where shirts equipped over Danny Trejo's Vest would not be visible. It is fixed now. [/p]
- [p]We know of stretch marks that can happen when people build too much much muscle mass in a short period of time, but this is ridiculous! There was a bug where wearing the sleeveless shirt while having a buff character would result in skin detaching from the male character and arms slightly detaching from the body on female characters!. That nightmare fuel bug is thankfully also fixed! Also, while on the topic of buff character bugs, there was a weird occurrence where the biceps would shrink while wearing the undershirt. Imagine the horror a gym bro would feel if they saw this! Rest assured, it is no longer present in the game! [/p]
- [p]I don't know why anyone on this Earth would simultaneously equip a Breathing Tube and a Christmas headband, but these two items were clipping through each other and now they don't. The same more or less goes for the Short pants and Leather mini skirt items.[/p]
- [p]We found that breaking a motorbike battery does not drop lead plates the same way breaking a car battery does. Now, the lead plates will drop, but the quantity is much smaller compared to a car battery.[/p]
- [p]You'd think that those pockets on the flannel shirt would hold something, but apparently that wasn't the case! We've found that the big-boned male civilian puppet wouldn't ever drop any loot. That's obviously not right so we made sure to fix that.[/p][p][/p]
- [p]Character respawn distances on small airfield POIs in sectors A4 and Z0 were significantly increased. We found that puppets could spawn as close as 15 meters from the player, which is obviously not good. Now, that distance for those POIs has been increased to 150 meters![/p]
- [p]It's not much of a shelf if you can't put anything on it! That's why we fixed the bug where you were unable to put a chest on the Eastern Standing Storage Shelf element. [/p]
- [p]While on the subject of Eastern elements, there was an issue where both the Improvised and Metal version of Eastern chests have allowed you to put in more items than its weight capacity. Now, it's a thing of the past! [/p]
- [p]No one likes shoddy furniture - us included! We found that the decay rate of the Wooden Double and Single Seat Sofas was faster than other base building elements. The decay rate has now been made consistent for all elements. [/p]
- [p]You've heard about elf on a shelf? How about shelf on a shelf? As it turns out, there was a bug that allowed you to stack Storage shelves on top of each other, which, left unattended, would create some very unsavory possibilities for certain players. Rest assured, this was fixed. [/p][p][/p][p]
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- [p]While we're still at base building, we've fixed the incorrect destruction and particle effects for the Spiral staircase Lvl2 aka the one with the wooden boards. When you destroyed them, it showed the particles containing metal parts present in the Lvl 3 Spiral staircase. [/p]
- [p]Hope you didn't have Standing Storage Shelves placed next to Improvised Wardrobes. We found that if you destroyed the wardrobe, it would automatically destroy the storage shelf next to it. Now you can redecorate your base without fear. [/p]
- [p]No one wants to sleep on the top bunk, but this is taking it to the extreme. We had a bug where whenever a player would want to rest on the top bunk of the Eastern Bunk Bed, it would just place the character on the bottom bunk. Fixed! On the same topic, if the Bunk Bed is directly beneath a roof, you were unable to rest on the top bunk. Also fixed! [/p]
- [p]We've found that the Engineering XP gain was off when it came to upgrading base building elements to their Eastern variant. The numbers are now properly set. [/p][p][/p]
- [p] Don't know what the heck happened here, but I know it is fixed now!
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- [p]Also, close to the same location, we've fixed an issue where vehicle tires would clip through nearby concrete slabs.[/p]
- [p]Game dev wouldn't be fun if it weren't for exploiters! They found a way to get inside other people's bases by climbing up (read: clipping through) a ladder through the base foundation. Not anymore! [/p]
- [p]We've found a very nasty bug where players that waited in their death screen when being killed would render their bodies unlootable. This is something that was heavily abused by some players in PvP, and is something that cannot be tolerated. This was fixed and will no longer be possible to abuse.[/p]
- [p]This one's interesting. We've found Sentry bots were farmed to death (especially the big ones) for the very valuable loot that they drop. We've also found that cheaters were also very much engaged in this activity, which led us to the conclusion that it is necessary to rebalance the loot Sentries drop. Here's a breakdown of what you will be able to loot from them from now on: [/p][p]Black sentry: C4 keypad, C4 circuit Board, BCU Lock, 4x 40x46 grenade launcher ammo, 2x Tear gas, 2x Flashbang, Keycard, Sentry Aiming Kit, 7.62x39 AP → random amount from 60 to 120, Laser Trigger, 50cal or minigun sentry weapon [/p][p]Yellow sentry: 50 BGM → random amount from 5 to 15, C4 Circuit Board, BCU Lock, 2x Portable Work Light, Laser detonator, Sentry aiming kit, Sentry 50 cal Rifle, Keycard [/p][p]You can see the clear omission of grenades, as they were one of the main reasons why farming them was a lucrative prospect.[/p]
- [p]You know how items automatically disappear when you climb up a ladder, and then reappear when you finish climbing? The items go to what we refer to as the 'magic pocket'. As it turns out, there was an issue where items that were put there would not drop to the ground if your character got killed while doing actions that utilize the 'magic pocket'. Some players used this to hide certain items from getting looted off of their bodies. Now, these items drop to the floor as it should be. [/p]
- [p]While on the topic of the magic pocket, we've fixed a bug where the item that was in the magic pocket would not be shown in the UI as it was in the 'hands' slot.[/p][p] [/p]
- [p]Removing batteries from Night-vision Goggles while inside the chest would result in the batteries disappearing. Not anymore! [/p]
- [p]Leaky chests are good for nothing! We've found that taking the chest containing clothes into your hands and placing it on the floor again would result in the clothes getting wet in the rain despite being in the chest. Weird one, indeed, but it is fixed now. [/p]
- [p]Check this one out! When grabbing cooked food while squatting, the item does not go into the player’s hands as expected. Instead, it appears to remain on top of the grill grid or cooking surface where it was cooked. The item is not shown in the vicinity UI and can only be picked up by directly looking at it and pressing F. On the other hand, when the same action is performed while standing, the cooked food is correctly placed into the player’s hands. Now, it's a thing of the past and this was fixed. [/p]
- [p]Remember relogging? It turns out, if a crossbow has a bolt loaded and you relog, the loaded bolt disappears from the crossbow, causing ammo loss. This bug occurred regardless of where the crossbow is located, be it your hands, floor, inventory, vehicle storage, etc. The bug removes the bolt from the crossbow on relog and is not returned to inventory. This is definitely a more egregious one and we have fixed it.[/p]
- [p]Here's a weird one. It turns out that relogging and leaving the render range of the backpack, and then returning to it would cause the items inside to become invisible, even though the proper weight of the backpack would be shown. This certainly caused at least several heart attack-like experiences, but it is now a thing of the past.[/p]
- [p]We found that chests decay much faster inside the Barba's inventory than in other vehicles. For the same duration of time ( i.e. 2 hours) the chest was at 65% in the Barba while it stayed 100% in a land vehicle. In any case, the chest decay in Barba's inventory is now changed and is the same as in other vehicles.[/p]
- [p]We've also found a small, yet not at all insignificant bug where the chest sound effect played when the player logs in at the location where the chest was buried. It would be a tedious task to search for chests that way, but we have no intention to help anyone with such ''workarounds''.[/p]
- [p]There was an issue where moving items into vehicle inventory is slower than moving them out. We're pleased to say that this has now been fixed, and that vehicle inventory manipulation lag has been significantly reduced.[/p]
- [p]On the topic of vehicle manipulation, there was an issue where players were not able to take the chest out of a vehicle in Sandbox mode. Also fixed![/p]
- [p]Another weird vehicle inventory bug we caught and fixed caused the chests to decay much faster inside the Barba inventory than in other vehicles or on the ground. The decay rate is now the same and consistent with all vehicles! [/p][p] [/p]
- [p]We've fixed an animation bug where the hand and the camera would weirdly transition in the beginning and the end of the animation for loading bullets into the magazine for the Hunter85 Carbon Wolf and AWP rifles. [/p]
- [p]There was also an issue with the incorrect bullet render during the insert bullet loop animation. That's also taken care of. [/p]
- [p]We've found that the M1 scope had some unusual black area around the outer rim of the scope. Here's the before and after picture: [/p][p][/p][p]
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- [p]When you would receive a double feed malfunction for the SCAR L, its iron sight would flash across the screen for a fraction of a second like some type of a jump scare. Not anymore! [/p]
- [p]We've also found a strange animation glitch when checking ammo on a Tommy gun drum magazine. When you would enter that animation, a smaller mag would appear and enter the submachine gun. Glad to confirm that was taken care of. [/p]
- [p]There was a bug where your putting your knife in the knife sheath would basically render it useless as placing it there would disable interactions such as chopping, destroying, or cutting. Knife sheaths are for making your knives more accessible, not the opposite, so it has been thankfully fixed. [/p]
- [p]There was a small visual bug where you could not see items such as pistols, kniVes or arrows inside other player holsters or quivers. That's also taken care of![/p][p][/p]
- [p]There was some weird occurrence where you could not rest on random furniture in the world because of some changes to the way resting on the base building Bunk Bed element. Good riddance to that! [/p]
- [p]Rear lights for the Laika and Wolfswagen are now less opaque. They look nicer now. [/p]
- [p]We've found that server logs went crazy when you would leave or end an event, resulting in unnecessary spam logs. There was something similar happening with leaving and returning to the render range of a backpack filled with items that were not visible, but it is now fixed as well.[/p]
- [p]We've fixed an obscure bug where the starter card would drop on the ground when respawning after turning on the setting to spawn on the ground. [/p]
- [p]Logging out, then logging back in can result in some unusual occurrences. We've found that relogging after being tied up leaves the character permanently tied up. Not anymore! [/p]
- [p]Hope we don't encounter ATMs such as these in real life! We've found that there was a bug where the money isn't added to the inventory when withdrawn from the banker, but it ends up on the floor.[/p]
- [p]We're adding an option to apply DLC cosmetics to existing base building elements. This means that you no longer have to craft new base building elements from scratch if you have the DLC. For example, if you already have an Improvised Single Seat Sofa, for a low cost of a single toolbox use you can just upgrade that element to its DLC counterpart. Fame and XP gain is nullified for this to prevent some of you wise guys from exploiting this system! [/p]
- [p]We also found a small bug where the usage and weight of Soy Sauce, Vegetable Oil, Cans, and Red Ghoul Energy Drink are displayed incorrectly when added as an ingredient in the cooking tab. Now, we've adjusted the weight and maximum resource amounts and they are now expressed properly. [/p]
- [p]Once a player jumped on a tent surface, it produced an incorrect plastic-like sound. We have fixed it to sound more appropriate to the material it is made of. [/p]
- [p]You were unable to use the might of Faceroll's Face Smasher to open canned foods. It is more than capable to handle a puny can of food, and now you can do so![/p]