Can You Dig It?

Hey everyone! We've got another update for you today.
Known as the "Can You Dig It?" update, this release includes a new objective and some more global events to keep things fresh.
NEW OBJECTIVE: Scavenge newly added dig-sites for special components to repair the power station. Use some photographed intelligence provided at the power station to identify and locate these components to progress through the first objective.
NEW GLOBAL EVENTS: Three new events have been added for some fresh experiences and even more winter pandemonium.
Solar Flares: Freakish weather culminates and intensifies before suddenly transporting players to random areas scattered around the map. Not only that, but the flare will scramble your navigation, breaking your minimap until you can find your way back to the cabin to repair it.
Spreading Madness: Bouts of madness infiltrate a random player's mind. As the player slips deeper into insanity, they will find themselves becoming gradually more affected by their madness. Distance yourself from others; if you spend too much time with an affected player, their paranoid rambling will cause you to lose your sanity as well.
Seed of Insanity: Similar to the Spreading Madness event, one player is randomly chosen. This time, however, the player will show no adverse effects, but will still slowly begin to drive other players mad. Only this player will have an affect on others, so be sure to identify them as soon as possible and isolate them before your whole team loses their minds!
GENERAL CHANGES:
- Ghosts are no longer restricted while teleporting. They can now teleport from anywhere and land directly next to the target player, instead of being placed outside if the target is in a building.
- Crossbow projectiles no longer stick to target (or appear to stick in the air). Flight physics for projectiles will also be more accurate.
NEW COSMETICS

BALANCE CHANGES:
- Increased charge time for throwing an item to 1.5 seconds. Damage and range of the throw now scale linearly with the charge percentage, with full charge having the same range and damage as each item had previously.
- Low hunger will now reduce the effectiveness of physical attacks (melee, throwing) by up to 30%. This penalty scales linearly from the point the hunger bar turns red up to when it’s fully empty.
- Pot Pies now provide a permanent boost to warmth and hunger when eaten (5% and 10%, respectively) in addition to the stats they restore, stacking up to 5 times.
- Reduced the probability of a survivor being revived as a traitor in the cloning machine. The cloning machine can now also be sabotaged to guarantee a traitor will always be revived as a traitor.
- Armory containers will now contain 1-2 energy drinks (lowest tier) in addition to their existing loot, and have a slightly higher chance of containing a trap disarm kit.
- Trap disarm kit area is now positioned in front of the player rather than centered on them, and radius has been reduced by 20%
- Landmine explosions now have a reduced area for ragdolling players. Players further away from the blast radius will take the same damage they would previously, but be slowed briefly instead of ragdolled.
- Reduced delay between the bear’s area of effect attack and when they begin attacking again.
- Damage can now be dealt to resource nodes if a landmine explodes near them.
- Armory icon will no longer display on the map for traitors when playing with roles disabled.
BUG FIXES:
- Fixed issue where ghosts could communicate over radio channels if the push-to-talk key was held while swapping channels.
- Fixed crossbow bolts sometimes causing the player hit to pop into the air.
- Fixed armory bunker requiring a traitor to operate the special console when roles are disabled (can now be operated by any player).
- Fixed text wrapping for certain UI elements when controls are bound to different keys.
- Fixed shotgun effectiveness against downed players being lower than it should have been (can once again take a maximum of 10 seconds off the revive timer with a full hit).
- Fixed cases where item tooltips could remain visible or be hidden when they shouldn’t be.
- Fixed case where player could become unable to move if the esc menu is opened immediately after being ragdolled and left open until the player stands back up.
- Fixed some cases where “NOT FOUND” would display on timeline kill cards.
- Fixed cloning machine not reviving players if their ghost was inside a structure.
- Fixed cases where animals would ignore non-host players when they entered a yellow flag area.
- Fixed open bunkers ability on survivor airdrop being usable multiple times.
- [Blackout] Fixed cabin becoming accessible during the blackout event if a global exile that had been triggered prior to it starting ends.
- [Blackout] Fixed placed traps being hidden when a converted survivor is promoted to Whisperer.
- [Blackout] Fixed Whisperer not being able to convert cloned players until they had entered and exited the cabin at least once.
- [Blackout] Fixed case where conversion bars could occasionally appear on dead bodies.
- [Blackout] Fixed portal and DSRV escapes showing the wrong icon on escape departed banner notification.
- [Blackout] Fixed location where truth serum console could spawn inside ice wall.
- [Blackout] Fixed collision on several parts of the ice walls.
Get out there, survivors and spread some cheer madness!