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PTS 1.6: Mod Testing



[h2]Hello Deadsiders![/h2][p][/p][h3]Public testing of version 1.6 has begun![/h3]
This PTS will be a bit different than what you may be expecting; we will be testing changes included in version 1.6, along with some mods created by our team and modkit testers. This way we can ensure that our modding infrastructure is functioning correctly before the release of the modkit, which will be included along with the full release of update 1.6. Here are the mods that will be uploaded to the PTS, more may be added as the test goes on;

  • Lethal Sniper Rifles
  • Freeze Time
  • Mega Stack x2000
  • Golden 1911
  • No Base Decay

Our primary focus recently has been getting our modkit ready to release with version 1.6, with most of our team focused completely on that. However our art team has been working on other features in the background that we hope to show soon. That leaves QA, who has been hard at work fixing bugs within the modkit, but also bugs and exploits reported by our community.

[h2]Feedback:[/h2][p]Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord server


How to connect to the Public Test Server (PTS):

Right-click Deadside in your Steam library; click on Properties…;
Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
Wait for the update to download and launch the game;
Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:

Right-click Deadside in your Steam library, then click on Properties…;
Choose BETAS, then select the “None” branch from the drop-down menu;
Wait for an update to download and launch the game;
Connect to one of the available official live servers depending on your location.


[h2]Patch Notes:[/h2]

[h3]Deadside Modkit:[/h3]
  • The full release of Version 1.6 will include the release of the modkit!

[h3]PTS Changes:[/h3]
  • Added 18 new boat spawners to the Potny map
  • Added bleeding effects to more barbed wired props placed in the world
  • Made generators and workstations 30% quieter, and made the fade out sharper
  • Heavily lowered the spawn chance for VSD, M99 and NK416 world spawns
  • Circular Saws now drop a radio part and two spare parts (previously only dropped two spare parts)
  • Burlap now drops two rags when disassembled instead of one
  • Bearing Finders can now be disassembled into two radio parts
  • Improvised Backpacks can now be disassembled into two rags
  • Optimized Mirny landscape
  • Added an option for server admins to disable their chat color to combat a potential cheat software exploit

[h3]Weapon Model Improvements[/h3]
  • Improved the model of the C1911, F57, IZH-70, TTk, Berta M9, MG36, IZH-43, Fasam, Grom, N4, M99, Mosin-K, P900, UAG, UMR

[h3]Bug Fixes:[/h3]
  • Fixed an exploit that allowed players to see through doors in specific situations
  • Fixed an exploit that duplicated items created by spawners
  • Fixed an exploit that allowed players to interact with base elements outside of scheduled raids
  • Fixed an exploit that allowed players to clip weapons through some walls
  • Fixed an exploit that allowed players to fire silently
  • Fixed multiple exploits used by cheat software
  • Fixed an issue that caused base shotgun turrets to deal lower than intended damage
  • Fixed a bug that prevented item drops from disassembly to appear if the item was stored in a vehicle
  • Fixed a bug that caused stacked items to drop less when disassembled if they were in storage
  • Fixed a bug that caused duck and fish meat to disappear after being skinned
  • Fixed a bug that allowed vehicles to clip through turrets
  • Fixed a bug that caused weapons with extended magazines to lose bonus ammo when placed in storage
  • Fixed a bug that prevented barbed wire from taking melee damage
  • Fixed an issue with custom hammer keybinds
  • Fixed a bug that prevented saving of server restarts scheduled for 0:00
  • Fixed an issue that caused base objects to flicker during high server load
  • Fixed a bug that caused revealed buried treasure to remain loaded for a long time
  • Fixed collision at the K5 tunnel entrance
  • Fixed Safezone bulbs not emitting light on Potny


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WIP: Modkit Development & Design Concepts



[h2]Hello Deadsiders![/h2]

Today we would like to cover what has been going on behind the scenes at Bad Pixel, we have some exciting progress to share!

First let's talk about what is on everyone's mind, the Modkit! For those who haven’t been following the news, we have been working on a custom modkit for Deadside over the past few months. Deadside was not designed to be moddable from the start, so our programmers have been hard at work making different aspects of the game editable. This has been a time consuming process, and it will continue to be moving forward. We would like to continue improving the modkit over time, enabling our community to mod to their heart's content.

We now have a version of the modkit that begins closed testing today, a big milestone. This testing is being done by a small group of experienced modders from our community, along with our team. The goal is to make sure that everything is functioning correctly before releasing the modkit into the wild. That way modders can spend more time modding, and less time reporting bugs.

Let's talk about what you will actually be able to create with this modkit, as up until this point we haven’t been completely sure what will make the cut. Many things in the game are now editable, like animations, trader prices, and map design. It's possible to create your own custom maps, or to simply edit the existing maps if you would prefer. There are a lot of systems and items in Deadside that are now moddable, and it would take too long to list them all in this post. However it's important to note that not all systems in Deadside are mod compatible at the moment, so there will be some limitations that we will find during testing.

In other news, those who are active in our discord may have seen a couple posts we made about future design ideas. These were some early design concepts that we wanted to get community input on. For example we proposed the addition of ammunition crafting, and trader missions/quests. We want to thank you for all the detailed feedback and conversations that sparked up surrounding those posts. Your feedback has helped us further refine these concepts with and informed idea of what the community expects from their implementation.

We plan to continue making posts like these in the discord going forward, so join if you would like to participate in that conversation! Just keep in mind that these are all early conceptual ideas that will take time to be developed, if they are even developed at all. So it may be a while before you hear about some of these concepts again.

If you would like to propose an idea of your own, one of the best ways to do that is our Nolt. We actively maintain this platform, so you may be surprised to see how the top 10 list has changed if you haven’t visited in a while.

Thanks for reading, we hope you are as excited about modding as we are!

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Update 1.5: Base Barriers, QoL & Rebalancing

[h2]Hello Deadsiders![/h2]

Tomorrow at 11:00AM CET / 2:00AM PDT, we will begin the release of version 1.5!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required

This update will be released to all servers without a wipe, with an improved sandbag barrier model compared to what you saw during public testing. Because this update will come without a wipe, storage shelves constructed before the wipe will need to be repaired to increase their HP values to the new buffed maximum.

Currently a lot of our developers are focused on developing the modkit in the background, with lots of progress made that we hope we can show soon. Even still, version 1.5 comes with lots of improvements to keep the game fresh!

This update comes with a lot of rebalancing, with painkillers, MedX, and tinctures all being buffed! Blowtorches can now be used to damage base structures, and shelves now have increased health and crafting requirements. To keep the game fair, explosives can no longer be stored in the safezone. This ensures that players aren’t able to raid others without some level of risk to their own explosive supply.

Along with a remodel to the Scorp, new sandbag and spiked barriers have been added to further reinforce your base. Version 1.5 also comes with some nice QoL features, like disassembled items being automatically placed inside of your inventory for example.

For a full list of changes, check out the patch notes below!

[h2]Version 1.5 Patch Notes:[/h2]

[h3]Rebalanced loot drop and added Muzzle Brake drop to:[/h3]
    Epic Missions:
    • High drop chance muzzle brake (M1-3) for assault rifles and P900s
    • High drop chance extended magazine for assault rifles
      Hard missions:
      • High drop chance for muzzle brake or magazine for SMGs (except P900)

      Helicrash
      • Probability of dropping a muzzle brake or magazine for SMGs (except P900)

      Buried caches
      • Low chance of dropping a muzzle brake or magazine
      • Low chance to drop an extended magazine for assault rifles
      • Low chance of dropping muzzle brake (M1-3) for assault rifles and P900s.

      Red welded crates on military bases have a 30% chance of spawning scopes (as part of an experiment).

[h3]Reduced debuffs from medication use:[/h3]
  • MedX: -10 hydration, -10 satiety.
  • Painkiller: -10 hydration

[h3]Tinctures have been buffed:[/h3]
  • Red: +20% run speed, +35% reload speed
  • Green: +35 max health, +20% healing effectiveness, +6 regen per minute
  • Yellow: +200% breath hold duration, -25% recoil

[h3]Other Features & Changes[/h3]
  • Added Scorp remodel
  • Added new food item - mussels ( spawned in Mirny)
  • Added junk piles in the game world (loot spawn points)
  • Added more welded crates to the new PvP map
  • Vehicles now spawn in the world without fuel
  • Fuel cans no longer have multiple uses, and can be stacked up to 10
  • Blowtorch now causes damage to base structures
  • Storage of explosives and its components in a safe zone is now prohibited
  • Added sandbag barricades, remodeled after public testing
  • Added metal barricades with spikes
  • Increased the durability of crate shelves. Crafting has become more expensive.
  • Knife and axe can now deal damage to crates
  • Duck trophy can now be placed on square and triangular ceiling
  • Components are automatically placed in the inventory if an item is disassembled/torn by the G button
  • System and admin messages will now be displayed when the “Hide pop-up messages” setting is enabled.
  • Improved reticle quality of scopes for low graphics settings

[h3]Bug fixes:[/h3]
  • Fixed broken animation on jumping on the spot
  • Fixed lag in shooting after a character consumes red tincture
  • Fixed landing animation after jumping from a low height
  • Fixed animation of jumping on the run with pistols and SMGs
  • Added base blockers to mini-bunkers
  • Fixed character regeneration calculation with all effects included
  • Fixed inability to complete difficult and epic missions in the bunker without destroying all turrets
  • Fixed a bug that caused the PvE mark to remain in the main menu and above the character's corpse
  • Fixed a bug that caused the reservation of an admin slot on the server to not work in some cases
  • Fixed a bug that caused money to not be issued in a starter kit if there were no other items in it.
  • Fixed inability to set the server restart time “00:00” in the admin panel
  • Fixed sound of opening/closing of metal gates and shutters
  • Fixed sleeping bag timer not working when changing local PC time
  • Fixed false notification about raid availability, when changing local time on the PC
  • Fixed a bug causing a character to fall under the map and with missing death screen if the character dies during loading
  • Fixed an exploit using an assault ladder that allowed moving and building underwater
  • Fixed inability to climb a half-wall if there is a ceiling above the character
  • Fixed a bug that caused turrets and tripwires to not appear in bunkers
  • Fixed a bug causing the possibility of opening a welded box with duct tape


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PTS 1.5: Placeable Barriers, QoL & Rebalancing



[h2]Hello Deadsiders![/h2]

[h3]Public testing of version 1.5 has begun![/h3]

This update comes with a few new features like new barricades for your base, and a ton of changes and fixes made according to community feedback. For example; fuel cans can now be stacked, torn items are automatically placed in your inventory, and explosives can no longer be stored in the safezone.

This update also comes with a lot of rebalancing, with buffs to painkillers, MedX, storage shelves, and blowtorches, which now can be used to damage base structures! As always, public testing is very important, especially when it comes to game balance. So check out the patch notes, and jump on the PTS! We will be paying close attention to your feedback.

[h2]Feedback:[/h2]
Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord server

How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.


[h2]PTS Changes:[/h2]

[h3]Rebalanced loot drop and added Muzzle Brake drop to:[/h3]
    Epic Missions:
    • High drop chance muzzle brake (M1-3) for assault rifles and P900s
    • High drop chance extended magazine for assault rifles
      Hard missions:
      • High drop chance for muzzle brake or magazine for SMGs (except P900)

      Helicrash
      • Probability of dropping a muzzle brake or magazine for SMGs (except P900)

      Buried caches
      • Low chance of dropping a muzzle brake or magazine
      • Low chance to drop an extended magazine for assault rifles
      • Low chance of dropping muzzle brake (M1-3) for assault rifles and P900s.

      Red welded crates on military bases have a 30% chance of spawning scopes (as part of an experiment).

[h3]Reduced debuffs from medication use:[/h3]
  • MedX: -10 hydration, -10 satiety.
  • Painkiller: -10 hydration

[h3]Tinctures have been buffed:[/h3]
  • Red: +20% run speed, +35% reload speed
  • Green: +35 max health, +20% healing effectiveness, +6 regen per minute
  • Yellow: +200% breath hold duration, -25% recoil

[h3]Other Features & Changes[/h3]
  • Added Scorp remodel
  • Added new food item - mussels ( spawned in Mirny)
  • Added junk piles in the game world (loot spawn points)
  • Added more welded crates to the new PvP map
  • Vehicles now spawn in the world without fuel
  • Fuel cans no longer have multiple uses, and can be stacked up to 10
  • Blowtorch now causes damage to base structures
  • Storage of explosives and its components in a safe zone is now prohibited
  • Added sandbag barricades
  • Added metal barricades with spikes
  • Increased the durability of crate shelves. Crafting has become more expensive.
  • Knife and axe can now deal damage to crates
  • Duck trophy can now be placed on square and triangular ceiling
  • Components are automatically placed in the inventory if an item is disassembled/torn by the G button
  • System and admin messages will now be displayed when the “Hide pop-up messages” setting is enabled.
  • Improved reticle quality of scopes for low graphics settings

[h3]Bug fixes:[/h3]
  • Fixed broken animation on jumping on the spot
  • Fixed lag in shooting after a character consumes red tincture
  • Fixed landing animation after jumping from a low height
  • Fixed animation of jumping on the run with pistols and SMGs
  • Added base blockers to mini-bunkers
  • Fixed character regeneration calculation with all effects included
  • Fixed inability to complete difficult and epic missions in the bunker without destroying all turrets
  • Fixed a bug that caused the PvE mark to remain in the main menu and above the character's corpse
  • Fixed a bug that caused the reservation of an admin slot on the server to not work in some cases
  • Fixed a bug that caused money to not be issued in a starter kit if there were no other items in it.
  • Fixed inability to set the server restart time “00:00” in the admin panel
  • Fixed sound of opening/closing of metal gates and shutters
  • Fixed sleeping bag timer not working when changing local PC time
  • Fixed false notification about raid availability, when changing local time on the PC
  • Fixed a bug causing a character to fall under the map and with missing death screen if the character dies during loading
  • Fixed an exploit using an assault ladder that allowed moving and building underwater
  • Fixed inability to climb a half-wall if there is a ceiling above the character
  • Fixed a bug that caused turrets and tripwires to not appear in bunkers
  • Fixed a bug causing the possibility of opening a welded box with duct tape


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Free Weekend Event Server Closure

[h2]Hello Deadsiders![/h2]

On April 21st, the extra servers we opened on PC during our steam free weekend will be closing. All servers set to 1 month wipe without scheduled raiding are slated to be closed. To be clear, 1 month wipe servers with scheduled raiding will remain open.

We understand that we may have a handful of players who joined during the free weekend who were unaware that the server they chose to play on would be closing, if that is you, sorry for the inconvenience.

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