Hello Survivors! Today we bring you our first point release for A21 to Experimental. To opt in please follow these steps: [olist] [*] Right click on the game in steam [*] Click on properties [*] Click the “betas” tab [*] The drop down menu will have latest_experimental available <— you want THAT [*] Select that and wait for the game to download [/olist] We recommend you start a new game when participating in EXP. We are not aware of anything affecting existing savegames negatively. If you plan on using your regular savegame, we advise of at least making a backup. Here is what changed since A21 b324 stable: [b]Added [/b] [list] [*] Tier 5 hotel_ostrich [*] Moderator OzHawkeye to credits [*] Ability to change prices for twitch actions through Twitch Info Screen. [*] Ability to reset prices for all twitch actions through Twitch Options Screen. [*] Loot entries have tags and if set then will ignore if looter has no matching tags [*] Opening loot container adds masterChef2 loot tag if player has Master Chef level 2 [*] Loot container console command to log the results of opening a container [*] Extend ClientInfo logging [*] Prefab ins file read error log [*] Trader placement protected area of 3 meters on each side [*] Missing localization for buffBatterupStealingBasesName and buffBatterupStealingBasesDesc [*] Nest Audio open/close/destroy [*] ApproachDistraction AITasks added to cop, demo, and mutated zombies [/list] [b]Changed [/b] [list] [*] Twitch: Extended the cooldown times for all supply crates. [*] Twitch: Extended the cooldown times for all vision effects. [*] Adjusted point costs for twitch actions to be multiples of 25. [*] Updated Master Chef progression to use new hard coded masterChef2 tag instead of LootProb [*] Updated dumpster loot to work with new hard coded masterChef2 tag [*] Removed unneeded tags from items.xml used in old progression setup [*] Remove event spawned zombies when Homerun Derby ends. [*] No longer require overlay if not using Twitch Actions. [*] Show the current crafting level when showing the unlock level required in the crafting info. [*] Trader area calculations are done dynamically [*] Increased trader protected area by 1 meter on each side [*] Stopped camera shake running at zero strength when no damage [*] Updated stats on all armor for linear progression [*] Adjusted vehicle revert collision motion [*] Broken vehicles take 10% collision damage [*] Reduced the amount of explosives in Twitch crates by half [*] Removed explosives from mystery supplies channel point redeem. [*] Missing collider property and tags on chainlinkGateDouble and chainlinkGateDoubleWide to be consistent with other chain link doors [*] Adjusted colliders on various bed prefabs [*] Adjusted colliders on chairCampingPrefab [*] Updated crossbow/compound crossbow mod slots to mirror .44 magnum/vulture [*] House_modern_26 replaced regular window by bulletproof windows. [*] Updated progression for Effective Range and Max Durability stats for tools and weapons [*] Updated Melee Damage on Steel Club that got missed on the first progression pass [*] Bows now show Effective Range [*] Removed hideui tag from roadside_truckstop_01 to allow the localization name to show on the location HUD [*] Dew Collectors now harvest for components instead of itself with a 50/50 roll for the filter. They still have the land claim block radial menu option to pick up. [*] Updated valid trees with path solid property [*] Adjusted colliders on boxesCardboardPalletPrefab and boxesCardboardTilePrefab [*] Updated several loot lists to prevent 100% Q6 T1 tools in containers after loot stage 55 as it was only intended to be a boost for Working Stiffs crates [*] Reduced gas production to 2 gas per shale and sped up crafting time [*] Removed already disabled jiggle script from neck of Demolisher to prevent the head collider from being disabled at a distance [*] Increased the amount of cloth needed for various recipes [*] Adjusted the weights on various items that scrap to cloth to adjust for the increased crafting costs [*] Updated loot lists for generic vehicle loot to not have T2 or T3 weapons\tools [*] Generic vehicle loot now has a low chance for vehicle skill magazines with another low chance for others [*] GroupCarWeaponsTools now has a chance for meleeToolSalvageT1Wrench [*] AmmoGasCan moved from groupRareAutomotive to groupAutomotive [*] Increased the economic value for ammoGasCan [*] All Traders now have ammoGasCan for sell [*] Updated the localization for timed charges to insure players know what they are effective against [/list] [b]Fixed [/b] [list] [*] AirDropFrequency setting for dedicated servers needs to be limited to same choices valid for SP [*] Stuns do not reset the stun counter when stacked. [*] Zombie attack can break after receiving fall damage (Hit tag) [*] Entity vertical movement could cause incorrect results for finding entities in chunks [*] Floating terrain deco issue in countrytown_business_03. [*] AI pathing issues with cube_corner_beveled not having the path solid property [*] #mindwipe does not work correctly on servers. [*] House_old_mansard_03 stability issue. [*] Twitch Prime Subs were not registering their events correctly. [*] Always do authorization cleanup on main thread [*] Steam game servers list reports incorrect port to connect to game [*] Robo sledging a player on a vehicle breaks camera [*] Vehicles could take increased collision damage from blocks due to player block damage setting [*] Player third person pose (ragdoll/vehicle) would stay in last positions when switching to first person leading to inconsistent hits and possibly ugly anim blends [*] Sleeper volumes trying to spawn an entity that just died [*] Vehicles being excessively damaged from separate collision events [*] Particles did not try to play on a dedi so the player noise creation was skipped, this resulted in different stealth and zombie behavior on servers compared to single player [*] Wrong tag used to scale the steel when crafting higher quality levels of junk turrets [*] NRE: Exiting game before camera stops shaking. [*] Typo with woodenGarageDoor5x3_PoweredOak in the woodenGarageDoor5x3_PoweredBlockVariantHelper causing errors [*] Typo with woodenGarageDoor5x3_PoweredOak key in localization [*] Updated trader stage baseTier1 template to allow an overlap between iron and steel tools/weapons [*] Swapped two wanderingHordeStageGS groups that were out of order [*] Updated all 3 control panel corner duct prefabs with missing Ref Parent script on the colliders [/list]