A21.1 b6 EXP
Author: Hated,
published 1 year ago,
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
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