V1.1 b14 Stable
Author: Hated,
published 2 months ago,
[img]https://clan.cloudflare.steamstatic.com/images//5383109/7d3f08500fa4e7e87ad450d5b91988247e917335.jpg[/img]
Hey Survivors, we're pleased to announce the release of v1.1 b14 to our Stable branch. This update features several changes to stealth mechanics, as well as a multitude of fixes and optimizations to improve performance and enhance gameplay.
Check out the full change log below!
b1-b14 Changelog
[b]Added[/b]
[list]
[*] Player stealth meter is green when no alert entities are near you otherwise it turns yellow
[*] Stealth is less affected by player movement and ramps up over time
[*] Controller support for the 3D map preview on the RWG window
[*] (PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either PlayStation or Xbox icons
[*] New explosion particles for Propane Tanks, Barrels and Vehicles
[*] Inventory UI Audio Various Resources
[*] Inventory UI Audio Rocket
[*] New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items
[*] Support for SoundPickup and SoundPlace for blocks
[*] Blood splatter to zombie bear and dire wolf
[*] Prefab Editor "Rnd decorate Sel." also sets random rotations
[*] Enable All and Disable All for Extras through the Twitch Options menu
[*] GameShuttingDown mod event
[*] wilderness_filler_21
[*] lot_vacant_09
[*] countrytown_business_15
[*] remnant_downtown_filler_24
[*] remnant_downtown_filler_25
[*] remnant_downtown_filler_26
[*] remnant_downtown_filler_27
[*] remnant_downtown_filler_28
[*] Rwgmixer xml district prefab_name property and changed forest_rural to use that
[/list]
[b]Changed[/b]
[list]
[*] Balanced stealth effectiveness for all combinations of perks, armor and light levels
[*] Reduced distance from and radius that AI picks to investigate near the target
[*] Balanced stealth world and block ambient light
[*] Improved player stealth UI to be twice as sensitive to light, half to sound and round off value
[*] Balanced player stealth enemy search duration reduction from perks and armor
[*] Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments
[*] Increased bear and dire wolf sight and hearing
[*] AI alert timer starts after investigation ends and with some random variation
[*] Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
[*] Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date)
[*] New Burnt Zombie Sound FX
[*] New Gore for Hazmat zombie
[*] Increased vehicle armor and plow damage reductions
[*] Increased vehicle reserve fuel tank capacity
[*] Removed Q6 items from airdrops and infested loot
[*] Increased the harvest count of Augers and Chainsaws by 20%
[*] Increased duration of all fire weapons influenced by Fireman's Almanac Vol 4 by 1 second for display lag and rounding
[*] Persistent electricity effect when dismembering electrocuted zombie
[*] Updated organic destroy effect
[*] Updated explosions particles for land mines
[*] Updated icon for yucca fruit to better represent the in-game models
[*] Updated icon for Knuckle Wraps to better represent the in-game models
[*] Knuckle Wraps now use cloth for crafting, repairing, and scrapping
[*] Updated Knuckle Wrap description references from leather to cloth
[*] Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance)
[*] Reduced the amount of duct tape needed to craft Robotic Drones
[*] Updated landmines with repair properties for the Infiltrator perk
[*] Adjusted glowing eye on zombie bear and dire wolf
[*] Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected.
[*] Set mipmap streaming on for entity textures that had the setting missing
[*] Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly
[*] Updated persistent electricity effect when dismembering electrocuted zombie
[*] Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities
[*] Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
[*] Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
[*] Adjusted colliders on commercial blind shapes
[*] Removed FPSScaling option for consoles
[*] Updated localization for T3 and T4 electrician crafting skill sections
[*] Updated descriptions of Salvage Operations to prevent confusion of harvest speed
[*] Updated several Spanish translation issues based on community feedback for pistols and file cabinets
[*] Localization sync for Japanese updates
[*] Updated localization to support new entries
[*] DMS section type for traders is read from npc.xml
[*] Keep F3 CVar filter text when leaving to main menu and loading back into game
[*] Trader Rekt gate access is now easier especially for bikes
[*] Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's
[*] Added storeHardware theme tag to remnant_business_04
[*] Sleeper, pathing and art improvements to army_camp_07 based on player feedback
[*] Added audio trigger and additional pathing improvements to army_camp_07
[*] downtown_filler_plaza_03 replaced fountain with new design
[*] victorian_08 trigger unlock doors for easy exit
[*] bungalow_02 Easy exits set to Trigger Unlock
[*] Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
[*] Connected additional door to keyrack quick exit / unlock in house_old_modular_04
[*] Connected additional door to keyrack quick exit / unlock in house_old_modular_05
[*] Connected additional door to keyrack quick exit / unlock in house_old_modular_07
[*] Added quick exit / unlock keyrack to house_old_tudor_04
[*] Added quick exit / unlock keyrack countrytown_business_07
[*] Reduced sleeper volume count in countrytown_business_07 based on feedback
[*] Art pass and sleeper volume adjustments in ranger_station_01
[*] skyscraper_01 reduced by 591,469 verts 221,936 tris
[*] store_clothing_02 loot balance pass
[*] downtown_building_03 area rebuilt with new blocks
[*] downtown_filler_31 texture fix, block type replaced
[*] hotel_04 locked optional room door to make it clear to the player that's not the actual path
[*] house_modern_27 path improvement
[*] rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
[*] house_modern_29 added front balcony for aesthetic reasons
[*] nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
[*] countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
[*] House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
[*] House POIs That Need Trigger Unlock various POIS
[*] house_construction_04 small blocks and terrain update
[*] apartments_04 POIs needed trigger unlock
[*] Additional adjusted sleepers in utility_refinery_02
[*] lot_vacant_09 changes made based on feedback
[*] Twitch: Increased price of #mind_wipe and #newbie
[*] Twitch: #newbie is now an Extra
[*] Twitch: Break Claim triggered cooldown from 20 to 30 seconds
[/list]
[b]Fixed[/b]
[list]
[*] Issue with solar cell quantity and quality getting clamped incorrectly in trader inventories
[*] Can't set forge to craft max quantity with Advanced Engineering perk
[*] Unable to join game invite through Steam if player does not proceed past the news screen
[*] Potential NRE in ServerPasswordWindow
[*] FPS drop from very wide angle spot lights
[*] Fix Xbox crash in rare cases when coming out of suspend while on the main menu
[*] Fixed race condition between RegionFileManager and PersistentPlayerData which could cause rare exceptions
[*] Xbox crash if game suspended while initial loading shows "Loading particles"
[*] Xbox crash during save operations
[*] XBS Native Graphics Job freezes by switching back to Legacy Graphics Jobs
[*] Texture streaming goes over budget after some time on Xbox S
[*] Bows swapping ammo types has some visual issues showing wrong ammo type
[*] Unable to hear air drop if ambient sound is muted
[*] Vehicle velocity was not retained on server when a client driver exits
[*] Vehicle is kinematic warnings on dedi when driver exits
[*] Players can ragdoll themselves getting out of 4x4
[*] Players could flip or destroy the 4x4 when exiting on steep slopes
[*] Auto turrets are pinging like bedrock/trader protection when hitting dirt
[*] Auto turret is having issues targeting allies and self
[*] Disable electric shock on dismembered limbs
[*] Zombie variant texture dismemberment issues
[*] Fixed electrocuting dismembered stumps
[*] Missing tags for advanced engineering workbench craft time reduction perk
[*] CVar prefix with Fireman's Almanac Vol 4 not working properly with Molotov's
[*] Issue with negative scaling on curtainDrapesRightHalfTopPrefabVariant not showing properly
[*] Reading a Treasure Map automatically activates it overriding active quests
[*] Crouching and uncrouching while in a confined area can cause players run to become slower than when not running
[*] Linux GUI error after hitting ESC
[*] Steam deck settings apply glyph does not display properly
[*] Can't craft more than 1 tool or handheld item at a time
[*] Inventory item place sound not always playing
[*] Steel fridge and beverage freezer ambient loops are incorrect or missing
[*] Sprint lock does not become engaged when using keyboard combinations starting with Shift (Opening Steam/Discord overlay or opening a radial menu)
[*] No challenge progress getting honey from POI stumps
[*] AttachParticleEffectToEntity issue when SDCS characters are set on fire
[*] Prevent toggling the flashlight on and off while zooming a scope in/out if they share a single controller binding (also applied to quick swap)
[*] Air drop settings tab discrepancy
[*] Server Browser List daily quest limit setting missing proper value localization
[*] News page has no entries in offline mode
[*] Zombies can get stuck between double pole blocks
[*] Setting linear velocity of a kinematic body is not supported warnings for out of world checks
[*] Prevented controller aim assist from targeting drones
[*] Store_hardware_03, terrain density issue
[*] Only Usable Type for Twitch Actions were being bypassed by the extension
[*] Chunks can stop generating after exploring for a while
[*] Animation desync on remote players when changing vehicle pose state while in an unloaded chunk
[*] Two wheeled vehicles without a driver can slowly slide on their sides for a long time
[*] Missing barbed wire and texture issue in installation_red_mesa
[*] Block mines to not explode when repairing
[*] Server Browser List some settings missing proper display values
[*] RWG Preview Mesh Memory Leak
[*] RWG Terrain Preview Material / Texture Leak
[*] Shared quests with the same location are not tracking properly
[*] Spread audio clip processing over time when loading dynamic music sections in order to alleviate frame hitching
[*] Host sometimes hear idle zombie noises from client
[*] Missing localization for reporting player text
[*] NRE related to DebugGameStats
[*] Molotovs are ignoring Player Killing setting randomly
[*] Activating item_modifers has no audio indicator
[*] Animals seeing players used an inaccurate distance
[*] Stealth ambient light value was too dark compared to what was rendered
[*] AI head motion near walls could let them see through them causing screamers to scream and spitters to spit
[*] Updated value on Grandpas Awesome Sauce
[*] Zombie alt texture dismemberment issues
[*] Logic issues related healing limbs with Physician 3 perk
[*] Reworked calculation for Farmer Full Set Bonus to prevent food health applying bonus incorrectly
[*] Airdrops are now immune to buffBurningEnvironment, buffBurningElement, buffBurningFlamingArrow, buffBurningMolotov, buffIsOnFire
[*] Issue with negative scale colliders on guardRailPole8mInclineFlippedPrefab
[*] Updated logic to prevent premature limb healing when sprains turn into breaks
[*] UI textures loaded from web/files are affected by texture quality setting
[*] ItemValue's Metadatas were not properly cloned when splitting stacks
[*] Trader name unlocalized when sharing their location marker
[*] PassiveEffects with OR requirements always applied independent of the actual requirement states
[*] Player doors within 10m of trader unlock/lock on open/close
[*] Quest searching issues
[*] NRE on world load when using player signs in custom POI's
[*] Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
[*] Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
[*] Missing texture in downtown_filler_05
[*] Density on lot_rural_filler POIs
[*] Sleepers waking up by back fence in utility_refinery_02
[*] Clipping tree in roadside_park_01
[*] house_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
[*] rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
[*] remnant_burnt_07, removed car that had alignment issues
[*] house_old_victorian_10, missing paint
[*] house_old_ranch_10, replaced wood carpet roll with cloth carpet roll
[*] house_burnt_01 easy exits set to Trigger Unlock
[*] house_burnt_04 easy exits set to Trigger Unlock
[*] house_burnt_05 easy exits created & Trigger Unlock set
[*] tudor_06 floating book pile, loot reduction, trigger unlocks on exits
[*] house_modern_09 Missing paint, props, added rope climb out
[*] house_old_pyramid_01 trigger unlock easy exit
[*] school_daycare_01 shrub clips into wall
[*] house_old_tudor_02 untagged from culdesac due to issues
[*] house_old_bungalow_12 deleted odd terrain block
[*] bungalow_05 replaced clipping rubble with debris instead
[*] store_pharmacy_01 loot balance
[*] bungalow_10 loot rebalance
[*] trader_jen missing paint
[*] skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
[*] hotel_04 mispainted texture
[*] house_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
[*] trader_jen, mismatched paint
[*] lodge_01 trap block results in floating light
[*] fastfood_06 mismatched paint and fastfood_06 wood clipping
[*] hotel_04 requires player to open elevator door to complete quest
[*] school_01 school desks clipping
[*] school_01 window SI issue
[*] school_01 mismatch texture near the roof
[*] skyscraper_02 projector screen SI issue
[*] house_old_modular_05 texture issues
[*] remnant_skyscraper_05 removed duplicated light, fixed mispainted texture
[*] gas_station_08, missing paint
[*] house_old_ranch_13, removed unused sleepers
[*] gas_station_08, unpainted surfaces, block with missing trim
[*] store_clothing_01, removed clothes rack
[*] cave_02, SI issue
[*] roadside_park_01 could use helper trees
[*] office_03 mismatched textures
[*] house_old_modular_05 texture issues
[*] lot_vacant_04 floating zombie in front of car
[*] house_modern_23 mismatched paint and other misc issues
[*] trader_rekt missing fence post
[*] bungalow_12 missing textures
[*] house_modern_05 texture issues
[*] cave_01 underground air gap in terrain
[*] bowling_alley_01 SI issue
[*] rural_drive_in_01 terrain density issue
[*] warehouse_08 terrain density issue
[/list]