Patch 03 - Knight V, Spring trap, Night Vision, Solar power and more
Author: Dishmink,
published 1 year ago,
Hey Everyone,
This patch adds a new rideable EUC the Knight V (pronounced knight five), a pair of night vision goggles, a new spring trap that will launch enemies, and brings a first pass of solar power and light bulbs to the building system, along with a bunch more fixes and other improvements.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.
[b]Features[/b]
[list]
[*] Rideable E.U.C. ‘Knight V’
[*] Nightvision goggles
[*] Solar panels, light bulbs and wires added to construction system
[*] Ramps/Stairs can now be built between a beam and a wall
[*] Buildable spring trap
[*] Working armor rack (replaces mannequin)
[*] Added button / option to delete saves (also limited amount of save slots to 30 to fix issues with steam cloud sync)
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[b]Improvements[/b]
[list]
[*] Dead babies now have buoyancy in water
[*] Mr. and Mrs. Puffton clothes now burn up when they are burned
[*] Added security camera model to bunker luxury entrance
[*] Cannibal lookout towers and large huts are now breakable
[*] Adjusted navigation areas by lakes to fix issue with stuck animals/characters around edges
[*] Can now pickup and throw puffy dead bodies
[*] Dismembering dead characters with melee is now easier
[*] Adjusted creepy spawning logic in caves, should no longer visibly spawn and should not lead to over the top amounts of enemies in caves over time
[*] Improved some enemy base attack logic
[*] Enemy damage game setting is now properly replicated to clients in multiplayer
[*] Kelvin "return to shelter" command will also return to hunting shelters and beds
[*] Kelvin can now pick up all types of arrows, visibly carry them, and drop the proper type of arrow
[*] Fly Swatter and Bone Maker traps will no longer trigger on small animals
[*] Improved morgue lighting in bunker residential and added some dead cultists there
[*] Added flower wreaths to some dead cultists
[*] Added world position fixer to block player going outside the bounds of the world on X and Z
[*] Added quarter resolution mipmap limit option and set book pages to use it, to prevent them becoming unreadable at low texture settings
[*] Set rock, stick and small rock to disable colliders when not dynamic
[*] Fixed player clothing blend shapes not always properly applying visually to other players in multiplayer
[*] Tarp and turtle shell will now show their item count in inventory
[*] Renamed mannequin to armor rack
[*] Changed amount of duct tape required to build armor rack to 1
[*] Added shimmy area after boss fight in hell cave
[*] Made it possible to leave hell cave if reentering it after completing game
[*] Rope climb trigger for caves is now accessible from a wider angle
[*] Creepies will now be hidden if they manage to wander into any cutscenes
[*] Virginia will now stash guns when carrying a gift and drop gift when entering combat
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[b]Balance[/b]
[list]
[*] Cannibal ability to dodge heavy attacks increased
[*] Increased John2 damage to structures
[*] Enemies now flee further when scared
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[b]Fixes[/b]
[list]
[*] Fixed issue with nomad cannibal families spawning more than maximum allowed amount
[*] Fixed more cases of enemies and large animals able to spawn in player bases
[*] Fixed missing translation on find the Puffton tutorial messages
[*] Fixed slight delay when hovering over the exit confirm button
[*] Fixed some more cases of being able to glitch out of the world using a stick
[*] Fixed animation pop in puffy male walk aggressive loop
[*] Fixed some areas players could get stuck in hell cave
[*] Dropped backpack should now properly spawn if the player saves and reloads before picking it up
[*] Grab bag should no longer get the player stuck in a bad state if it is opened and closed quickly
[*] Player should no longer get into a broken state if they begin swimming while performing the refill flask action
[*] Added a safety measure that if the player somehow gets into a state where they are missing a vital item such as their lighter, tracker, combat knife, guide book or grab bag, they will be readded when a save game is loaded
[*] When the player’s dropped backpack is picked up, it double checks to ensure that the player now has the backpack item
[*] Player should no longer be able to lose their backpack from using their Quick select in some rare use cases
[*] Fish on drying racks will no longer despawn when their max pickup count is reached
[*] Items on the camp fire will no longer auto despawn
[*] Fixed heavy actor sometimes popping to standing when hit again during hit head reaction
[*] Fixed Kelvin not stopping trying to fill holder that player put final item in
[*] Fixed player getting into stuck state if machete ground attack was interrupted
[*] Fixed stun baton FX sometimes stuck on when interrupted
[*] Fixed issue with there sometimes being more fish than maximum allowed amount
[*] Improved logic to better prevent cases of seeing enemies pop in
[*] Fixed falling trees not hitting cannibals
[*] Fixed clients sometimes seeing extra GPS locators for Virginia
[*] Fixed multiplayer client’s taking gun with multiple mods from Virginia losing a mod
[*] Fixed visual issues decapitating heavy faceless cannibal and female puffy
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[b]Sound[/b]
[list]
[*] Applied logarithmic scale to volume sliders
[*] Add an audio event for animations where cannibals hits club against ground
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