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) [/list] [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 [/list] [b]Balance[/b] [list] [*] Cannibal ability to dodge heavy attacks increased [*] Increased John2 damage to structures [*] Enemies now flee further when scared [/list] [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 [/list] [b]Sound[/b] [list] [*] Applied logarithmic scale to volume sliders [*] Add an audio event for animations where cannibals hits club against ground [/list]