Alpha 17

Alpha 17 Change Log
This page contains some change logs that will be preserved for future reference. For other continued Changelogs see these links Alpha 19 Changelogs

Added

 * More food and drink types to vending machines
 * New tier 1 cabin_09 dungeon to the game and RGW
 * New Cabin_08
 * Mods to traders inventory and secret stash.
 * Move speeds to AI debug info
 * Zombie movement settings Nightmare speed
 * Improved zombie run/walk settings (replaced ZombiesRun preference with ZombieMove, ZombieMoveNight, ZombieFeralMove, ZombieBMMove. Each can be Walk, Jog, Run or Sprint)
 * Two new tier 1 cave POIs, and made cave_05 larger
 * Updated server browser to support the new zombie move settings
 * New tier 1 quest-able cabins 8, 9 and 10 to Navezgane and random gen
 * Potential fix for some macOS users getting errors about too large socket buffers
 * New medicine cabinets, sinks, medical piles and ammo piles
 * Overhauled cabin 07 as a dungeon tier 1 to support fetch, clear, hidden cache
 * Cabin_01 has been overhauled in to a small dungeon tier 1 that supports clear quests
 * Docks 02 is now a new overhauled tier 2 questable dungeon
 * Docks_03 overhaul
 * Gas_station4 as a tier 1 questable POI
 * Cabin_04 as tier 1 clear, fetch, hidden_cache
 * New diner_03 to navezgane and replaced a couple dupe cabins with new ones
 * New diner 03 tier 1 dungeon
 * New cabin_11 tier 1 POI

Changed

 * Update the ancient torch model
 * Crafting steel bolts and arrows is not gated by a perk
 * Overhauled diner 02 into a tier 1 dudgeon
 * AI destroy area to check more often and last 2 seconds longer
 * Iron and Steel fireaxes do bonus damage to wood
 * Iron and Steel pickaxes do bonus damage to stone and iron
 * Trader Update: Added mods, clothing, all new food and drug items, rebalanced most item prices, added more construction materials, improved Trader Joel graphics
 * Now logging all chat on the server
 * Removed AstarPath calling GC Collect, which causes lag spikes when new path grids made
 * Pine forest sun is more vibrant
 * Increased vehicle placement height, so easier on uneven ground
 * Bicycles and wheels no longer need a workbench to craft
 * Vultures will target a noisy player if none seen
 * Dart traps moved to Engineering 2
 * Increased next wandering horde delay range
 * Increased wandering horde min pitstop distance and range
 * Vulture targeting of the closest player to check if seen on each one and check light level, so stealth at night works
 * Ranged weapons and zombie HP scaling rebalanced
 * Decreased noise of jumping and step sounds
 * Rescaled zombie tier hit points and gamestagebased spawn probabilities
 * Reduced wandering horde counts
 * Trader doesn’t have a really bright light on him now
 * Removed duplicate dock 04 from smaller lake
 * Merged the Slow Metabolism and Fully Hydrated perks
 * Normalized zombie anim blends, so 1.35 move speed is a full run for all
 * Increased normal zombie MoveSpeedAggro max and decreased spider to 1.35 max
 * Intellect reduces crafting speed by up to 65%
 * Perception increases accuracy with ranged weapons
 * Decreased reflection quality settings of Low/Middle/High/Ultra and added Ultra to UI and added private Ultra
 * Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic
 * Feral MoveSpeedAggro minimum to 37% of max value in XML
 * Removed AIDirector checking run for some distances and increased day distances
 * Power attack damage higher than before but mostly perkbased
 * Perks Deep Cuts, Stay Down, Heavy metal increase power attack damage on stunned/staggered enemies
 * Stoneaxe, pickaxe, shovel, hoe are bladed weapons
 * Removed Wrecking Crew perk
 * Melee weapons rebalanced
 * Guns and ammo prices
 * Intellect 10 goggles maximum craft speed reduction is 95% instead of 100%.
 * Increased AI obstacleCheckTickDelay to 4
 * Increased chance for power attack grunt sounds because power attacks cost more stamina
 * Reduced chance for grunts to play on all power attacks.
 * Made tier 6 pois tier 5 adjusted the tiers on a few more pois that should have been 1 or 2s
 * Reduced zombie kill XP
 * Fetch compass icon changes to up at 3 meters now instead of 2 above.

Fixed

 * Recipe unlock issues with gunPumpShotgun, thrownAmmoPipeBomb, thrownDynamite, tnt, rScrapIronPlateMine, ceilingLight01_player, toolForgeCrucible, resourceArrowHeadSteelAP, resourceForgedSteel
 * Particle effects of destroyed terrain blocks were always black
 * Parent spam on survivor camps
 * Client not showing if you tried to connect to a server with an invalid password
 * EAC keeps connecting and disconnecting
 * Creating a Blank game then hitting continue brings unused game settings
 * EAC keeps connecting and disconnecting
 * Blood draw kit does not take away any health
 * AI could be distracted when it had a target
 * Burnt zombie sound persists when in Pause
 * Collision on jail bars
 * Placed TNT is not explody enough
 * Armor perks can easily make you invulnerable
 * Rabbit very difficult to butcher from middle of its body (chicken too, made HasRagdoll false and set CC layer to cLayerLargeEntityBlocker on death when no ragdoll)
 * Zombies are no longer attacking doors or monster closets
 * Repair speed of stone axe, hammer, wrench and nail gun and syncronized animations with delay
 * FastTags GetTagNames not returning correct extended names
 * DrugRecog and drugFortBites have wrong craft tool assigned
 * The POI burning barrels have no collider to them
 * Perk Stay Down level 1 and 2 are not working
 * Active challenge prevents trader quests.
 * All mining ores have unique textures again
 * Light fixtures showing up dark.
 * Pathing issue with 1/2 blocks (added AI obstacle sidestepping)
 * AI CheckEntityBlocked not using origin and changed to SphereCast with longer range
 * Host can have still standing chopped down (POI?) trees remaining in their game
 * Power attacks with iron fire axe play grunt sounds
 * Land claims compass icons were showing for other people.
 * Nail gun nails don’t do damage and/or have collision (reworked launched obj handling, fixed offset from gun)
 * Nail projectiles not being deleted on collision
 * Infection adds a severe cap on stamina
 * Steel fire axe didn’t play grunt sounds on power attack.
 * perkHeavyMetal applies the correct effect
 * Torches are not at the 3D location where they were placed
 * Courier satchels appear for clients instead of normal containers

Important for dedicated servers:

 *  <!– OLD! 0 = default day/night walk/run, 1 = never run, 2 = always run; this setting ONLY affects regular zombies, some zombies like ferals always run –>
 *  <!– 0-4 (walk, jog, run, sprint, nightmare) –>
 *  <!– 0-4 (walk, jog, run, sprint, nightmare) –>
 *  <!– 0-4 (walk, jog, run, sprint, nightmare) –>
 *  <!– 0-4 (walk, jog, run, sprint, nightmare) –>

Known issues:

 * Some scenarios where trees remain in the world, repro cases are welcome
 * Auger and chainsaw sound loop in MP games reloading and switching slots fixes this temporarily
 * Trader Jen has a deep voice
 * Players visually disappear for another when looking up
 * No lights on vehicles
 * Turrets target zombies through walls
 * Guns with a magazine size of 1 still auto-reload
 * Some mods are in a testing phase only and do not work yet
 * Stealth has some issues that may not get fixed until the next patch
 * Server connection issues
 * Floating POIs
 * Repair material not refunded when a repair was canceled
 * In some scenarios, the double swing may still occur
 * Ammo count of nailgun goes broke when equipped with a full auto receiver
 * Trader Rekt is nicer than usual
 * Some achievements cannot be obtained at the moment
 * Charismatic Nature is not working right now
 * Scrapping items in crafting queue while relogging may go lost
 * Relogging when crafting usable items are in the crafting queue may have negative side effects
 * Debugshot/dbs closes instantly on Linux and Mac
 * Nightvision does not properly work
 * Crafting speed bonus does not properly apply to workstations
 * Clipping into blocks to see through terrain
 * Vultures play their fly animation when dead for clients
 * Vehicle key mapping does not save
 * Shotgun driver loses sound on 4×4 after a while
 * Self-medicated can be purchased but should not
 * Server browser does not display the proper values for zombie movement speed
 * Workstation tools do not refresh the recipe list when the tools are installed
 * Can use a torch and flaming arrows as light underwater
 * Handheld weapons and items show light on them while inside sealed rooms or underground at night
 * Clothing items should be removed and swapped out manually or risk deleting them


 * This entry was posted in News on 12/11/2018 by rhuenink.