Update #62 - 8/7/2018
Posted on August 7th, 2018 11:37 AM EST
Vomit/Barf/Overconsumption
- When a player overconsumes food/drink it can cause involuntarily loss of stomach contents. (40% of food/drink lost)
- Vomiting can also be caused in a less potent way by sickness, poison, dizziness or radiation sickness - in this case only a fourth of the food/drink is lost
- After vomiting the player feels slightly better if he was dizzy before
Humidity/Visible Warm Breath
- If the combination of the difference of air to exhaled air temperature and air humidity is high enough then the players breath becomes visible
- The breath frequency is based on the stamina strain on the character and works in combination with the hold breath actions
- The breath visibility duration depends on the how fast the exhaled humidity can be absorbed in the air
Wetness
- A player gets wet by going underwater, being in the rain or high humidity
- When a player gets wet enough water begins dripping to the ground for a certain period until the player is dry enough again
- Wet players have a medium protection against heat and fire, but are more susceptible to cold
Vehicle Skins
- Support for skinning/painting vehicles has been added to the game
- As you drive the pickup truck, base sedan, or semi there is a random chance you will be awarded a new skin for the vehicle you are driving
- Skins for additional vehicles will be added in future updates
- All the current skins are just solid color variants
- Vehicle skins can be sold and traded via Steam inventory
- A new vehicle paint shop has been added to the map - vehicles must be taken there to be skinned
- A vehicle kiosk is located in the building that will show you all the vehicle skins you have
It costs amcoins to paint/skin a vehicle - the cost of skins will eventually vary based on the skin - Skins on a vehicle will persist through server restarts
Repair Kits
- Repair kits have been added to the game and will allow you to now repair most weapons
- The health of the repair kits determines how much it will repair a weapon - a 15% health kit will repair its corresponding weapon by 15%
- You can combine health kits together - a 15% and a 30% will become a 45% kit - anything over 100 will be lost
- A weapon can be broken down into a repair kit for that weapon - the health of the weapon determines the health of the resulting repair kit
- You repair a weapon, or combine repair kits, by dragging and dropping them in the UI - the background of an applicable item will turn blue
Item Damage/Degradation
- All weapons now spawn with a random amount of health
- They will need to be repaired to 100% in order to be stored in a kiosk
In this update the health of an item does NOT affect its performance, but it will in the next update - When a player takes damage any clothing that has a health value in the area that was hit will be damaged
- For example, a player gets shot in the chest and it's possible both the jacket and shirt will be damaged
- Only a small amount of clothing has a health value and can currently be damaged, but all clothing will have a health value in the next update
Server Fixes
- Fixes for water spawning issue
- Fixes for some stuck server issues
- Fixes for kicking players when moving fast - driving vehicles
- Server crash fix for a memory allocation bug
- Tow cable optimizations to help reduce crashes while towing metal parts
- Rate limited damage to base parts to reduce database updates and client messages
Game
- Better emote reliability and speed
- More world actions added for new assets/areas
- Weather stats slightly tweaked in regard to humidity and breath visibility
- Burning barrel now provides warmth and lower humidity, as well as new fire damage setup
- Gamma curve limit added
- Server message sent to all clients when an admin manually starts a weather pattern
- Current weather pattern is now output as part of the server status command
- Slight network optimization by excluding certain objects server-side
- Slight network optimization in the initialization of storage, dryfire, ladder
- Slight server performance optimization by excluding weather audio, visuals and client only objects on servers
- When using the context menu to craft an item the resulting item will be dropped on the ground if you don't have room in your inventory
- Resulting crafted items that drop to the ground now have their orientation randomized to help eliminate perfectly stacking objects on the ground
- Items restored from a kiosk will always have the correct stack size and health
- Inventory opens faster the very first time you open it
- Fixed "Unknown" player bug in area chat
Vehicles
- Drivable semi truck added
- When a pickup truck, base sedan, or semi spawns it will appear with a random paint color
Map
- New junkyard area added that contains the vehicle paint shop
- New semi truck prefabs have been updated/added to the map
- Semi truck spawn locations added
UI
- Removed double keybind of controller crouch/inventory
- Fixed some incorrect icons UI/Steam icons
Items
- Fixed BE/DE flex cap names
- Repair kits can be randomly found in the game and can also be looted from certain boxes and workbenches
- Red dot sight added
- Lug wrench does not degrade as quickly when repairing vehicles
- Some new skins have been added for the .22 pistol, AT-15, Carlington, and HK45 - they are all randomly awarded as you play the game
AI
- There is a chance that when you loot from some world objects that you will disturb some sleeping critters
- Mutants can now alert other nearby mutants
- Mutants can now slightly evade if you are aiming at them - how often and how much depends on the mutant type
- Baby spiders no longer leave behind a corpse when they explode
- Small tweak to the human spider that should reduce its likelihood of getting stuck when spitting venom
- Increased chance to find amcoins on mutants
- Giant roach added
Animations
- Update to melee system to work with our camera system - players will now be able to aim better during melee
- Fixed weapon placement timing during shotgun select animations
- Barfing animation added
- Fix for movement animations - when looking directly up the body will now not twist oddly
- Meleeing now cancels emotes
- Separate animations added for the Katana instead of using the baseball bat animations
- Crouching movement animations have been made more consistent - this fixed hyperextension during ironsight whilst movement crouching
- More movement added to some AI arms to make them less stiff
- Colt python poses once over - also improved firing and reloading animations
Feedback thread: https://steamcommunity.com/app/299740/discussions/0/1742216747655686820/