Notice: Inventory data (player loot) was wiped for this update!
Power and Lights:
- added indoor and outdoor dynamic lighting
- added indoor light switches
- added 4 handheld light tools (flashlights and a lantern)
- added night time brightening effect when hand held lights are in use
- added 6 power regions and power substations
- added power routing and power controllers to substations
- added power routing controls to the power station
- added power and routing state displays to substations and power plant
- rewrote time of day syncing for server and client
- rewrote day/night cycle to be smoother
- rewrote the lighting system to support future changes
This initial implementation of the power system is not going to resemble the final product. Currently substations can self manage their own power but in the future a stronger emphasis will be put towards the power plant for âdirectingâ where power can go on the map. For now, there is enough power for every region, but this may not be the case long-term. There is also a lack of purpose for power beyond the lighting, but this will be expanded on in the future.
Vehicles:
- rewrote the back end for vehicles
- fixed various memory leaks associated with vehicles
- fixed âdouble entryâ bug when entering vehicles
- changed entering vehicles to be seat specific instead of driver first
- rewrote vehicle spawning behavior to be more efficient
- fixed various bullet collision issues with vehicles and seated characters
- fixed various small bugs with all vehicles
In the future we want to add changing seats without exiting the vehicle. The removal of the âdriver firstâ system is in preparation for that.
Firearms:
- re-balanced all firearm effective ranges
- re-balanced all firearm damage values
- re-balanced most firearm aimed and hipfire accuracy values
- re-balanced some firearm firerate values
- added aim time to all firearms (firearms no longer instantly enter the aim state)
- adjusted general handling speeds of all firearms
- added 4 under barrel attachments (three grips, one laser)
- added aim time, recoil, aim sway, and hipfire accuracy stat modifiers to relevant attachments
- added aim time, handling, and sway stats to firearm hover text
- changed how the on-screen crosshair sizes itself based on the equipped firearmâs hipfire accuracy stat
- when grabbing ammo or firearms with matching caliber ammo, the items are briefly highlighted in your inventory
- fixed various ammo transfer bugs that create negative ammo containers
- fixed various state bugs with firearms
Although firearms seemed to be in a decent spot, were backed into a bit of a progression corner. We didnât like that effective range wasnât more prominent in fights, and we felt like the lack of variety in handling/aiming speeds created a muddy sandbox of firearms that didnât allow each âclassâ of firearm to shine. The changes made to firearms were done in attempt to better expand on the classes of firearms and the ranges they should be at peak performance. With the addition of underbarrel attachments and the inclusion of stat modifiers based on your attachments firearms are now in a position where they feel more specialized for certain jobs while still being buildable to perform well in other areas. The intent is to create a more purposeful approach to picking firearms to match your playstyle while not totally alienating your favorite guns from being usable in ways that arenât the indented use cases.
This is an ongoing balancing process and we will made adjustments as we start to see feedback coming in. We ask that feedback is given in the context of the new sandbox and not as a complaint about how it changed from what it was/should be. Weâd like to know your experiences with the new firearms, not your opinions from just staring at the numbers.
Character:
- adding warnings for when your character is critically hungry and thirsty
- added red flashing to the hunger and thirst meters when they are critically low
- added blue energy drink and can of beans to your fresh spawn inventory (beans will no longer be generated as regular loot)
- added new jumping and falling animations
- made jumping and vaulting animation replication more consistent
- adjusted the âcan only run forwardsâ rule to properly ignore certain equipped items
- adjusted the smoothing speeds for various animation transitions
Your can of beans is branded with your name. Treasure it, or eat it. Itâs up to you.
Loot:
- rewrote the loot spawning system to be more consistent and controllable
- re-balanced all game loot to work better with the new âloot groupâ system
Loot will have ongoing balance chances as we dial in rarity. Spawn rates may not be perfect on release, so weâre especially looking for feedback on what is too hard to too easy to find.
Misc:
- added AK-74/74U 45-round magazine
- added two new parachute backpacks with color variants (just for capacity, not functional)
- added new high-waist jeans with color variants
- added some new infected outfits
- added new interaction sounds for various new intractable objects
- increased Baton damage from 30 to 35, and slightly increased attack time
- increased Shiv damage from 30 to 35, and slightly decreased attack time
- rewrote all raycasting systems to be more performant
- rewrote infected ago and spawning to be more performant
- made network and physics optimizations to the infected
- rewrote interaction system to handle more granular interactions
- rewrote the interaction system to be more performant
- fixed a number of raycasting collision issues with certain items
- fixed an issue where fresh players could spawn at rejoin spawn locations
- fixed a number of rough UX issues when transferring ammo/items between containers
- fixed some high-waist pants displaying incorrectly