“Alpha v2.0”
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Map improvements
map image: https://i.imgur.com/DYb1tuz.png- added Mackinaw Island (smuggler)
- all-new structures
- includes Smuggler Airstrip, Mines, Mortar, (town) and other large unique locations
- scattered small standalone unique structures
- features hot springs and a new environment
- expanded Barkley Island (volcano)
- includes Eden, (town) a research station, and a large camp
- improved geothermal power plant with many additions/tweaks and replaced office structure
- increased land area East of caldera significantly
- caldera terrain is now more rugged and detailed
- expanded LuLu Island (monastery)
- includes new fishing town, Huron
- scattered small structures, tents, hunting stands, cabins
- replaced monastery with a more fitting structure (until a new, larger location is developed)
- added spawn locations to Lulu and Mackinaw island
- removed player spawn locations along the inner shoreline of the three main islands
- removed spawn locations near Ashland
- added community pool near Ashland
- added many new small unique structures across the map (cabins, tents, bunkers)
- increased foliage density for all forested areas on the map
- replaced all farm fields with higher detail terrain, and unique farm variants (pastures, orchards, hayfields)
- improved appearance and internal layout of dozens of existing structures (mostly residential)
- replaced all grain silos with updated model
- added numerous unusable vehicles across the map, which can be looted for supplies
- added Mackinaw Island (smuggler)
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New infected systems
- improved logic (infected will investigate and react to sound + player actions in a more believable manner)
- successfully hitting an infected with any weapon will always cause them to target and approach the player
- attacking an infected with a melee weapon will create noise, and may alert other nearby infected
- infected will not detect players who are not within their line of sight, however infected often re-orient themselves as they wander around
- crouching, running, and sprinting are heard by infected at different distances
- improved infected ability to track/follow players, and accurately land hits (high latency should no longer result in infected to landing hits when out of range)
- improved physics reliability
- improved reliability of animations
- improved reliability of sound playback
- reduced damage all infected will inflict on players to 15 (previously 20 per hit)
- slightly increased all civilian infected run speed and attack speed
- increased loot drop rate for military infected
- added various ripped clothing variants to most infected
- improved logic (infected will investigate and react to sound + player actions in a more believable manner)
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New in-combat system
- visual timer added to main heads-up display
- general in-combat timer increased to 5 minutes while in a combat zone
- added combat zones
- combat zones are displayed on the player’s map
- remaining within the combat zone will result in the maximum in-combat timer
- leaving your combat zone will clear your combat status
- combat zones will move when combat is again initiated
- near misses will trigger in-combat sets
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Inventory and HUD
- changed default item-transfer control to LMB, can be changed in the settings
- left-clicking items will now “quick transfer” items to or from ground/containers
- “quick transfering” items while a container is open will now place the items in that container instead of the ground
- transferred items will display a highlight animation
- added zoom option to map interface
- added new visual interface for hotbar
- hotbar now has smarter memory (the hotbar will attempt to save your preferences by item type)
- added stacking group requests with amount indicator (you will know how many incoming group requests are waiting for approval)
- reduced how often the inventory needs to “draw” items
- fixed keybinding visual display bugs
- fixed various layering issues
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Firearms
- added entirely new recoil system for all firearms, and rebalanced all firearm recoil from scratch
- changed handgun recoil to “roll” left or right depending on shoulder view
- added variable “sway” effect to sniper rifles and magnified optics
- improved projectile system performance and reliability
- reduced AUG firerate to 720 RPM
- improved firerate for most shotguns
- improved recoil stability for higher FPS levels
- improved functionality for recoil smoothing systems
- increased weapon skin texture resolution (all skins should appear less pixelated)
- changed spawn location for Mosin PU Sniper and M1919A6 LMG
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Ammo and reloading
- transferring ammo between ammo boxes or magazines now takes time
- the process will be stopped if the inventory is closed
- handgun magazines, rifle magazines, and machine gun boxes each have different ammo transfer rates
- loading or unloading ammo from a particular object will take the same amount of time
- added spinner icons when transferring ammo (the icons will display over the two containers that are involved in the transfer)
- added six new ammo containers for all rifle calibers
- each container is significantly more efficient at storing ammo, compared to the small default ammo boxes
- each container has a handful of unique spawn locations
- spawns with a small amount of ammo (players will have to find more to actually fill them up)
- changed the maximum amount of ammo that can be held by small default ammo boxes
- 30 rounds instead of 50, for 5.56mm NATO, 7.62mm Soviet, and 5.45mm Soviet
- 20 rounds instead of 50, for 7.62mm NATO, 7.62mm Springfield, and 7.62mm Rimmed
- all smaller caliber ammo boxes can still carry 50 rounds, and shotgun box capacity is unchanged
- removed all “extended” magazines except the AK-47/AKM 40-round magazine, M14/G3/FAL 30-round magazine, and the Thompson 50-round drum (all smaller magazines are still present)
- reduced PSG-1 magazine capacity to 5 rounds
- all reloading cases have improved safeguards to prevent loading failure
- transferring ammo between ammo boxes or magazines now takes time
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Food and drink items
- added energy drinks and sports drinks, which quench thirst and also behave like stamina boosters
- added new rotten food items for freezers (which were previously empty)
- added six new food items for fridges and cabinets, including Canned Beans
- rebalanced the stats of most food items, generally increasing the hunger stat in most cases
- reduced the hunger stat of Military Ration to 85 instead of 100
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New group member tags
- minimized group member tag size
- group member tags expand to display player name on focus
- group member tags hide when aiming firearms
- group members no longer show up on the map (this is meant to make group members communicate more)
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New settings menu
- volume sliders
- game quality configuring
- user interface toggles
- weapon crosshair colors
- bullet impact effects
- debug text filtering
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Characters
- fixed various state/animations bugs
- simplified back-end character creation process
- changed firearms to feel less static when aiming down sights
- fixed boxing after death
- fixed “fast hitting” with melee attacks
- fixed a number of “t-pose” bugs
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New character animator system
- faster replication
- improved state management
- improved performance
- improved creation and destruction logic
- improved memory management
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Miscellaneous
- added 23 new findable shirts/tops
- added 20 new findable pants/bottoms
- changed overalls to be layered on top of any shirt (the shirt has been made into 4 new separate items)
- added one new backpack, Vintage Duffel Bag
- added sound effects when falling onto various surfaces
- added horn function and sound effects for most vehicles (sirens will be added soon!)
- added new sound effects for melee weapon swinging and impact with objects
- changed how a player spawn location is determined, to promote fairness
- client loading process was redone to be quicker and more stable
- minor refactor to the client and server frameworks
- better memory management across multiple game systems
- added basic framework for scaling UI elements
- reduced draw calls for weapon and character control UI
- better separation between logic and render code
- improved “bounce” behavior for network calls