Added about 30 new Random Events all over the map.
These events are similar to helicopter crash sites, except with more variety.
Many random events will spawn unique infected Bosses and Mini Bosses.
Some random events have a chance of spawning with RARE or SPECIAL items that cannot be found any other way.
Added various small islands around the map.
Expanded and rebalanced various loot categories, especially cosmetics and consumables.
Weapons:
Added 15 SPECIAL firearms.
Added two SPECIAL attachments.
Added two SPECIAL melee weapons.
Added four non-rare firearms, Maverick 88 Tactical, Model 788 Carbine, M14 DMR, and AC-556 Assault Rifle.
Most of these firearms can be found at the prison, and police stations, but the M14 DMR also spawns in green military crates.
Changed M14 Battle Rifle to only spawn alongside other Vietnam War era firearms.
Slightly adjusted stats for some firearms.
Character Creator:
Added Color variant UI for cosmetics. (in the future, the icons on the right will be condensed)
Added Hide hair toggle, so players can choose whether or not their hair is displayed while wearing a hat.
Free VIP Servers:
Players can host private matches on curated “maps” based on in-game locations.
VIP servers allow players to set the number of rounds, round length, and what weapons or equipment items to spawn with.
Up to 5 vs 5 can play in VIP servers, but you can also start a round solo to try things out.
Players must unlock cosmetics in the live game in order to use them in VIP servers.
New Items and Cosmetics:
Added SWAT Officer cosmetic pack, which comes with 17 items and variants.
Added new weapon skin “Ukiyo-e”.
Added dozens of new findable/unlockable cosmetics. Use the Character Creator to see what can be unlocked!
Added various new consumable items, and new textures for most existing consumables.
Changed various consumable stats and rebalanced spawn rates to accommodate new items.
Infected NPCs:
Reduced run speed of all common civilian infected. They should be slower than player sprint speed.
Crouching will now significantly reduce the distance an Infected can spot you at.
Added over 20 new Boss and Mini Boss infected, many of which drop RARE/SPECIAL cosmetics.
Some adjustments were made to existing infected, including changing certain regular infected to be Bosses.
Many of the new Bosses now have more than one loot drop possibility. For example, a Boss may spawn more often with a common firearm as loot, but may occasionally spawn with a SPECIAL variant of a firearm that cannot be found any other way.
Vehicles:
Added Muscle Car.
Significantly increased spawn rates for all vehicles.
Miscellaneous:
We now use viewport frames as item icons, this allows us to add content to the game much faster than ever before!
Added Olive, Navy, and Red Balaclava color variants to existing Balaclava cosmetic spawn locations
Added minor lootable locations on the small islands where players can spawn
Added various printouts for when different parts of the client hang-up while loading - Press F9 to view the error log, please screenshot and include in bug reports!
Slightly improved spawnrate for PKM and M1919A6
Slightly improved special Infected spawnrate for “Bootleg” Type 37, “Silent Partner” M1911, and “Jeremiah’s” Winchester 1894
Slightly improved cosmetic drop chance for “Rogue” Gas Masks
Significantly improved spawnrates for loot within random event stash containers (barrels, medical boxes, mossy chests, etc.)
Significantly improved Infected loot drops for the prison bus random event
Changed Spetsnaz Camp random event Boss to sometimes drop an AK-74 instead of the “Spetsnaz” AKS-74U all the time
Adjusted spawnrates for some many random events that were either too common or too rare
Disabled safe exit until we can find out why it isn’t functioning as intended - Leaving the game by closing Roblox will still save your inventory!
Adjusted some parameters for Infected physics when idle (hopefully improves server performance)
Fixed an issue that occasionally caused the item other players held to display incorrectly, or not display at all (players appearing to hold nothing while firing a weapon, for example)
Fixed an issue that could cause servers to load for longer than intended
Fixed an issue that caused some Beaufort Infected to fail to spawn
Fixed some of the random rotation on certain loot spawns (fireaxe in the grave)
Fixed Muscle Car seats incorrectly ejecting players
Fixed Army Truck being prone to tipping over on sharp turns
Attempted fix for blurry texture issues with some viewport icons
Changed Operator Webbing straps and button to be darker in color
Changed Red Beret to be darker in color
Development News:
We’ve been working hard at rewriting the save data functionality for every aspect of the game, so that we can better prevent loading issues and data loss. We expect this update to ship soon, and if you’d like to help test you can check out our discord server for more info. (the join link is available on Apoc 2’s game page!)
Various fixes for existing bugs will be patched shortly after the save data improvements are implemented. We’ve been putting off some of this work to focus on save data issues. These planned fixes should include minor non-critical bugs and some fixes for some critical server and client performance issues. We will release more details as those patches roll out in the near future.
After these patches, anti-cheat work will continue. We’re looking forward to improving the situation, and we apologize for the delay, but other things have taken priority! While save data work has been our main focus lately, we’ve also been monitoring data and reviewing current anti-cheat tech. We believe improved versions of these anti-cheat systems will be implemented fairly quickly after our immediate priorities are addressed. We can’t promise a night-and-day difference, but we can promise that our anti-cheat measures will continue to improve over time! Thank you for your patience!
This update includes a lot of very technical backend upgrades. Don’t get your hopes up if you were looking for new features and a bunch of new content.
Save Data:
Reworked the entire save data system and the server’s interactions with it
Loading should be much quicker in “stressed” circumstances
Data saving is far more reliable and happens more frequently
Implemented a better versioning system for data “branching” between places (main game, vip/tourney, so on)
Split all save data into multiple “groups” to better prevent saving and loading issues
Added more specific warnings regarding what exactly failed to load on startup
Character:
Added screen notifications for starting a new day
Added spawn protection from Infected (while spawning into the map, Infected won’t engage the player)
Added spawn protection from stat degradation (players won’t continue losing health/energy/hydration while spawning into the map)
Reworked how statistics are managed
Improved backend server and client performance
Adjusted the rubber-banding system to be more consistent
Server:
Performance updates for Infected management and physics
Various network and memory optimizations
Miscellaneous:
Loading into the main menu should be much faster now. It will still be slow in fresh servers that are initializing, and in rare cases, if you’re server-hopping too fast.
The old “Safe Exit” feature has been entirely removed, and the loading and export process for characters has been entirely rewritten. This is prep work for future character loading optimizations. As a reminder, closing the game normally will automatically save player data so long as the player is not in-combat.
All “take damage” actions have been rewritten to prevent over rewarding stats moving forwards. Until we can verify this is working correctly stats may revert inexplicably.
Random events have had their chunking system rewritten to hopefully prevent a model duplication error from occurring.
In the coming week, VIP servers will regain the ability to customize your character. Your VIP character and main game character will have properly split saves moving forward.
Added new character creator scene and event music.
Re-added and expanded upon Santa’s Workshop location in the volcano caldera.
Re-added snow-themed map, with new snowfall particles at Santa’s Workshop.
Re-added all 13 limited holiday cosmetics from last year, including the Snow Ghillie Suit.
Added 24 new limited holiday cosmetics that can be found at and around Santa’s Workshop.
Added “Santa’s Pig” Machine Gun, a Special modified M60 that only has a chance to drop from Infected Santa.
Added four types of consumable sugar cookies and egg nog.
Added Elite Snowmen and Elf Enforcer boss infected.
Added Christmas trees with gift boxes that can randomly spawn in various houses.
Added sleigh crashes that can randomly spawn around the map.
Added snowman convoy that can randomly spawn around the map.
Added new ambient environmental sound effects to the day and night cycle.
Added snow footstep sound effects.
Changed Elf Infected (common at workshop) to be as difficult as regular military infected, instead of being mini-bosses.
Increased spawn rates for all 13 limited holiday cosmetics that are returning from last year.
Changed Snow Ghillie gift box random event at the Workshop to respawn more regularly (more similar to the Blood Ghillie at the Citadel).
Updated Elf Belt color and added silver bells.
Updated appearance and loot spawn tables/rates for all gift boxes, and added new gift crates.
Re-added static snowmen random events with new hat cosmetic spawn.
Firearms - New Projectile System:
Bullets now have travel time instead of instantly impacting the target. You now have to aim ahead of a moving target to land hits, depending on your firearm and how far away you are. All 70 of Apoc 2’s firearms have had numerous stats rebalanced to accommodate the projectile system, and make many of them more unique than they once were. Among the many changes, some stats are more important now than they were before! We’ll go over everything you should know about the major changes and new mechanics, so please read ahead carefully.
The “Velocity” firearm stat (studs per second) determines the speed of the bullet, as well as how much it is affected by gravity (bullet drop).
The “Full Dmg. Range” stat is the greatest distance that full damage will be dealt to the target. Beyond this distance, the firearm will begin dealing less damage.
The “Min Dmg. Range” is the distance at which the firearm will deal its minimum damage to the target. Beyond this distance, the firearm will continue to deal its minimum damage.
“Minimum Damage” is a hidden firearm stat for now! Larger calibers and “heavier” bullets (.45 ACP, .44 Magnum, and 7.62mm rifle ammo, for example) tend to have higher minimum damage stats, and further Min Dmg. Ranges.
Depending on the firearm, these “heavier” bullets may also have a lower Velocity, a higher Base Damage, further Dmg. Ranges, and higher Limb Damage modifiers, compared to faster, “lighter” bullets.
“Limb Damage” modifiers are also hidden stats, for now. These stats determine how much damage a firearm will deal depending on which limb of the target is hit. These stats have always been in Apoc 2. Headshots have always dealt “Max Damage”, whereas hitting a player’s foot or hand dealt the least damage. This projectile update has slightly rebalanced the Limb Damage modifiers for all firearms, and these changes should help to distinguish the characteristics of different firearms/calibers/bullets in conjunction with the other stat changes explained above.
Added new visuals for bullet tracers and impact effects.
*New impact effects for shooting at players, grass, dirt, stone, metal, and water. For now, there are no new sound effects for these impacts.
*All bullets now have a small chance to ricochet off of any surface. This is a purely visual feature for now. Ricochets will not deal damage if they strike a player, and there is no consideration for caliber or the surface that was hit. [For example, you may witness bullets dealing damage to an infected or a player, and then ricochet off of them.]
All firearms and barrel attachments now have visual shooting effects.
*Suppressors now remove the muzzle flash effect, in addition to the tracer effect. Suppressors have their own smoke and muzzle effects that take the place of the flash.
*All firearms have had their flash effects balanced for gameplay. The size and shape of the flash, its rotation, and its frequency (chance to appear per shot) is unique to each firearm.
*For this initial release of the projectile system, built-in muzzle devices like flash hiders are not factored into firearm balance. But more time will be spent on this in the future to add realism and interest.
Being shot at by another player will now “flinch” your camera depending on a number of factors.
*More powerful, larger caliber firearms will flinch your camera more than smaller calibers.
*The flinch effect is less intense when you are aiming down sights with your firearm.
*The direction in which your camera flinches is opposite of the position a bullet passes by your head.
The way all firearms sound up close and at long distances has been reworked and rebalanced.
*It should be easier to identify the sounds of particular firearms from greater ranges, instead of all distant “thumps” sounding the same.
*Smaller caliber firearms should be less audible at long distances, compared to larger calibers.
Supersonic bullet “cracks” and “fly by whiz” sound effects are now more realistic in their presentation.
*Slower velocity projectiles from firearms like handguns and shotguns will not produce a supersonic “crack” as they pass by a player, but they will still produce a “whiz” sound.
*High velocity projectiles from firearms like NATO and Soviet assault rifles will produce a supersonic “crack” that can be heard before the distant “report” or “thump” from the blast of the source firearm.
*“Crack” and “whiz” sound effects are heard as the projectile passes by your head. But the distant “report” or “thump” will be heard coming from the direction of the source firearm.
Added “Hipfire Accuracy” stat to replace “Base accuracy”. [This stat represents your firearm’s hipfire accuracy when in first and third person.]
Added “Aimed Accuracy” stat to replace “ADS Accuracy”. [This stat represents your firearm’s accuracy when aiming down the sights or optic.]
Changed firearm classification text in descriptions to be bold, and changed the classification of some firearms to better represent their purpose.
Removed “Handling” stat temporarily. [This stat represented how quickly your firearm came to bear, but it never impacted your ability to fire.]
Characters:
Fall damage now starts at 20 studs instead of 15. [at the minimum height, you will take 20 damage]
The fall impact animation now only plays when you fall far enough to take damage.
Being critically hungry or thirsty now only lowers your Health to 5 instead of killing you.
Slightly reduced the cooldown between jumps.
Jumping now removes 1 point from your Hydration and Energy stats
Energy and Hydration now drain slower when running.
Firearms can now be hipfired while falling through the air, for a brief duration.
Using medical items now reduces the player’s movement speed by 10-20% (depending on the medical item) while the animation is playing.
Reloading firearms now reduces the player’s movement speed by 10% while the animation is playing.
Changed aiming down sights from third-person view to return your camera to third-person once you release the keybind. This is on by default, but a new setting called “Aim View Changing” is now available.
Audio:
Increased footstep volume and audible range, and changed distance settings so that volume is more consistent between first and third person view.
Generally increased the volume of firearms and other sound effects to balance the overall experience. Please double check your audio levels in the Inventory Settings menu, as well as your overall Roblox volume level!
Added sizzle effect to cracked lava.
The Infected:
Changed boss infected to be more likely to land hits on players while moving and attacking at the same time.
Some infected now use their own uniquely-tuned footstep sound effects.
Fixed an issue where infected wearing multiple 3D assets were being slowed down by the extra mass. This caused some infected to slide around when changing direction.
New Vehicles:
Compact Utility Vehicle (CUV)
Sport Utility Vehicle (SUV)
Police CUV
Army Pickup
Items:
Added individual spawn for general beret.
Added individual spawn for grass skirt.
Added new models for all variants of Tactical Belt.
Added new models for all variants of Hiking Belt, and changed name to “Trail Belt”.
Miscellaneous:
Changed damage number text to be less obstructive. Options for size are available in the Settings menu.
Fixed a number of small animation issues with characters and the infected.
Fixed the hotbar not automatically replacing used items.
Restructured the client loading process to be a bit faster.
Refactored and updated a number of aging code-bases and game systems.
Added 13 new hairstyles (these are free, with extra colors available from the paid gamepass)
Added French Maid outfit for 500 Robux (three pieces)
Added Camo Tank Top (green, pink, purple)
Added Highwaist Cargo Pants (green, pink, purple)
Added Summer Blouse (green, pink, white, brown)
Updated model for Carpenter Belt and Burglar Belt
New Features:
Added “auto drive” for vehicles (auto run, but for throttle inputs)
Added the ability to compare backpack capacities in the hover-over UI
Character:
Changed stat loss from jumps to only occur after 3 jumps in “quick” succession
Changed the “days survived” stat to read the same as the “days X begins” notification
Rewrote the server’s character controller
Moved the first person camera “backwards” to improve visibility in first person view
Optimized how stat replication to clients works (health, energy, etc.)
Completely rewrote how user stats are managed and edited by the game
Fixed a bug that was causing user stats (kills, days survived) to reset on rejoin
Fixed a visual bug that didn’t display the “frozen” state for full stats (hydration, energy, health)
Improved various dated anti-cheat systems and how they report data
Infected:
Increased common infected respawn time by 2-3x (after killing infected, more time must pass before they have a chance to respawn)
Increased respawn times for certain unique infected that drop high value firearms
Slightly increased distances for infected spawns to be blocked due to a player being too close to the spawner [these changes should make clearing an area of infected feel more meaningful if players stay nearby]
Added dirty hair textures for some infected [this is partial implementation, we have more work to do]
Completely rewrote the infected physics system
Removed distributed physics and load balancing systems
Adjusted latency compensation systems for the infected
Optimized spawning, despawning, and target finding systems
Implemented various random stat generation systems (infected stats should have slightly more variation in movement)
Rebalanced infected behavior and movement stats in conjunction with physics system changes
Fixed an issue where the “agro status” UI for infected was not displaying the gradient transition.
Loot & Map:
Increased capacity of Drawstring bags to 24
Rebalanced spawn rates of common backpack loot pools to make 32 bags more common
Fixed random event loot-hitboxes being blocked by the event-model geometry (now the hover-over interact UI should be more consistent for containers)
Updated colors of most weapon cases and high-value loot containers to better indicate their potential contents
Rebalanced firearms drops for some loot pools, in conjunction with container changes:
Police stations now have two tiers of container spawns. Thin black weapon cases now include the Mini-14, M16A2, Maverick Tactical, and 788 Carbine. Higher-tier police firearms now spawn in thin green cases, and include the SPAS-12, AC-556, M14 DMR, and MP5. Depending on the police station, only 1-3 of these high-tier spawns will be present.
Military locations now have two tiers of containers spawns. Thin green weapon cases will only spawn the M16A2 or M14 DMR. Large green weapon cases may spawn either firearm, and/or the M249. This means the M249 will only have a chance to spawn in large weapon cases.
Other thin weapon cases that are not tied to police or military spawns, now have distinct colors to help distinguish them. These cases spawn a variety of firearms depending on their location and color, to some extent.
Melees:
Added the ability to break specific parts of vehicles using melees (used to be just body hits)
Single hit weapons can now break windows in the same hit hey deal damage to a target
Rewrote client and server melee hit registration systems
Fixed various bugs involving the multi-hit-per-attack system
Fixed a number of hit registration issues with the infected
Fixed an issue that caused melees to “stop” early, contributing to “bad-feeling” hit registration
Lighting:
Renamed “Lighting” setting to “Lighting Quality”
Added “Lighting Smoothness” setting that adjusts the update-rate of lighting
Ultra = unlocked FPS / every frame
High = 30 FPS
Medium = 2 FPS
Low = every 5 seconds
VIP Servers:
Fixed areas where the boundary wall was not portrayed correctly
Updated structures in to be more in-line with main game counterpart
Swapped out Santa’s Workshop to be the 2022 Holiday Event model, with minor edits for player combat flow
Miscellaneous:
Added a background to the avatar card in the creator to increase visibility
Corpses now animate client side, fixing the “it froze before falling over” bug
Optimized various loading systems - getting into the game is now a little quicker
Removed the last of the image-based icons for game items, such as hairstyles (all viewportframes now)
Fixed the creator camera not panning when the mouse was over a button
Fixed rare cases with FPS unlockers that caused the camera system to get out of sync
The Drying is over, the sand is gone, and the ocean has returned to normal levels.
Added two Military Transport Plane random events with relevant cosmetics (also added loot spawns for some of the military desert cosmetics to these events)
Added loot spawns for some military desert cosmetics to Helicopter Crash Sites
Increased spawn rates for Infected NATO Pilots and Infected NATO Operators
Increased loot drop rates for Flight Suit cosmetics from Infected NATO Pilots
Added one loot spawn spawn location for the Military Field Radio utility (it was previously located at the Hive, during the drying event)
Added Military Transport Plane event as a potential notification for the Military Field Radio
Fixed an issue that was unintentionally inflating the spawn rates for “ground loot” (not in containers) at random events such as heli crash sites [we will rebalance loot spawns accordingly]
Halloween Event [10/17/23 - 11/27/23]
The alpha map has become a scarred hellscape. The Citadel opens its doors again…
Added Abomination Claws event melee weapon
Added Blood Vial event utility item
Added 13 new event cosmetics (all 17 event cosmetics from last year are once again available to unlock)
Added 9 new non-event cosmetics
New Rare Firearms! These weapons will remain in the game even after the Halloween event is over!
Added SVT-40 Battle Rifle
Added AO-46 SMG [We have taken creative liberties when balancing this SMG, mostly by increasing its magazine capacity]
Added M1 Carbine
Miscellaneous:
Added swing trail effect to melee weapons
Added cone lighting effect to most street lamps
Added an Event label to all limited cosmetics and items from this event and previous
Updated some loot spawns in the Bunkers, Mansion, Old Chapel, and a few other minor locations on the map
Reduced “Snake’s” MAC-10 base damage and headshot damage multiplier to be the same as the regular MAC-10
Increased ground loot (not container) spawn rates for backpacks, ammo battlepacks, and attachments at military random events [This is an ongoing effort to rebalance random events that were significantly affected by the “ground loot” issue corrected in the previous update]
Players will no longer be able to jump while using any Medkit, either Health Booster item, or the Abomination Heart (attempting to jump will not cancel the action)
Significantly reduced player move speed while using any Medkit, either Health Booster item, or the Abomination Heart
Reduced the overall duration and the amount of hitpoints that the Health Booster and Military Health Booster provide
Changed ALL Health Boosters (including consumables like Abom Heart, Tonic, and Sarsaparilla) to have a timed delay before boosted hitpoints begin to decay/decrease
Changed ALL Health Boosters (including consumables above) to decay boosted hitpoints at an exponential rate once the timed delay for the item has expired
Miscellaneous:
Increased Type 37 SMG magazine capacity to 35 rounds
Fixed Halloween event bosses using the wrong infected sound effects
Fixed Infected Demon Hunter inflicting less damage per hit than intended
Changed Abomination Claws event melee weapon to inflict 45 damage on the third hit (instead of 40)
Fixed Military Field Radio utility notifications
Fixed White Plague Doctor spawn for the second time [We apologize for the inconsistency! This infected spawn was unique. A series of unfortunate events caused its original spawn issue, and version control oversights resulted in the fix being overwritten by accident.]
Dragunov Marksman Rifle - has optional ability to mount optics (SVD scope is default until an optic is attached)
M249 SAW LMG updated model
M249 Paratrooper (shorter length rare variant)
Items and Loot:
Added Gauze Bandage and Military Field Dressing medical healing items (both provide 25 health, and may be used while moving quickly)
Changed starting player equipment to include two Gauze Bandages instead of one Small Medkit
Increased loot spawn chance for firearms, ammo and equipment at all military/NATO and special forces random events, including all helicopter crash sites, Soviet camp, etc.
Increased loot spawn chance for various desirable items at most lower-tier random events
Added more locations for the crashed cessna random event, and updated its loot spawns
Rebalanced medical loot spawn pools in consideration of the new bandage items
Increased health provided by Large Medkit to 100 (from 75)
General Firearm Updates:
Added new bullet impact sound effects for a variety of materials
Flinching/screen shake has been rebalanced and reworked for all firearms
All shotguns now fire 8 pellets and deal the same potential damage
All shotguns have had their stats rebalanced in consideration of these broad changes
Changed firearm inventory sizes for marksman rifles, battle rifles, sniper rifles, and LMGs to be 2x7 (if they were not already)
Reduced inventory size for XM177s, AUG, MP-40 and Patriot
Most rifles and larger firearms like LMGs now have a slightly slower equip delay
Bullets are now influenced by the direction your barrel is pointing in, if you fire while equipping a firearm
Improved burst fire mode recoil for M16A2, AUG and others with burst fire
Added burst fire mode to some firearms that were meant to have it
Shotguns that fire both shots at the same time now maintain accuracy with both shots
Firearm Stat Changes:
Model 788/788 Carbine: Increased velocity, firerate, and range
PSG-1: Reduced damage and range - Increased firerate to be more in-line with other semi-automatic rifles - Added optional ability to mount optics (PSG scope is default until an optic is attached)
Mosin PU: Increased firerate and range - Added optional ability to mount optics (PU scope is default until an optic is attached)
Obrez Mosin: Increased damage, firerate, range, and accuracy - Added ability to mount optics
SVT-40: Increased damage and range
M1 Garand: Increased damage, velocity, firerate, and range
M1903: Increased range, velocity, and headshot damage
M14 BR/DMR: Increased damage and range - Reduced velocity
G3: Reduced range
Sweeper Desert Eagle: Increased headshot damage and firerate
Miscellaneous:
Changed Infected movement acceleration speeds to reduce the chance of orbiting