This patch adds a new rideable EUC the Knight V (pronounced knight five), a pair of night vision goggles, a new spring trap that will launch enemies, and brings a first pass of solar power and light bulbs to the building system, along with a bunch more fixes and other improvements.
Features
- Rideable E.U.C. ‘Knight V’
- Nightvision goggles
- Solar panels, light bulbs and wires added to construction system
- Ramps/Stairs can now be built between a beam and a wall
- Buildable spring trap
- Working armor rack (replaces mannequin)
- Added button / option to delete saves (also limited amount of save slots to 30 to fix issues with steam cloud sync)
Improvements
- Dead babies now have buoyancy in water
- Mr. and Mrs. Puffton clothes now burn up when they are burned
- Added security camera model to bunker luxury entrance
- Cannibal lookout towers and large huts are now breakable
- Adjusted navigation areas by lakes to fix issue with stuck animals/characters around edges
- Can now pickup and throw puffy dead bodies
- Dismembering dead characters with melee is now easier
- Adjusted creepy spawning logic in caves, should no longer visibly spawn and should not lead to over the top amounts of enemies in caves over time
- Improved some enemy base attack logic
- Enemy damage game setting is now properly replicated to clients in multiplayer
- Kelvin "return to shelter" command will also return to hunting shelters and beds
- Kelvin can now pick up all types of arrows, visibly carry them, and drop the proper type of arrow
- Fly Swatter and Bone Maker traps will no longer trigger on small animals
- Improved morgue lighting in bunker residential and added some dead cultists there
- Added flower wreaths to some dead cultists
- Added world position fixer to block player going outside the bounds of the world on X and Z
- Added quarter resolution mipmap limit option and set book pages to use it, to prevent them becoming unreadable at low texture settings
- Set rock, stick and small rock to disable colliders when not dynamic
- Fixed player clothing blend shapes not always properly applying visually to other players in multiplayer
- Tarp and turtle shell will now show their item count in inventory
- Renamed mannequin to armor rack
- Changed amount of duct tape required to build armor rack to 1
- Added shimmy area after boss fight in hell cave
- Made it possible to leave hell cave if reentering it after completing game
- Rope climb trigger for caves is now accessible from a wider angle
- Creepies will now be hidden if they manage to wander into any cutscenes
- Virginia will now stash guns when carrying a gift and drop gift when entering combat
Balance
- Cannibal ability to dodge heavy attacks increased
- Increased John2 damage to structures
- Enemies now flee further when scared
Fixes
- Fixed issue with nomad cannibal families spawning more than maximum allowed amount
- Fixed more cases of enemies and large animals able to spawn in player bases
- Fixed missing translation on find the Puffton tutorial messages
- Fixed slight delay when hovering over the exit confirm button
- Fixed some more cases of being able to glitch out of the world using a stick
- Fixed animation pop in puffy male walk aggressive loop
- Fixed some areas players could get stuck in hell cave
- Dropped backpack should now properly spawn if the player saves and reloads before picking it up
- Grab bag should no longer get the player stuck in a bad state if it is opened and closed quickly
- Player should no longer get into a broken state if they begin swimming while performing the refill flask action
- Added a safety measure that if the player somehow gets into a state where they are missing a vital item such as their lighter, tracker, combat knife, guide book or grab bag, they will be readded when a save game is loaded
- When the player’s dropped backpack is picked up, it double checks to ensure that the player now has the backpack item
- Player should no longer be able to lose their backpack from using their Quick select in some rare use cases
- Fish on drying racks will no longer despawn when their max pickup count is reached
- Items on the camp fire will no longer auto despawn
- Fixed heavy actor sometimes popping to standing when hit again during hit head reaction
- Fixed Kelvin not stopping trying to fill holder that player put final item in
- Fixed player getting into stuck state if machete ground attack was interrupted
- Fixed stun baton FX sometimes stuck on when interrupted
- Fixed issue with there sometimes being more fish than maximum allowed amount
- Improved logic to better prevent cases of seeing enemies pop in
- Fixed falling trees not hitting cannibals
- Fixed clients sometimes seeing extra GPS locators for Virginia
- Fixed multiplayer client’s taking gun with multiple mods from Virginia losing a mod
- Fixed visual issues decapitating heavy faceless cannibal and female puffy
Sound
- Applied logarithmic scale to volume sliders
- Add an audio event for animations where cannibals hits club against ground