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Complete Changelist For Badwater Canyon

Badwater Canyon not only comes a new map and a host of features, it also brings along a tremendous amount of tweaks and bug fixes too! Listed below is the complete changelist that this game update brings to the Live servers.

Enjoy!

Stash related fixes

  • Stashes can no longer be dropped
  • Fixed several stash duplication bugs
  • Updated Stash marking icon to look like a safe and not like a shovel
  • Fixed an issue where shooting an arrow at the Stash would cause it to despawn when the arrow despawned
  • Stash changes: the stash is now an embedded safe/lockbox, visible to all players when they are very close. It can be destroyed by other players, but will require a concerted effort. Stash usage is limited to owners, and only one stash may be owned at a time. The stash bulk capacity is 5000. The stash location is marked on the minimap with a shovel icon (this icon will be updated in a future update)
  • New stashes: you have one stash, it can't be crafted, but you can relocate your stash. It is visible only to you (unless you abandon it for a week, then it will become visible to all players to loot). It has a limited capacity.
  • Stashes can no longer be placed on Stronghold platforms or other concrete surfaces 

Stronghold related fixes

  • Fixed an issue where players couldn't be added to Stronghold permissions
  • Several fixes for data saving issues that were causing loot and Stronghold components to behave erratically or respawn after a raid or server reset
  • Fixed an issue where Dew collectors and some other objects could not be placed on wooden Stronghold floor/roof components
  • Added map icons for your affiliated Stronghold(s) (green Stronghold icon), your active attack and defense Strongholds (red Stronghold icons with sword or shield), and your shielded Stronghold (blue Stronghold icon) to the map
  • Fixed issues with zombies pathing through Stronghold objects
  • Fixed an issue where loot was not dropped from chests destroyed by attacking players correctly
  • Torches, candles, and storage added to the Stronghold decoration category
  • Wood Barricades can now be damaged on PVE servers.
  • Stronghold component hit points increased and resistances tuned
  • Stronghold components now regenerate over time when not under attack
  • Stronghold Plot prices increased to 1000, 2500, 5000, 10000
  • Added Stronghold item limit indicator to the permissions window. The item class limit of the item currently being built will also be displayed during the build process.
  • Fixed an issue where zombies could walk through Stronghold objects, including closed doors
  • Fixed an issue where players could not place fortifications on their Stronghold plot.
  • Added a display for the number of available Stronghold plots on the server browser.
  • Fixed an exploit that allowed players to enter a Stronghold through login/logout abuse
  • Fixed an exploit that allowed players to destroy Stronghold components without triggering a raid
  • Fixed an issue where sometimes destruction effects would not play when destroying a Stronghold component during a raid
  • Players can no longer place traps or landmines on opposing Stronghold plots
  • Fixed an issue where Stronghold stairs could not be built between two walls with an offset doorway
  • Fixed an issue where Stronghold walls could not be built perpendicular to offset doorways
  • Added a notification that purchasing a Stronghold will abandon the previous Stronghold
  • Half-walls can now be placed on top of the third story of a Stronghold
  • Fixed an issue where Stronghold components destroyed via recursive destruction (i.e., a 2nd floor wall that had the 1st floor wall underneath it destroyed) during demolition did not provide materials
  • Stronghold shield duration increased
  • Fixed an issue where punji sticks could be used to exploit through a Stronghold wall
  • Fixed an issue where certain items wouldn't respawn on a Stronghold after a raid. Stronghold Utilities and Stronghold Components should all respawn at the end of an attack cycle. Traps do not respawn and must be reset manually by the defenders.
  • Decreased nail and wood costs for Stronghold pieces
  • Fixed an issue where vehicles would fall through Stronghold components
  • Purchasing a Stronghold now rewards a hammer
  • Added pickup interaction to Stronghold Utilities (i.e., pick up your BBQ by holding E)
  • Fixed a stronghold roof exploit
  • Fixed issues with free place items not always being place-able on materials they should be buildable on (ie, dew collectors not being place-able on Stronghold floors)
  • Stronghold Utilities (BBQs, workbenches, containers) and Traps respawn when destroyed during a raid
  • Fixed an issue where players couldn't build on regenerated Stronghold pieces
  • Updated the Stronghold Attack/Defense Timers
  • Fixed an issue where logging off during a Raid Defense could cause the timer to never vanish
  • Allow zombies to path over empty Stronghold platforms
  • Updated some Stronghold Location names
  • Strongholds now expire after 24 hours unless you build a Stronghold piece on them (wall/gate/etc.)
  • Stronghold Purchasing Messaging now mentions this expiration timer
  • Players can only have permissions on one Stronghold at a time
  • Fixed an issue where items could be stuck in your Stronghold Blueprints container
  • Fixed an issue where storage destroyed during a raid would have glitched bulk upon regeneration
  • Fixed an issue where players jumping on Strongholds would sometimes be killed by bad collision intersections with the roof
  • Stronghold utilities and other free-place items can now be destroyed on PVE when placed outside a Stronghold to prevent griefing
  • If a second player attempts to build on a Stronghold pad while the first is building, an error message is displayed (previously the second player's build attempt would fail without explanation)
  • Stronghold shield reduced back to 1 hour from 4 hours
  • Fixed a self-raid exploit where players could place an object inside a gate and close the gate, destroying the object and triggering a raid.
  • Traps no longer trigger a raid when destroyed by NPCs 

UI related fixes

  • Added additional Streamer options to the UI
  • Vehicle health bar shows during vehicle repair
  • Fixed additional issues with duplicate weapons showing
  • Updated loading screen tips
  • Unlocked and Locked crates now show in the top of the player inventory
  • Fixed an issue where the death screen would show the previous death's coin loss instead of the current loss
  • Updated death screen information to better display which NPC killed the player and fixed issues with how the coins lost on death were displayed
  • Miscellaneous fixes and updates to tooltips, icons, loot models, etc. for items
  • Removed radio tab from the UI - we will be revamping radios at a later date
  • Updated UI to make the inventory slightly larger visually
  • Updated UI to make crafting screen larger so fewer names get cut off
  • Fixed crafting list icons being squished
  • Updated numerous text prompts throughout the game for clarity and accuracy
  • Fixed an issue with the UI toggle function not working. Now you can press Ctrl-F10 to toggle the UI
  • Server population now displays numerically
  • Fixed an issue where the Farming limit was displayed backwards
  • The death screen now shows the correct loss of currency
  • Being added to permissions now has a confirmation for the permission receiver.  If someone adds you to their permissions, a confirmation will pop up on your screen.
  • Stronghold shields now prevent zombies from invading your Stronghold pad so that you can build on a newly purchased Stronghold in safety
  • Fixed an issue where zombies would teleport to the location you placed an item on your Stronghold
  • Fixed an issue where picking up a Stronghold utility would cause the item to disappear if you could not carry it 

Player/Weapon/Item related fixes

  • Weapons and tools at 20% durability turn red in the equipped hot-bar
  • Removed durability loss from harvesting tools - while this is something we will want to revisit in the future, for now we think this is the best method for introducing the Strongholds system.
  • Added a search bar to the crafting tab
  • Increased the yield from the gunpowder recipe
  • Lowered PVP punch damage (damage against NPCs is unchanged)
  • Fixed an issue where the player character would not ragdoll on death
  • Fixed an issue where you couldn't swap an equipped weapon for one in your inventory of the same type
  • Fixed an issue where tools did not lose durability during use. Wrenches will now lose durability when repairing, pickaxes will lose durability when mining, etc.
  • Fixed an issue with Tier 0 and Tier 1 items spawning in slightly higher quantities than originally intended, which resulted in certain Tier 2+ items being unavailable.
  • Wrenches no longer spawn in PVE servers to prevent vehicle hoarding.
  • Pistol bulk updated to 300
  • Torches and candles can now be destroyed with the hammer - they do not return materials used when destroyed
  • Placing objects no longer causes the object to pulse during placement, which could cause placement errors
  • Removed Proximity Crafting and Proximity Container Searching - The Proximity Items section of the inventory now only lists items that are out of containers
  • Fixed an issue where ground tillers could not be placed in most areas due to underground collision
  • Fixed a CTD when swapping ammo with the wooden bow
  • Fixed an exploit where emotes could be spammed to fast harvest items
  • Fixed an issue where players could get stuck at 100% hunger and stamina
  • Fixed an issue where purchasing an item in the military base when you did not have the available bulk to carry it would take your money without granting the item
  • Fixed an exploit that allowed players to place land mines in the safe and protected zones
  • Players who attempt to equip a weapon in the safe zone receive a message indicating that they cannot equip the weapon
  • Wood chests and traps can be picked up by pressing and holding E
  • Fixed an exploit that allowed players to re-use gas canisters
  • Healing items no longer work when out of bounds
  • Fixed an issue where snare traps would automatically trigger upon arming
  • Fixed an issue where mashing the zoom on sniper rifles could cause the camera to get stuck behind the scope
  • Ammo swap is now bindable in the keybindings menu (default B)
  • Fixed an issue where the hammer glowed in the dark
  • Fixed an issue where clicking on the name of an equipment slot in the inventory "paper doll" would cause the name to vanish
  • Reduced the material cost for building barricades
  • Increased health for building barricades
  • Rebalanced crafting station recipes - crafting stations no longer require other crafting stations to make
  • The top tier sniper rifle will now headshot through the top tier helmet
  • Guns drop on death now
  • Players can now skin their starting clothing
  • Added a multi-sell/multi-salvage option for stacks of items
  • Fixed an issue where low tier body armor did not break properly at 0 durability
  • Fixed an issue where arrows would persist forever
  • Lowered weapon durability
  • Fixed an issue where there would be a delay before you could fire after swapping weapons
  • Fixed an issue where salvaging magnum rounds while having their salvage components in the inventory would result in destroying the round but not granting the components
  • Overhauled body sim and stamina system, it should now be impossible to get "stuck" at 0 stamina
  • Fixed an issue where containers and vehicles didn't indicate their bulk capacity
  • Fixed some animation conflicts that could cause issues similar to "snaking"
  • Fixed some containers having infinite storage capacity
  • Increased repair amount for wrenches
  • Significantly Lowered Hunger/Hydration burn rates
  • Tuned hydration returns for the following water items: "Dirty Water" now regenerates 15% Hydration ; "Water" now regenerates 25% Hydration ;"Purified Water" now regenerates 30% Hydration
  • Multiple stamina updates that should address stamina-related issues
  • "Yellow Superade" now regenerates Stamina as stated, rather than health
  • Added the ability to fill Empty Bottle items with Dirty Water when standing in water
  • Hatchet chops quicker
  • Makeshift bow uses fiber instead of twine
  • Fixed an issue where players could drop their Stronghold Blueprint container
  • Fixed an issue where snare traps wouldn't fire correctly
  • Coffee now properly cures tiredness
  • Candles now weigh 1 bulk instead of 10
  • Miscellaneous minor loot balance changes
  • Fixed an issue where ghost weapons would appear on the player's back
  • Fixed an issue where tank trap placement couldn't be undone
  • Inventory is now sortable by Name, Bulk, Category, Rarity, and Sell Price
  • Explosive Arrows are exclusive to the tier 3 bow
  • Weapons lose durability and max durability when dropped on death
  • Destroying a container / dropping an item from a container drops the correct item instead of "Placeholder Item"
  • Fixed an issue where players could convert wooden arrows into flaming / explosive arrows
  • Melee weapons take durability damage when attacking Stronghold pieces
  • Updated the airdrop ticket ruleset
  • All bladed weapons can be used to harvest dead animal corpses, not just knives
  • Fixed some skin issues (we are aware of additional skin issues)
  • Armor now mitigates Zombie and Grenade Damage
  • Fixed an issue where you could PVE Raid / Raid through shields with vehicle explosions
  • Fixed an issue where you could initiate a PVE raid by attacking workbenches / weapon workbenches
  • Fixed an issue where you could PVE Raid / Raid through shields with other explosives
  • Items at 0 durability after respawn are destroyed rather than remaining at 0 durability
  • Fixed an issue where laminated armor could get into a glitched state where it would render the user invulnerable
  • Adjusted various prices for items that were more valuable than their crafting components
  • Twine recipe now correctly uses 5 fiber
  • Fixed an issue where crafting gunpowder gave an item called "5 Gunpowder" instead of 5 "Gunpowder" items
  • Tillers now correctly count towards the Farming limit instead of Decoration
  • Fixed an issue where recursively destroyed storage would have its loot float in the air
  • You can now craft from open containers, but not closed proximity containers 

World/Environment/NPC related fixes

  • New and improved time of day lighting
  • General weather improvements
  • Barbed wire texture LODs updated so that the wire is visible at longer distances
  • Group members now render in matching colors for HUD indicator chevrons, nameplates, and outlines.
  • Zombies no longer pick up the contents of a dead player's loot bag
  • Fixed an issue where players were able to slide along the ground appearing as a corpse
  • Reduced bee damage
  • Added new foliage that can be harvested and spread out more rocks for harvesting
  • Increased animal fat drop rate
  • Fixed an issue where the red killer outline would persist on the killer after the victim respawned
  • Fixed an issue where players would fall when exiting a vehicle on an incline
  • Added the ability to purchase basic items at the military base
  • Added workbenches to the military base
  • Fixed a long-standing issue where players, zombies and other NPCs could be rendered invisible to certain players
  • Fixed the long-distance player LOD from not blending with distance fog correctly (i.e., far away people aren't dark black against the grey fog)
  • Fixed an issue where vehicle explosions damaged other players structures through shields and the PVE ruleset
  • Added more loot spawn locations in the world
  • Decreased number of weapon and ammo spawns
  • Prevented gaining bleeding and other negative status effects while in the military base
  • Harvesting FX should now play correctly on trees
  • Campfires now drop their contents after being destroyed
  • Fixed sniper scope glint
  • Reduced food spawns
  • Traps now ignore friendly targets - if on a Stronghold, they don't trigger for anyone with permissions. In world, they don't trigger for their owner.
  • Added player-on-fire animation
  • Fixed an issue where fired arrows looked like bundles of arrows
  • New Zombie Hair
  • Improved Zombie navigation, they should no longer pop up to rooftops
  • Raid flares now attract zombies
  • Changed the loot for bushes/small trees - you'll get more fiber/resin and less wood now
  • Reduced zombie clumping for the net result of fewer zombies spawning immediately near a player
  • Reduced zombie damage to player owned vehicles
  • Added ammo boxes to military checkpoints that spawn more ammo
  • Nails now spawn in the world more frequently, and each spawn can have multiple nails
  • Rock harvesting provides much more zinc per rock harvested (each rock provides more minerals, has a greater chance of providing a cachet of zinc, each cachet of zinc can have more zinc in it than previously)
  • Cars are no longer infinitely harvestable
  • Fixed loot spawns not respecting loot caps (i.e., over time, dozens of laminated armors would spawn instead of the desired number)
  • Fixed loot spawn "creep" or "repopulation" (i.e., loot quantities do not change or increase the longer a server is up)
  • Fixed an exploit where players could punch trees to harvest them
  • Fixed an issue where vehicles could be boosted while their engine was off, draining their gas
  • Fixed an vehicle spawn that would trap players inside the car if they could not drive it away
  • Fixed an issue where player corpses attracted a very large number of zombie spawns
  • Fixed an issue where sprinting into zombies or bumping into them in doorways could sometimes kill the player via collision damage
  • Fixed an issue where zombies would spawn inside secured bases 

Bug/exploit fixes

  • Fixed several client crashes
  • Fixed several server crashes
  • Fixed some backend network issues that were causing servers to be inaccessible and causing some players
  • Added keybind for first person / third person toggle (default T)
  • Fixed a client crash related to dying in a vehicle
  • Vivox Voice Chat Updates
  • Fixed an issue with Proximity Chat stretching across servers
  • Fixed "drone" exploit
  • Fixed "snaking" exploit
  • Fixed an additional navigation exploit
  • Fixed an issue where certain items/weapons (mostly melee weapons) would not render in first person
  • Fixed an exploit with wrenches
  • Fixed an issue where players could be erroneously kicked out of an empty vehicle after entering it
  • Fixed an exploit where certain emotes could be used to clip the camera through a wall
  • Fixed an issue where quick attack was hardcoded to a key despite no longer being an intended feature / available to keybind
  • Fixed several CTD scenarios
  • General performance optimizations
  • Ongoing anti-cheat / anti-exploit countermeasures
  • Fixed an issue where logging into the game could result in a physics-related death
  • Fixed an issue where trap damage zones were not aligned properly with their visual model
  • Fixed an exploit where players could build/place items before structures respawned, allowing them to inter-penetrate
  • Fixed an issue where using a weapon didn't break auto-run

 

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