Changelogs

This page contains the most recent Changelogs for Miscreated.

* Fixed a common server crash related to item handling (about 50% of all current crashes)
* Fixed a common server crash related to AI (about 50% of all current crashes)
* Some server optimizations related to bases
* On server start kiosk support is disabled until the Steam inventory configuration data is received from Steam - can still be disabled by admins as well
* Potential fixes for a couple of AI related server crashes

Prone

* Prone support has been added to the game - default 'z' key to go into prone stance
* It works well on slopes up to 45 degrees and in tight spaces - the player can also prop up on smaller objects
* All usable items stay equipped, unusable items get automatically dequipped (guitar, bow and most melee weapons)
* Usable prone items are all shooting weapons, all utility/tools, throwables, and the knives
* During prone movement certain actions are blocked (as the arms are busy) and have to be performed while not moving (aiming/shooting, weapon switching, emotes etc.)
* We ironed out most issues on the experimental server - thank you for helping to test and we plan on sligthly extending the prone feature at a later date

Game

* Improvements to collision detection when opening/closing doors and gates
* A player that newly spawns/respawns will now have a basic map in their inventory
* Fixed issue where some items could be restored with the wrong health value
* Rebalanced radstorms and nuclear flash freeze
* Pressing the jump key will now cause the player to stand up from any stance
* Some new skins added
* Fixed damage done to items on players - damage is only applied now after all other game/faction multipliers
* When a player, tent, vehicle, item on the ground, etc. gets shot it may also damage items inside of it
* The amount of damage done to items has been adjusted for all items
* Almost all items in the game now have a health value
* Some trivial items, like sunglasses, will automatically be removed if their health is reduced to 0
* The damage done to a weapon does NOT currently affect the weapon's damage output - that will be in another update
* Adjustments made to breathing, vomit, and blood particle effects
* Fixed an issue that was causing some items to be damaged twice when hit
* Campfires will only damage items inside of it while lit
* Fixed issue where traps wouldn't appear at times after a server restart

Base Building

* Doors will now stop and reverse direction if they collide with a player
* Fixed issue where the action menu wasn't being reset correctly after interacting with base parts

Kiosks

* Vehicle camouflage skins cost 20 amcoins, instead of the standard 10 for solid paint colors
* Fixed an issue where amcoins could be deducted incorrectly while storing an item in a kiosk (caused by the above issue)
* Fixed an issue when retrieving some items from the kiosk - would remove it from steam inventory but not be given to the player

Vehicle Skins

* Increased chance to be awarded a vehicle skin while driving
* Skins added for the SUV and dune buggy
* Orange, pink and purple colors added for all vehicles that currently have skins
* Camouflage skins added for dune buggy, pickup truck, base sedan, suv, and semi trucks
* Vehicles only spawn with solid colored skins, not camouflage - players have to apply camouflage skins

Vehicles

* Decreased number of dirtbikes from 5 to 4
* Increased number of semi trucks from 1 to 2
* Slightly decreased the top speed of some vehicles
* A vehicle will automatically stop if a required item is destroyed inside of it

Items

* Increased chance for frag grenades to spawn
* Increased chance to find the hazmat mask and tank
* Repair kits added for cloth, leather, canvas, and teflon items
* Decreased weight of the tranquilizer gun
* Adjusted movement sensitivity on weapons while aiming
* Increased the physics proxy size of the amcoin ledger to help prevent it from falling through the ground when dropped

AI

* Critters may now randomly spawn around players while players are running around
* AI will now make use of some animation variations
* AI's visual perception now scales based on a player's stance and movement speed
* Critters may now randomly spawn around players while players are running around
* Some AI will now spawn wearing clothes
* Spiders spawned by performing a world action (searching an item) will now scurry away before they come back to attack

UI

* Allow rebinding(ui+save+load) of empty inputs (for actions that haven't been bound on a specific device)
* Allow rebinding of controller mouse emulation (click and context menu)
* Unbind previous stance DPAD up from controller (instead use DPAD up for tactical) -> Jump now causes stand up And next stance cycles as well
* Bind DPAD up to tactical action
* Fix the reset of keybinds to work in-game as well (restore actionmap/filter states)
* Some general improvements to speed up the inventory loading time - more improvements will still be made
* Added new stances to the stats bar UI
* Adjusted keybinds and added some new keybinds to the UI screen
* The keybind configuration for controllers has been changed - be careful remapping now as it could break access to features
* Zoom sensitivity scale added
* Updated wheel slots to now be consistent with other items in the inventory

Map

* More cars on the highway ramps near the beach farms north of the map
* Replaced fire hazard areas with updated new areas that support heat for the player stats

Animations

* Prone animations added
* Fixed foot ground alignment for standing and crouching idles
* Verified all weapons have movement in sfp during idle animations
* Fixed vector reload sound set up
* Giant roach mesh update
* Gas mask mesh updates

Feedback thread

### Update #62 - 8/7/2018

Vomit/Barf/Overconsumption

* When a player overconsumes food/drink it can cause involuntarily loss of stomach contents. (40% of food/drink lost)
* Vomiting can also be caused in a less potent way by sickness, poison, dizziness or radiation sickness - in this case only a fourth of the food/drink is lost
* After vomiting the player feels slightly better if he was dizzy before

Humidity/Visible Warm Breath

* If the combination of the difference of air to exhaled air temperature and air humidity is high enough then the players breath becomes visible
* The breath frequency is based on the stamina strain on the character and works in combination with the hold breath actions
* The breath visibility duration depends on the how fast the exhaled humidity can be absorbed in the air

Wetness

* A player gets wet by going underwater, being in the rain or high humidity
* When a player gets wet enough water begins dripping to the ground for a certain period until the player is dry enough again
* Wet players have a medium protection against heat and fire, but are more susceptible to cold

Vehicle Skins

* Support for skinning/painting vehicles has been added to the game
* As you drive the pickup truck, base sedan, or semi there is a random chance you will be awarded a new skin for the vehicle you are driving
* Skins for additional vehicles will be added in future updates
* All the current skins are just solid color variants
* Vehicle skins can be sold and traded via Steam inventory
* A new vehicle paint shop has been added to the map - vehicles must be taken there to be skinned
* A vehicle kiosk is located in the building that will show you all the vehicle skins you have It costs amcoins to paint/skin a vehicle - the cost of skins will eventually vary based on the skin
* Skins on a vehicle will persist through server restarts

Repair Kits

* Repair kits have been added to the game and will allow you to now repair most weapons
* The health of the repair kits determines how much it will repair a weapon - a 15% health kit will repair its corresponding weapon by 15%
* You can combine health kits together - a 15% and a 30% will become a 45% kit - anything over 100 will be lost
* A weapon can be broken down into a repair kit for that weapon - the health of the weapon determines the health of the resulting repair kit
* You repair a weapon, or combine repair kits, by dragging and dropping them in the UI - the background of an applicable item will turn blue

Item Damage/Degradation

* All weapons now spawn with a random amount of health
* They will need to be repaired to 100% in order to be stored in a kiosk In this update the health of an item does NOT affect its performance, but it will in the next update
* When a player takes damage any clothing that has a health value in the area that was hit will be damaged
* For example, a player gets shot in the chest and it's possible both the jacket and shirt will be damaged
* Only a small amount of clothing has a health value and can currently be damaged, but all clothing will have a health value in the next update

Server Fixes

* Fixes for water spawning issue
* Fixes for some stuck server issues
* Fixes for kicking players when moving fast - driving vehicles
* Server crash fix for a memory allocation bug
* Tow cable optimizations to help reduce crashes while towing metal parts
* Rate limited damage to base parts to reduce database updates and client messages

Game

* Better emote reliability and speed
* More world actions added for new assets/areas
* Weather stats slightly tweaked in regard to humidity and breath visibility
* Burning barrel now provides warmth and lower humidity, as well as new fire damage setup
* Gamma curve limit added
* Server message sent to all clients when an admin manually starts a weather pattern
* Current weather pattern is now output as part of the server status command
* Slight network optimization by excluding certain objects server-side
* Slight network optimization in the initialization of storage, dryfire, ladder
* Slight server performance optimization by excluding weather audio, visuals and client only objects on servers
* When using the context menu to craft an item the resulting item will be dropped on the ground if you don't have room in your inventory
* Resulting crafted items that drop to the ground now have their orientation randomized to help eliminate perfectly stacking objects on the ground
* Items restored from a kiosk will always have the correct stack size and health
* Inventory opens faster the very first time you open it
* Fixed "Unknown" player bug in area chat

Vehicles

* Drivable semi truck added
* When a pickup truck, base sedan, or semi spawns it will appear with a random paint color

Map

* New junkyard area added that contains the vehicle paint shop
* New semi truck prefabs have been updated/added to the map
* Semi truck spawn locations added

UI

* Removed double keybind of controller crouch/inventory
* Fixed some incorrect icons UI/Steam icons

Items

* Fixed BE/DE flex cap names
* Repair kits can be randomly found in the game and can also be looted from certain boxes and workbenches
* Red dot sight added
* Lug wrench does not degrade as quickly when repairing vehicles
* Some new skins have been added for the .22 pistol, AT-15, Carlington, and HK45 - they are all randomly awarded as you play the game

AI

* There is a chance that when you loot from some world objects that you will disturb some sleeping critters
* Mutants can now alert other nearby mutants
* Mutants can now slightly evade if you are aiming at them - how often and how much depends on the mutant type
* Baby spiders no longer leave behind a corpse when they explode
* Small tweak to the human spider that should reduce its likelihood of getting stuck when spitting venom
* Increased chance to find amcoins on mutants
* Giant roach added

Animations

* Update to melee system to work with our camera system - players will now be able to aim better during melee
* Fixed weapon placement timing during shotgun select animations
* Barfing animation added
* Fix for movement animations - when looking directly up the body will now not twist oddly
* Meleeing now cancels emotes
* Separate animations added for the Katana instead of using the baseball bat animations
* Crouching movement animations have been made more consistent - this fixed hyperextension during ironsight whilst movement crouching
* More movement added to some AI arms to make them less stiff
* Colt python poses once over - also improved firing and reloading animations

Feedback thread