Update 10-19-18

*This update has not yet been incorporated into the wiki, You can help Scum Wiki by going to the pages called out in this update and adding any changes! If you're not quite sure what this means, check out this guide on how to add these changes!*

*This update still needs links added to it to other pages in the wiki, You can help Scum Wiki by adding links to other pages! Check out this guide on how to add these links!*

## AntiCheat System Update

* We made lots of improvements on AntiCheat system.

## Ping Lock

* So we added into this patch the first version of ping lock that is set on 225, so if you join a server and you have higher ping than 225 it will kick you from it. If you have a private server you can change this to your liking.

## Blueprint System

* We are happy to introduce our new blueprint system for crafting items that will be used for building fortifications in the future. We also did a small rework in the crafting system for the blueprints, mostly items that have usage.

Once you decide where you want to put the blueprint, you will get something like this:

You can see it says 30 units of rope - that little box will show you each possible item that can be used for that component of the recipe. For the shelter you need 30 units of rope, and the items that can be used are:

You can combine them in any way you want. 10 units of rope, 5 units of wire, 5 units of improvised rope, 3 units of thread, 7 units of improvised plant rope. What matters is that you get to 30 units and you are good.
For now, that way of crafting will be used only in blueprints, and if we see that it works well we will add it to all crafting types.
* You do not need to have all the items from the get go to craft it, you can have few sticks drop it into the blueprint and go back to collect more components needed for it.

* List of craftable blueprints at the moment. (This will expand)

* You can rotate the blueprints with scroll.

* Blueprints can't be destroyed or seen by other players.

* Blueprints have an awesome pretty glowy animation.

## Cargo Drops

* You remember those containers that you needed to capture in capture the cargo? Now they will rain down on you on the whole island!

* So every 30–40 minutes, 1 cargo will drop in one sector, marked on the minimap like this.

* The kicker is what can be found in them, and that one we will leave for you guys to find out!

* P.S. They self-destruct after 20 minutes!

## I See You! (Scopes)

* We did some rework on the scopes we have in the game. What we mean by that is now you can find 5 different scopes in the game!

POSP 4x24V - This scope is just for the SVD and it does not need a rail to be attached.

ZF39 - This scope is just for the Kar98 and it does not need a rail to be attached.

Hunter Scope - This scope is for the Hunter 85 and it does not need a rail to be attached.

P-223 - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47

ACOG - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47

* Binoculars - You will be able to find this as an item all over the island to help you scout out various areas.

## New Weapon: M16A4

* Look at my gun my gun is amazing! Here we have a new rifle for you guys. The M16A4:

* It uses the 5.56x45mm ammunition:

* The M16A4 can be found in military bases and underground bases. Happy hunting!

## Armor Rework

* So we also did a little rework on our vests, we added more versions of them differing in how efficient they are when soaking up damage. Each bullet has a certain amount of energy when it's fired - bigger calibers have more energy, smaller ones less energy, and each armor has its property of how much energy it can absorb.

* Keep in mind that there is no set rule of how protected you are, as the bullet energy depends on a lot of things in SCUM. From distance, weather, did it ricochet, did it go through a material before it hit you etc. What we can give you is the values on point blank range of each gun (below the armor list).

Here is the list of armors from least efficient to most efficient.

*Improvised Stabproof Vest*
Energy absorption : 600
Energy absorption when damaged (when the items drops bellow 30% durabillity): 300
Totally energy absorption: 10,000
Sharp melee dmg absorption: 50%
Blunt melee dmg absorption: 20%
*Stabproof Vest*
Energy absorption : 300
Energy absorption when damaged: 150
Totally energy absorption: 20,000
Sharp melee dmg absorption: 99%
Blunt melee dmg absorption: 20%
*Police Riot Vest*
Energy absorption : 600
Energy absorption when damaged: 300
Totally energy absorption: 30,000
Sharp melee dmg absorption: 99%
Blunt melee dmg absorption: 30%
*Police Tactical Duty Vest*
Energy absorption : 1500
Energy absorption when damaged: 750
Totally energy absorption: 40,000
Sharp melee dmg absorption: 99%
Blunt melee dmg absorption: 40%
*Military Ballistic Vest*
Energy absorption : 2500
Energy absorption when damaged: 1250
Totally energy absorption: 50,000
Sharp melee dmg absorption: 99%
Blunt melee dmg absorption: 50%
*Hard Armor Ballistic Vest*
Energy absorption : 3500
Energy absorption when damaged: 1750
Totally energy absorption: 65,000
Sharp melee dmg absorption: 99%
Blunt melee dmg absorption: 60%
*Heavy Ballistic Armor*
Energy absorption : 4500
Energy absorption when damaged: 2250
Totally energy absorption: 80,000
Sharp melee dmg absorption: 99%
Blunt melee dmg absorption: 70%
*Military Helmet*
Energy absorption : 600
Energy absorption when damaged: 300
Totally energy absorption: 30,000
Sharp melee dmg absorption: 99%
Blunt melee dmg absorption: 30%
*Riot Helmet*
Energy absorption : 300
Energy absorption when damaged (when the items drops bellow 30% durabillity): 150
Totally energy absorption: 10,000
Sharp melee dmg absorption: 50%
Blunt melee dmg absorption: 20%
*World War 2 Helmet*
Energy absorption : 300
Energy absorption when damaged (when the items drops bellow 30% durabillity): 150
Totally energy absorption: 10,000
Sharp melee dmg absorption: 50%
Blunt melee dmg absorption: 20%
* Weapon Energy List

TEC01 490, 8 projectiles (12 Gauge Shells):

DEagle .50, Improvised handgun, Improvised Rifle (.50 AE):

* For now the caliber is the main factor of the energy and damage but we will add barrel length and quality to the factor as well. So those numbers will differ depending on what weapon you use.

## Naval Base

* Here is our new little get away place you can visit and have fun (not really). For now you can only check out the surface part, but don't worry the underground part is almost done!

* The new peaceful (nope) holiday resort (from hell) can be found in the corner of A4

## Balance Changes

* Player to player damage with melee weapons, melee combat and throwing increased x2

* Re-balanced kick for AKS74-U. The initial kick on the first bullet is weaker now.

* Muzzle velocity of .30 caliber (M1 Garand) changed from 89000 to 85300.

## Quality Of Life Changes

* Human head can be thrown now. (You can play basketball now with it)

* Leather shoes renamed to Mirdas

* Added 12 gauge shells to crafting list

* Prisoner can now climb onto ladder while swimming

* It is now possible to rotate items with mouse scroll wheel when dragging & dropping them

* In events the SVD will use the POSP 4x24V scope now.

* Weapon rendering distance increased.

## Bug Fixes

* Fixed a bug where you could jump from the dam and hit a small part of water on the lower part of the dam and survive. (Maybe we will get it back once the summer Olympics start)

* Fixed bugs where you would fall through the rocks in the caves.

* Fixed a bug where a cornfield didn't spawn corn on B2

* Fixed some more landscape bugs. (mostly slits between sectors)

* Fixed a bug where magnifying glass would not get used in crafting an improvised mask

* Fixed a bug when moving right did not cancel the auto-walk

* Fixed a bug when you were killed while scoping you revived with the scope overlay.

* Disabled moving scope rail from one rifle onto the other while scope is attached onto rail

* Fixed double clicking on clothes items in vicinity not equipping them.

* Fixed bug that caused thrown items to pass through prisoners that have thrown that item before

## Unreal Engine 4.20

* So here is what the new engine update brings to the table

* Improved client performance in general.

* Faster level streaming. (Reduces stuttering when walking between sectors)

* Improvement with client slowdowns ("memory leak bug")

* Improved server performance (less lag)