Alpha 17

## Alpha 17 Change Log

This page contains some change logs that will be preserved for future reference. For other continued Changelogs see these links
Alpha 19 Changelogs

## Build 221

### Added

* More food and drink types to vending machines
* New tier 1 cabin\_09 dungeon to the game and RGW
* New Cabin\_08
* Mods to traders inventory and secret stash.
* Move speeds to AI debug info
* Zombie movement settings Nightmare speed
* Improved zombie run/walk settings (replaced ZombiesRun preference with ZombieMove, ZombieMoveNight, ZombieFeralMove, ZombieBMMove. Each can be Walk, Jog, Run or Sprint)
* Two new tier 1 cave POIs, and made cave\_05 larger
* Updated server browser to support the new zombie move settings
* New tier 1 quest-able cabins 8, 9 and 10 to Navezgane and random gen
* Potential fix for some macOS users getting errors about too large socket buffers
* New medicine cabinets, sinks, medical piles and ammo piles
* Overhauled cabin 07 as a dungeon tier 1 to support fetch, clear, hidden cache
* Cabin\_01 has been overhauled in to a small dungeon tier 1 that supports clear quests
* Docks 02 is now a new overhauled tier 2 questable dungeon
* Docks\_03 overhaul
* Gas\_station4 as a tier 1 questable POI
* Cabin\_04 as tier 1 clear, fetch, hidden\_cache
* New diner\_03 to navezgane and replaced a couple dupe cabins with new ones
* New diner 03 tier 1 dungeon
* New cabin\_11 tier 1 POI

### Changed

* Update the ancient torch model
* Crafting steel bolts and arrows is not gated by a perk
* Overhauled diner 02 into a tier 1 dudgeon
* AI destroy area to check more often and last 2 seconds longer
* Iron and Steel fireaxes do bonus damage to wood
* Iron and Steel pickaxes do bonus damage to stone and iron
* Trader Update: Added mods, clothing, all new food and drug items, rebalanced most item prices, added more construction materials, improved Trader Joel graphics
* Now logging all chat on the server
* Removed AstarPath calling GC Collect, which causes lag spikes when new path grids made
* Pine forest sun is more vibrant
* Increased vehicle placement height, so easier on uneven ground
* Bicycles and wheels no longer need a workbench to craft
* Vultures will target a noisy player if none seen
* Dart traps moved to Engineering 2
* Increased next wandering horde delay range
* Increased wandering horde min pitstop distance and range
* Vulture targeting of the closest player to check if seen on each one and check light level, so stealth at night works
* Ranged weapons and zombie HP scaling rebalanced
* Decreased noise of jumping and step sounds
* Rescaled zombie tier hit points and gamestagebased spawn probabilities
* Reduced wandering horde counts
* Trader doesn’t have a really bright light on him now
* Removed duplicate dock 04 from smaller lake
* Merged the Slow Metabolism and Fully Hydrated perks
* Normalized zombie anim blends, so 1.35 move speed is a full run for all
* Increased normal zombie MoveSpeedAggro max and decreased spider to 1.35 max
* Intellect reduces crafting speed by up to 65%
* Perception increases accuracy with ranged weapons
* Decreased reflection quality settings of Low/Middle/High/Ultra and added Ultra to UI and added private Ultra
* Entity speed properties to MoveSpeed, MoveSpeedNight, MoveSpeedAggro, MoveSpeedPanic
* Feral MoveSpeedAggro minimum to 37% of max value in XML
* Removed AIDirector checking run for some distances and increased day distances
* Power attack damage higher than before but mostly perkbased
* Perks Deep Cuts, Stay Down, Heavy metal increase power attack damage on stunned/staggered enemies
* Stoneaxe, pickaxe, shovel, hoe are bladed weapons
* Removed Wrecking Crew perk
* Melee weapons rebalanced
* Guns and ammo prices
* Intellect 10 goggles maximum craft speed reduction is 95% instead of 100%.
* Increased AI obstacleCheckTickDelay to 4
* Increased chance for power attack grunt sounds because power attacks cost more stamina
* Reduced chance for grunts to play on all power attacks.
* Made tier 6 pois tier 5 adjusted the tiers on a few more pois that should have been 1 or 2s
* Reduced zombie kill XP
* Fetch compass icon changes to up at 3 meters now instead of 2 above.

### Fixed

* Recipe unlock issues with gunPumpShotgun, thrownAmmoPipeBomb, thrownDynamite, tnt, rScrapIronPlateMine, ceilingLight01\_player, toolForgeCrucible, resourceArrowHeadSteelAP, resourceForgedSteel
* Particle effects of destroyed terrain blocks were always black
* Parent spam on survivor camps
* Client not showing if you tried to connect to a server with an invalid password
* EAC keeps connecting and disconnecting
* Creating a Blank game then hitting continue brings unused game settings
* EAC keeps connecting and disconnecting
* Blood draw kit does not take away any health
* AI could be distracted when it had a target
* Burnt zombie sound persists when in Pause
* Collision on jail bars
* Placed TNT is not explody enough
* Armor perks can easily make you invulnerable
* Rabbit very difficult to butcher from middle of its body (chicken too, made HasRagdoll false and set CC layer to cLayerLargeEntityBlocker on death when no ragdoll)
* Zombies are no longer attacking doors or monster closets
* Repair speed of stone axe, hammer, wrench and nail gun and syncronized animations with delay
* FastTags GetTagNames not returning correct extended names
* DrugRecog and drugFortBites have wrong craft tool assigned
* The POI burning barrels have no collider to them
* Perk Stay Down level 1 and 2 are not working
* Active challenge prevents trader quests.
* All mining ores have unique textures again
* Light fixtures showing up dark.
* Pathing issue with 1/2 blocks (added AI obstacle sidestepping)
* AI CheckEntityBlocked not using origin and changed to SphereCast with longer range
* Host can have still standing chopped down (POI?) trees remaining in their game
* Power attacks with iron fire axe play grunt sounds
* Land claims compass icons were showing for other people.
* Nail gun nails don’t do damage and/or have collision (reworked launched obj handling, fixed offset from gun)
* Nail projectiles not being deleted on collision
* Infection adds a severe cap on stamina
* Steel fire axe didn’t play grunt sounds on power attack.
* perkHeavyMetal applies the correct effect
* Torches are not at the 3D location where they were placed
* Courier satchels appear for clients instead of normal containers

### Important for dedicated servers:

* <property name=”ZombiesRun” value=”0″ /> <!– OLD! 0 = default day/night walk/run, 1 = never run, 2 = always run; this setting ONLY affects regular zombies, some zombies like ferals always run –>
	+ <property name=”ZombieMove” value=”0″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
	+ <property name=”ZombieMoveNight” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
	+ <property name=”ZombieFeralMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>
	+ <property name=”ZombieBMMove” value=”3″ /> <!– 0-4 (walk, jog, run, sprint, nightmare) –>

### Known issues:

* Some scenarios where trees remain in the world, repro cases are welcome
* Auger and chainsaw sound loop in MP games reloading and switching slots fixes this temporarily
* Trader Jen has a deep voice
* Players visually disappear for another when looking up
* No lights on vehicles
* Turrets target zombies through walls
* Guns with a magazine size of 1 still auto-reload
* Some mods are in a testing phase only and do not work yet
* Stealth has some issues that may not get fixed until the next patch
* Server connection issues
* Floating POIs
* Repair material not refunded when a repair was canceled
* In some scenarios, the double swing may still occur
* Ammo count of nailgun goes broke when equipped with a full auto receiver
* Trader Rekt is nicer than usual
* Some achievements cannot be obtained at the moment
* Charismatic Nature is not working right now
* Scrapping items in crafting queue while relogging may go lost
* Relogging when crafting usable items are in the crafting queue may have negative side effects
* Debugshot/dbs closes instantly on Linux and Mac
* Nightvision does not properly work
* Crafting speed bonus does not properly apply to workstations
* Clipping into blocks to see through terrain
* Vultures play their fly animation when dead for clients
* Vehicle key mapping does not save
* Shotgun driver loses sound on 4×4 after a while
* Self-medicated can be purchased but should not
* Server browser does not display the proper values for zombie movement speed
* Workstation tools do not refresh the recipe list when the tools are installed
* Can use a torch and flaming arrows as light underwater
* Handheld weapons and items show light on them while inside sealed rooms or underground at night
* Clothing items should be removed and swapped out manually or risk deleting them

This entry was posted in News on 12/11/2018 by rhuenink[1].