Hello all,
We’ve released the 1.4.15 patch to our experimental branch on Steam. Thanks very much to all the testers finding current issues. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes. Please do your best to check against the list of changes and report bugs and issues in game using the F1 menu. You can also make suggestions in game using the same menu, changing 'bug report' to 'suggestion'.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Close the properties window.
Experimental Patch Notes - Alpha 1.4.15 - Quality of Life Update (Short Cycle)
UI improvements
Easier to read fonts.
larger inventory, container and machine GUI's.
searching in Inventory and containers.
functionality shared between all tabs.
containers now have category tabs.
containers now have sorting.
Inventory now has searching.
containers now have searching.
Shift clicking to move stacks across inv, containers and machines.
Move all of category to containers added.
Active buttons only when buttons can be used.
Various visual improvements including the introduction of icons.
General
Campfires no longer stack.
Generators now start first time when they have all required parts.
Stew now goes cold when picked up.
Tutorial
Improved tutorial area highlighting world objects that reflect the next guide achievement.
Weapons
Added new revolver M-357.
Adjustments to the melee hit detection to improve hit accuracy.
Improved muzzle flashes for all guns.
Take out speeds reduced.
Full new reload animation set for ARG15.
Sped up reloads for Bateman, Clinchester, Pump action and R-608.
Weapon now exits carry mode when cleaning.
AI
Drawing of zombies optimized significantly. Reduces performance overhead when a lot of zombies are nearby.LODs added to ragdolls. This also helps performance in mornings when a lot of zombies are killed.
Small lag spikes fixed when zombie would switch LOD
Fix for weird 1 frame glitch when zombie would switch LOD
Looking through scopes now properly updates zombie LODs
Fixed small window where melee hits wouldn't register on zombies.
Hit boxes now a lot more accurate for AI at 20+ meters.
Improved zombie attack animations to make them better reflect their attack distances.
Stun time reduced for zombies.
Attack range reduced for zombies. Distance should now feel fairer and hitting the zombies while they can hit you should now be possible in most scenarios.
Zombie interpolations and smooth movement improved to bring the zombies closer to the player.
Resolved issue which allowed zombies to become invisible.
Vehicles
Improved vehicle smooth movement and reduced latency delay so that position are more accurate.
Improved friction physics on vehicles so that they don't get stuck as easily.
Upper container in RV that only took 2 items now correctly takes 12.
VFX
Can now see other players eating stew.
SFX
Resolved issue that stopped some sounds playing when near the police station.
Updated Clinchester suppressed sound.
New sounds for reloads on the ARG.
Improved reload sounds on Bateman, Clinchester, Pump action and R-608.
Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord.We're here, we're listening!
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