Thanks for checking out our 5th alpha devblog! We’ve released the 1.2.9 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'. Bold entries are new to 1.2.9. All entires should be thoroughly tested.
How to get to our experimental branch
1. Open Steam and go to your games library.
2. Right click on STN and select "Properties"
3. Navigate to the "Betas" tab and select "experimental" in the drop down menu.
4. Close the properties window.
Patch 1.2.9 (released on our experimental branch)
Zombies now play correct animation when climbing through windows.
Reinforced plank placement improved.
Fixes for seeing other players consuming items.
Fixed issue with navigation thought hole in wall on first floor of new police POI.
Fixed issue with collision on bridge sound of union point.
Shopping carts can now be harvested.
Hatchet no longer has a floating shadow while equipped.
Reduced the volume of the interior loud speakers in the police POI.
Zombies now scream whe walking down the cell corridor.
Moved player spawn point that was inside a closed container.
Stopped vehicle spawning in chicken of police POI in Unionpoint.
Increased the amount of zombies in the police POI.
Lowered floating decals at Unionpoint police POI.
Fixed issue with discording causing sounds and UI to break.
Zombie scream sounds now align with animations.
Doors sound improvements.
Further performance improvements at the police station POI.
Fixed user reports. They can be submitted again.
Fixed spamming errors being caused by other players that are far away. This was causing console spam.
Fixed issue that was causing ambient light to be brighter than it should be.
Police POI peformance improvements.
Fixes for broken sounds.
Zombie footsteps working.
Aluminium Plank added.
Reinforced Plank added.
Plywood Board added.
Plywood Board Reinforced added.
Sheet Metal added.
Window Bars added.
PVE Improvement (Only on PVE servers)
Damaging other player fortifications and locks is no longer possible.
Damage from vehicles is now disabled.
Damage from explosions and traps disabled.
Energy drinks now effect stats correctly.
Added mental health visual effects which get worse as mental health gets worse.
Other players can now be seen consuming items.
Death ragdoll stability improved
Added player initiated server restarting via vote system.
Added scheduled restarting functionality which can be set in the serverConfig.txt
Added Discord rich presence support which displays an individuals global stats like zombies killed and nights survived. Once in game the information because specific to the player current actions.
Removed the faulty bulb effects from player placed bulbs (Lighting inside of circuits)
Added faulty bulb flicking for both default and emergency lighting.
Improvements to zombie in vicinity system.
Improvements to zombie alert sound reactions.
Ambient sounds overhaul
Wind noise system based on player height in the environment.
Dynamic storm sounds playing with heavy rain and storm.
Weather sounds transition system when entering buildings.
Random ambient events system that plays 3d sounds around the player (frogs/crickets/crows/other birds/wind). Also plays different sounds dependent on time of day.
Improved sound design by creating pooled audio playing to stop certain sounds getting cut off.
Audio can now be heard after death (during fall to ground)
Added new audio control system which muffles and reduces the range of sounds that are behind a wall.
Resolved issue which stopped zombies wandering after they had roamed to a sound.
Zombies can now open doors that require electricity but only while the door is powered.
Reduced the power slightly on Rauser, Lola, Clinchester and the r-6804 to better balance then against specialist weapons.
Pump action and FRKS shotguns now use 18 gauge ammo.
Added new passive carry positions system which lowers the weapon when not in use. Carry position is entered after time without weapon use. It takes longer to enter when the weapon is in use.
Cleaning kit guide point no longer says you need cloth when it was actually rags.
Fixed wind up flashlight description.
Dot in the centre of the screen (crosshair) no longer displays when looking at objects more than several meters away. This was causing confusion as players were assuming bullets would hit at crosshair location when fired from the hip position.
Lock kits no longer show resources left next to name.
Lock kits now show their max application strength in the inventory after being removed.
Resolved issue where items would move slightly after been dropped
Stopped entry into placement mode when item would be on top of another item.
Explosions now have reduced damage when there is a wall between the explosion and the object getting damaged.
Improved item placement stability. This should hopefully fix any remaining issues around placed items going missing.
Fixed issue which meant that locks weren't being cleared from the database after being destroyed. This resulted in locks with 1 condition after server restart.
Fixed issue which stopped explosions affecting locks after first one.
Added loads of new harvest locations linked to the new police station props.
Removed the ability to drop certain items that require snapping to the ground surface.