We've released a hotfix (Alpha 1.20.1) to our default branch on Steam. You can find our patch notes below. Please report bugs and issues in game using the F1 menu. In case you missed it, the full v1.20 update can be viewed here.
Patch Notes - Alpha v1.20.1 (Hot Fix)
Fix for some players getting stuck at 'Loading Loot & AI' when hosting a server themselves.
Time persistence turned off by default when creating a world. (Temporary solution to make servers start at 9am)
Survive the Nights is now 70% off for the Steam Scream Fest! You can also participate in our in-game Halloween event. If you have any questions before purchasing, please join our discord and speak with the developers or players within our friendly community.
October (Improved Hosting | Windows Dedicated Server | World Saves | Crossbow+)
Hello all and welcome to our October update! We’ve been hard at work over the last month working on game improvements. 1.20 features some of the biggest changes to the game since our alpha release. We’ve completely reworked out hosting solution, we’ve added the ability to save worlds, updated UI and added a new weapon. Below we’ll discuss some of the features you’ll find in version 1.20.
Improved Hosting (Steam Relays | No more port forwarding!)
We’ve taken our network solution and overhauled it to be able to work with Steams Relay network. This means that the network traffic is now routed through steam. In simple terms, steam has net traffic through to your computer. Utilizing this means that you (the player) doesn’t have to worry about configuring your router to use UPNP or manually port forwarding for the game server.
On a low level, the only change is that the bytes of data are sent through steam instead of a direct connection. Meaning you just sit back and hit ‘host’, invite your friends and we’ll do the rest.
Update host UI and World Saves
World Saves
Many of you have requested separate world saves since we first implemented server hosting. World saves will allow the player to have multiple instances, making gaming in multiple worlds far easier than it currently is.
The system also includes what could be considered a ‘self healing’ system. If you should for some reason move files or delete files in your world saves the new system will handle replacing them for you. In the past this could cause some serious issues, mainly not allowing a server to spin up.
World save UI
Game Play Scenarios
With the addition of world saves, we've decided to expand our game play loop in the coming 1.21 update. We'll be introducing a wealth of new server config options along with gameplay scenarios that players can choose from.
Game play scenarios
Gameplay scenarios will allow us to expand on the creative front. We are now able to create scenarios for you. Ideas like wave based survival game scenarios. This game mode would set the player up in a fully fortified and stocked farm house to see how many zombie waves they can survive. Hardcore modes, casual modes (maybe just some hunting and cooking). There’s an endless amount of possibility with this new system. If you have any ideas for this new feature please feel free to share them here on the steam forum.
Windows Dedicated Servers
Yes, we know.. It has taken us some time to get this sorted for all that have requested it. 1.20 will feature dedicated Windows servers. You can download the windows server via Steam. Ensure you have tools ticked in Steam’s library filter.
Steam dedicated server
You’ll also be able to download the server via Steamcmd using appID 1502300. If you’ve using Steamcmd for the first time check out the documentation here. You can download anonymously.
Steamcmd
Crossbow
One of, if not the most requested weapon is the crossbow. We’ve internally discussed a crossbow pretty much since the start of development. Now that a good deal of our core development is out of the way and core issues are being addressed quickly and effectively it’s time to have some fun. The crossbow is a beast of a weapon, nearly silent it’s the perfect tool to dispatch animals and zombies alike.
The crossbow won’t draw zombies like other weapons will and they do severe damage to zombie brains. Crossbows also won’t scare off other animals when the player is out in the wilds hunting. Arrows fired from the bow will craftable. The crafting recipe will also introduce a new drop “Feathers”, chickens should provide a steady supply. Combine wood, scrap metal and feathers to craft arrows. Arrows are also all retrievable, so don’t for get to double back and pick them up!
Feather harvesting
Arrow crafting
Propane Tank Bait Trap
If you’ve followed development and the team you’ll remember our concept videos. One of them featured a meat/propane tank trap that could draw the dead allowing you to fire on the tank and blow all up. It was fun, and fun is something we plan on focusing on moving towards full release. The propane bait trap is perfect to draw zeds away from a player or out of a specific area.
Propane tank meat trap
2022 Halloween Event
We’ve enabled the Halloween event as part of this update so enjoy the trick or treats from now until November 2nd. You’ll get a couple of new treats this year including the crossbow and arrows.
Drive-In Night of the Living Dead
Watch the full length movie right in the game. Find a film reel while trick or treating. You can take the reel to either of the drive-in theaters and play the movie via the projection room. Try and survive a couple of hordes while watching a classic film!
Trick or Treating
You'll find most of the structures in the game will currently have decorations around the doorstep and a new door knocker. Use the door knocker once the sun sets for a trick-or-treat. Tricks aren't always fun but the treats should make killing them easier ;)
The Halloween event is now available so enjoy the trick or treats from now until November 2nd. You’ll get a couple of new treats this year including the crossbow and arrows.
Drive-In Night of the Living Dead
Watch the full length movie right in the game. Find a film reel while trick or treating. You can take the reel to either of the drive-in theaters and play the movie via the projection room. Try and survive a couple of hordes while watching a classic film!
Trick or Treating
You'll find most of the structures in the game will currently have decorations around the doorstep and a new door knocker. Use the door knocker once the sun sets for a trick-or-treat. Tricks aren't always fun but the treats should make killing them easier ;)
September Update (Horde Avoidance | QoL | Trap Improvements++)
We’ve been hard at work improving Survive the Nights. We’ve added requested features, improved existing ones and addressed some of your common concerns. We have a few big plans in the works for 1.20 but for the time being check below to see exactly what you can expect to find in today's 1.19 release.
Quality of Life Improvements
We’ve spent a good deal of this development cycle working on quality of life improvements. Small issues, some of which have persisted for some time now need addressing. We’ve started the process of addressing these annoyances.
Fortifications and Weapon Switching
This has been an issue pretty much since we introduced plank fortifications. Approaching a window with hammer in hand your fortification options appear. This is intended behavior and works fantastic until a zombie appears on the other side of the window. Before this fix you were stuck in fortification mode, scrolling the mouse wheel simply rotated your selected fortification it didn’t switch weapons as you would expect it to. In the same situation you will now scroll to your weapon, you can still rotate planks by holding shift while scrolling.
Scroll to weapon
Placement Mode Improvements
Placement mode has had some optimization and improvement. In the past you’ll have noticed that while in placement mode items would often clip red informing the player they weren’t placeable. The system that checks whether or not there’s a obstruction of the item is placeable was rather sluggish. The improved system in 1.19 is nearly instant.
Improved placement
Tree Fix!
Yes, we know about the trees flying off into space like some kind of UAP looking for the mother ship. This issue has been a thorn in our side since the concept. The tree chopping system in one of the oldest systems in the game. It was one of the only things to do in our first stress tests. We have spent time patching it up over the years but the flying logs persisted through all versions of the feature. Andre has dedicated a bit of development time this cycle putting this issue to bed and you should find chopping trees far more pleasing now.
Felling a tree no flying off
Tree chopping and staying put
There are a lot of other general quality of life improvements. Most of the changes in general quality of life are made due to community feedback. Thank you for the continued support it makes finding and fixing theses issues possible.
Fixed issue where item would disable for a second after placing it down
Faster animations for opening of Lock/Hasp that is placed on a door
Fixed scenario where drops would fall through interior objects (cabinets/kitchen/tables/beds).
Guide no longer restarts when joining a new server. Providing a sleeping bag has been placed at least once.
Fix for slow orange highlight when harvesting items4
Harvesting now disables on zombie + animal rag dolls once they have been successfully searched.
Movement of items in placement mode now more responsive
Items going red in placement mode now more responsive
Fix for drops being hard to pick up when placed on top of harvest machines and containers
Allowed interacting with traps when looking through door ways with a tool equipped
Fixed issue where player couldn’t drop/place items when standing in front of an open doorway
Slight increase to interaction distance
Scrolling now switches weapon instead of rotates plank when looking at a window with a tool. Shift scroll can be used to rotate boards.
Allowed logging off near zombies that aren’t currently chasing someone.
Allowed logging off near dead zombies
Fixed issue where map would stay open when disconnecting from a server
Increased swimming speed when trying to swim to the surface of the water
Tab is now used as the default inventory button with “I” as a fallback input.
Player list moved to “P” key binding by default
Horde Avoidance
We will be reintroducing a much requested feature in 1.19. Horde avoidance, this time we’re doing it properly. We’ve spent the time to ensure the feature works as intended and is plainly obvious. Currently there is no way to avoid the nightly horde. The flee mechanic that was in pre 1.16 allowed the player to run from their current surrounds and after a set number of meters the horde was cancelled.
In 1.19 players will be able to simply crouch anywhere in a secured structure and skip the horde all together. This duplicates our original concept in that players are able to hide in a corner an not have to worry about the dead coming for them.
Once you receive the first notification that a horde is approaching you can crouch and start a countdown. Once the avoidance meter is full the horde will be skipped.
Avoiding horde
Hordes
Fixed scenario where horde would start as soon as you join the server.
Added way to avoid horde by crouching and hiding inside of a building.
Container and Vehicle Animations
We have spent some time adding a much requested feature. Animated kitchen containers and vehicle doors. This small detail really does add a good deal to the ambiance. We plan on making more of these small design and animation improvements moving forwards.
Container animations
Vehicle animations
Trap Improvements
We’ve made some tweaks and improvements to the current traps in game, this is in part preparation for new traps coming shortly. We’ve increased damage on some traps, improved AI particles when effected by traps, made sure traps are more visible and actually destroy when activated. Along with these changes trap UI has been improved, removing some confusion around the current system.
Traps are something we will be adding to before leaving EA. We’ve made quite a few improvements to them in the 1.9 build.
Shotgun trap now activates on shell being added rather than a separate input.
Increased damage from nail bomb traps.
Nail bomb trap is now enabled by default when placing it
Firecracker trap is now enabled by default when placing it
Firecracker trap wire length increased
Firecracker trap now has firecracker in the crafting recipe instead of as a required item
Firecracker trap now gets destroyed when triggered
Fixed fire trap not doing damage after enabling/disabling it
Improved and optimized particles when zombies are on fire
Fixed lingering particles when a zombie on fire dies.
Made nail bomb trap wire more visible
Made firecracker bomb trap wire more visible
Made airhorn trap wire more visible
UI Improvements
We’ve continued to improve our UI system and we’ll continue to do so moving forward. We’re adapting a cleaner more ‘modern’ look. The latest build contains new UI elements, improved current systems like the fortification UI, added UI elements that previously hasn’t had any.
Fortification UI improvements nail count
A new UI element is the current/next weapon wheel it the bottom right corner of the screen. This system allows the player to see what item will be next in hand should they scroll in either direction.
Scroll preview
Removed 'E' key functionality for various interactions to save confusion when trying to interact.
Fixed controls for drive-in cinema not working after new interaction update.
Light improvements to horde UI to indicate that the hordes can be skipped again.
Ammo type now shown when looking at gun drops
Fixed some UI being blocked when hovering over + and - buttons when interacting with items
Fixed issue where fortification UI is hard to read with a flashlight enabled
Reworked equipped weapon UI.
Added system for showing UI for next and previous weapon when scrolling.
Tweaks to player vitals UI so that they are bigger and easier to read.
Current nail/screw amount is now shown on boards while fortifying
Added color and animation indicators when player doesn’t have items/fixings while fortifying
Weapon Improvements
Gun is now only used as a melee weapon automatically when the gun is out of ammo
Added input for using gun as a melee weapon (V)
Moved flashlight input to X to allow for melee input
Increase to aiming down sight speed
Removed initial delay from weapon switching to make it more responsive
Slight increase to weapon equip animations
Performance
Improved lag on the server caused by having many items near a player
Improved rain particle performance
Graphics
Increased field of view while running
Improved anti aliasing
Animations
Added animations to vehicle doors
Added animations to vehicle hood when accessing engine
Player now has to be outside of a car to access engine
Fixed help UI for enabling siren and disabled open engine UI while in vehicle
We have released Alpha 1.19 on our experimental branch. Please report bugs and issues in game using the F1 menu. If you'd like to track the patch progress and follow more closely with development, check our changelog and please consider joining our Discord.
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.
You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.
Patch Notes - Alpha 1.19 (Experimental Build)
Quality of Life (QoL)
Fixed issue where item would disable for a second after placing it down
Faster animations for opening of Lock/Hasp that is placed on a door
Fixed scenario where drops would fall through interior objects (cabinets/kitchen/tables/beds).
Guide no longer restarts when joining a new server. Providing a sleeping bag has been placed at least once.
Fix for slow orange highlight when harvesting items
Harvesting now disables on zombie+animal rag dolls once they have been successfully searched.
Movement of items in placement mode now more responsive
Items going red in placement mode now more responsive
Fix for drops being hard to pick up when placed on top of harvest machines and containers
Allowed interacting with traps when looking through door ways with a tool equipped
Fixed issue where player couldn’t drop/place items when standing in front of an open doorway
Slight increase to interaction distance
Scrolling now switches weapon instead of rotates plank when looking at a window with a tool. Shift scroll can be used to rotate boards.
Allowed logging off near zombies that aren’t currently chasing someone.
Allowed logging off near dead zombies
Fixed issue where map would stay open when disconnecting from a server
Increased swimming speed when trying to swim to the surface of the water
Tab is now used as the default inventory button with “I” as a fallback input.
Player list moved to “P” keybinding by default
Hordes
Fixed scenario where horde would start as soon as you join the server.
Added way to avoid horde by crouching and hiding inside of a building.
Environment
Added animations when opening containers
Trap Improvements
Shotgun trap now activates on shell being added rather than a separate input.
Increased damage from nail bomb traps.
Nail bomb trap is now enabled by default when placing it
Firecracker trap is now enabled by default when placing it
Firecracker trap wire length increased
Firecracker trap now has firecracker in the crafting recipe instead of as a required item
Firecracker trap now gets destroyed when triggered
Fixed fire trap not doing damage after enabling/disabling it
Improved and optimized particles when zombies are on fire
Fixed lingering particles when a zombie on fire dies.
Made nail bomb trap wire more visible
Made firecracker bomb trap wire more visible
Made airhorn trap wire more visible
UI
Removed 'E' key functionality for various interactions to save confusion when trying to interact.
Fixed controls for drive-in cinema not working after new interaction update.
Light improvements to horde UI to indicate that the hordes can be skipped again.
Ammo type now shown when looking at gun drops
Fixed some UI being blocked when hovering over + and - buttons when interacting with items
Fixed issue where fortification UI is hard to read with a flashlight enabled
Reworked equipped weapon UI.
Added system for showing UI for next and previous weapon when scrolling.
Tweaks to player vitals UI so that they are bigger and easier to read.
Current nail/screw amount is now shown on boards while fortifying
Added color and animation indicators when player doesn’t have items/fixings while fortifying
Weapon Improvements
Gun is now only used as a melee weapon automatically when the gun is out of ammo
Added input for using gun as a melee weapon (V)
Moved flashlight input to X to allow for melee input
Increase to aiming down sight speed
Removed initial delay from weapon switching to make it more responsive
Slight increase to weapon equip animations
Performance
Improved lag on the server caused by having many items near a player
Improved rain particle performance
Graphics
Increased field of view while running
Improved anti aliasing
Animations
Added animations to vehicle doors
Added animations to vehicle hood when accessing engine
Player now has to be outside of a car to access engine
Fixed help UI for enabling siren and disabled open engine UI while in vehicle
July Update (Full Interaction Overhaul | Crafted Storage | Door Fortification+)
It has been two months since our last update and we’ve been hard at work working on 1.18. The update is now on our default branch and it features quite a few fixes, changes and improvements. We’ll go over just some of them in the update below. Be sure to check out our changelog for a full list of changes you can test against. If you find any issues please report them in game using the F1 menu.
Interaction Overhaul
Since our public alpha release in 2019 we’ve been improving and re-designing UI and method of interaction. 1.18 features the right click menu. For some time now, interacting with objects in the game that required parts or fuel as an example was rather cumbersome. The new system allows players to interact directly with the object rather than having to interact with another popup booklet style menu. The system simple feels right, like it has always been there.
This system has quite a few benefits. It removes the constant confusion over what holding E does. Right clicking feels a lot more natural and is consistent across all interactable objects in the game. The system provides quicker accesses to interactions with items, like instant equipping of weapons without having to first pick them up. The UI is much cleaner for machines and you can instantly tell what parts are there and what parts need adding.
Interactions that have been added to the right click menu:
Interact (Enable or disable: Generators/Vehicles/Fires/Breakers/Meters/Traps/Lights/Lock)
Place (Place Drops)
Equip (Equip Weapons)
Consume (Food and Medical items)
Repair (Vehicles)
Open Lock UI + Place Lock
Eat Portion + Add Items (Stew)
Remove home (Sleeping bag)
Open placed crafted container
This system feels way more fluid to us and we think you’ll love it just the same as we do. It continues our on going UI and interaction improvements. This is something you will see more of as we move forward.
Vehicle interaction
Generator interaction
Lock interaction
Fire interaction
Door Fortifications and General Improvements
To say this has been a long time coming is an understatement. Fortifications are playing a bigger role in the game now and you have all requested this feature since we introduced window fortifications. It’s not possible to fortify any residential door in the game. The player can still lock doors but as an added (and more easily achievable fortification) quickly planking a door provides another layer of protection. The fortification system isn’t limited to just planks, if it currently covers a window it will work on a door. We’ve intentionally left out commercial doors as to not create an awkward situation.
Along with the addition of door fortifications, we’ve made other improvements to doors. The animation that plays when doors operate has been sped up. Doors open and close much faster creating a far better player experience we moving through them.
The player will also notice that fortifications they place take significantly less damage than fortifications they don’t own. This should help players shooting through their own fortifications while defending a structure.
Weapons now take less wear when damaging fortifications even when not owned by the player. This was just a bit out of hand in previous builds and we’ve taken care of it now.
Hammers now do double the damage to fortifications when they’re owned by the player. This will allow the player to quickly remove fortifications they’ve placed using the hammer.
Fortifying a door
Old door animation speed
New door animation
Crafted Player Storage
Another frequently requested feature is player crafted storage. We’re introducing a craftable container in 1.18 a large wooden crate. This will allow players to easily store items in structures without relying on built in containers i.e. kitchen cabinets, etc. The containers should be stored in a secure room because you’re currently unable to lock them. This is something we’ll likely improve in the future but for the time being a container can easily be secured in the same fashion by locking up and with the introduction of door fortifications, planking up a room.
Crafting a container
Securing a room full of containers
Vehicle Improvements
We have worked on vehicles issues for this update and the improvements should be very noticeable. Players no longer occasionally teleport off to another universe when stepping out of a vehicle so that’s nice. Vehicles shouldn’t glitch and freak out when the player exits them. Vehicles should now roll for a longer period of time when a player steps out. The Cricket (little hatch) shouldn’t roll on to its roof as easily anymore along with other improvements.
The big change here is the improvement to vehicle physics. The system now maintains vehicles after a driver steps out. This leads to improved vehicle physics and the entire system should feel far more polished. There will no doubt still be issues and if you find anything please feel free to report in game with the F1 menu.
General Improvements
There are a good amount of big changes in the update but those aren’t the only changes you’ll find in 1.18. We’ve done a good deal of adjusting, fixing and tinkering to improve the all around game experience.
Trap Improvements
We’ve worked on improving interactions with traps and trap issues themselves. As an example, the bear trap no longer deactivates when placing it down. It also won’t play the animation when first placing it. In addition, the colliders have been tweaked to make it easier to place on uneven terrain and closer to walls or objects.
Bear Trap interaction
Shotgun traps are easier to interact with now we have the right click system. We’ve also taken the time to improve the visual on the shotgun trap. You can now clearly see the trip line. This should help with players shooting their own knees off.
Shotgun trap improved interaction and visual
Server Optimization
We’ve spent some time optimizing during this dev cycle. There have been over 30k objects removed from the server, objects that are no longer needed. Most of these were unused collision objects that were bogging the server down.
Placement and Navigation Improvements
The world left behind isn’t a pretty one, there’s quite a lot of trash around! Some of these piles have caused the player grief and we’ve taken some steps to address these issues. While they do make for a nice backdrop and add to the overall ambiance the trash piles can make placing objects and navigating difficult at times. The team has adjusted colliders and adjusted some of the models to create easier to navigate environments.
Flatter clutter for better navigation
Adjusted colliders for better placement
In addition to design objects like the ones above, we’ve tweaked issues on AI models. The player is now able to place items inside of zombies or passive AI rag dolls. There is no need to wait for the bodies to disappear. There’s also been a fix of the issue where AI sometimes wouldn’t go rag doll on death.
Patch Notes - Alpha 1.18
Core Interaction System Overhaul
Fix for waypoints lagging behind by 1 frame.
Reduced 1.5 second delay when interacting with machines.
Allowed exiting vehicles at speed without need to hold down E
New Interaction UI
Added right click functionality when hovering over objects or machines.
The new right click menu will show things you can do with the object/machine that’s selected.
This system has a few benefits:
Removes constant confusion over what holding E does, behaviour should now be a lot more consistent.
Allows for adding of more interactions to items like the instant equipping of weapons without having to pick it up first.
A cleaner UI for machines that can tell you how many items you currently have when adding items.
Interactions that have been added to the right click menu:
Interact (Enable or disable: Generators/Vehicles/Fires/Breakers/Meters/Traps/Lights/Lock)
Place (Place Drops)
Equip (Equip Weapons)
Consume (Food and Medical items)
Repair (Vehicles)
Open Lock UI + Place Lock
Eat Portion + Add Items (Stew)
Remove home (Sleeping bag)
Added more information when looking at items in the world:
Ammo amount when looking at guns and ammo drops
Weapon condition when looking at weapons
Amount in the box when looking at screw/nail boxes.
Fuel (jerry cans and vehicles)
Battery percentage (Flashlights/Drill)
Item descriptions now show when hovering over the name of the item in the new right click menu
Added instructions when hovering over repair button for vehicles
Craftable Player Storage
Added craftable player storage container!
Fortifications
Fortifications now take significantly less damage if they are owned by the player.
Weapons now take significantly less weapon if the fortification is owned by the player.
Weapons now take less wear when damaging fortification even when not owned by the player.
Hammers now do double the damage to fortifications when they are owned by the player.
Traps
Bear trap no longer plays close animation when placing it down for the first time
Tweaked bear trap colliders to make it easier to place on uneven terrain and close to walls/other objects
Tweaked propane fire trap model to make it easier to place
Fix for placing propane fire trap tube inside of walls
Lowered propane tank and propane fire trap weights
Increased visibility of shotgun tripwire to more clearly indicate that it’s enabled
Fixed barbed wire being difficult to place on bumpy terrain
Added free placed fortification to quick guide
Vehicle Improvements
Players no longer occasionally teleport away when stepping out of a vehicle.
Vehicles no longer glitch when exiting.
Vehicles now roll for longer when stepping out while moving.
Cricket vehicle no longer rolls on to roof as easily.
Control of vehicles is now maintained after the last driver steps out. This leads to improved physics calculation
Tweaked the color of the container in the back of the 4x4 vehicle to limit confusion against the new craftable storage.
Performance
Server - Performance improvements on the when a vehicle is being driven.
Server- Reduced issue with weather manager that was causing high CPU usage on the server.
Crafting
Added recipe for craftable player storage.
UI
Fix for waypoints lagging behind by 1 frame.
Quality of Life (QoL)
Fixed issue where clicking next to the map would place a map marker. It now closes the map
Consuming is no longer canceled when the inventory is opened or closed
Consuming is now cancelled when pressing escape without opening the menus
Fixed slow movement when trying to climb through a window
All doors now open and close faster!
Fixed players getting stuck when walking on top of sofas
It's now possible to cleanup dead players backpacks.
Added red/green indicator color to breaker/meter panel levers.
Allowed exiting vehicles at speed without need to hold down E
Reduced 1.5 second delay when interacting with machines.
Tweaked some junk piles and removed collision to improve navigation when walking over them.
Improved placing on some junk objects by reducing collider height.
Fix for harvesting not working on large junk pile on low settings.
It's now possible to place free placed forts inside of dead zombies that have not yet been despawned.
Removed metal harvesting from the small shed to avoid confusion
Fixed extreme aliasing when taking upscaled screenshots when using /screenshot
Improved vehicle engine trigger areas.
Improved colliders for interacting with doors.
AI
Fixed issue where AI sometimes didn’t turn into rag doll correctly
Assets
Crossbow asset added.
Flarefun asset added.
Environment
Fixed floating item spawn points at metal refineries.
Smooth terrain around refinery on terrain 51
Fixed floating rock on terrain 13.
Fixed floating rock on terrain 54.
Moved a floating house to ground level 36
Cabin doors that didn't work should now function correctly.
Animations
Core animations for crossbow and flare gun added.
Server
Removed over 30k objects from the server which are no longer needed.
We have released Alpha 1.18 on our experimental branch. Please report bugs and issues in game using the F1 menu. If you'd like to track the patch progress and follow more closely with development, check our changelog and please consider joining our Discord.
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.
You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.
Patch Notes - Alpha 1.18 (Experimental Build)
Core Interaction System Overhaul
Fix for waypoints lagging behind by 1 frame.
Reduced 1.5 second delay when interacting with machines.
Allowed exiting vehicles at speed without need to hold down E
New Interaction UI
Added right click functionality when hovering over objects or machines.
The new right click menu will show things you can do with the object/machine that’s selected.
This system has a few benefits:
Removes constant confusion over what holding E does, behaviour should now be a lot more consistent.
Allows for adding of more interactions to items like the instant equipping of weapons without having to pick it up first.
A cleaner UI for machines that can tell you how many items you currently have when adding items.
Interactions that have been added to the right click menu:
Interact (Enable or disable: Generators/Vehicles/Fires/Breakers/Meters/Traps/Lights/Lock)
Place (Place Drops)
Equip (Equip Weapons)
Consume (Food and Medical items)
Repair (Vehicles)
Open Lock UI + Place Lock
Eat Portion + Add Items (Stew)
Remove home (Sleeping bag)
Added more information when looking at items in the world:
Ammo amount when looking at guns and ammo drops
Weapon condition when looking at weapons
Amount in the box when looking at screw/nail boxes.
Fuel (jerry cans and vehicles)
Battery percentage (Flashlights/Drill)
Item descriptions now show when hovering over the name of the item in the new right click menu
Added instructions when hovering over repair button for vehicles
Craftable Player Storage
Added craftable player storage container!
Fortifications
Fortifications now take significantly less damage if they are owned by the player.
Weapons now take significantly less weapon if the fortification is owned by the player.
Weapons now take less wear when damaging fortification even when not owned by the player.
Hammers now do double the damage to fortifications when they are owned by the player.
Traps
Bear trap no longer plays close animation when placing it down for the first time
Tweaked bear trap colliders to make it easier to place on uneven terrain and close to walls/other objects
Tweaked propane fire trap model to make it easier to place
Fix for placing propane fire trap tube inside of walls
Lowered propane tank and propane fire trap weights
Increased visibility of shotgun tripwire to more clearly indicate that it’s enabled
Fixed barbed wire being difficult to place on bumpy terrain
Added free placed fortification to quick guide
Vehicle Improvements
Players no longer occasionally teleport away when stepping out of a vehicle.
Vehicles no longer glitch when exiting.
Vehicles now roll for longer when stepping out while moving.
Cricket vehicle no longer rolls on to roof as easily.
Control of vehicles is now maintained after the last driver steps out. This leads to improved physics calculation
Tweaked the color of the container in the back of the 4x4 vehicle to limit confusion against the new craftable storage.
Performance
Server - Performance improvements on the when a vehicle is being driven.
Server- Reduced issue with weather manager that was causing high CPU usage on the server.
Crafting
Added recipe for craftable player storage.
UI
Fix for waypoints lagging behind by 1 frame.
Quality of Life (QoL)
Fixed issue where clicking next to the map would place a map marker. It now closes the map
Consuming is no longer canceled when the inventory is opened or closed
Consuming is now cancelled when pressing escape without opening the menus
Fixed slow movement when trying to climb through a window
All doors now open and close faster!
Fixed players getting stuck when walking on top of sofas
It's now possible to cleanup dead players backpacks.
Added red/green indicator color to breaker/meter panel levers.
Allowed exiting vehicles at speed without need to hold down E
Reduced 1.5 second delay when interacting with machines.
Tweaked some junk piles and removed collision to improve navigation when walking over them.
Improved placing on some junk objects by reducing collider height.
Fix for harvesting not working on large junk pile on low settings.
It's now possible to place free placed forts inside of dead zombies that have not yet been despawned.
Removed metal harvesting from the small shed to avoid confusion
Fixed extreme aliasing when taking upscaled screenshots when using /screenshot
Improved vehicle engine trigger areas.
Improved colliders for interacting with doors.
AI
Fixed issue where AI sometimes didn’t turn into rag doll correctly
Assets
Crossbow asset added.
Flarefun asset added.
Environment
Fixed floating item spawn points at metal refineries.
Smooth terrain around refinery on terrain 51
Fixed floating rock on terrain 13.
Fixed floating rock on terrain 54.
Moved a floating house to ground level 36
Cabin doors that didn't work should now function correctly.
Animations
Core animations for crossbow and flare gun added.
Server
Removed over 30k objects from the server which are no longer needed.