All players in a multiplayer game can now use the “Stuck?” radio command.
Vehicles will now be teleported by the “Stuck?” radio command.
The “Stuck?” radio command now won’t teleport you all the way back to your base.
Players can now use the Workshop facility to repair or salvage equipped weapons, rather than having to drop them into the Supply Locker first.
Salvaged weapons now return their ammo to your Supply Locker instead of destroying it.
Info flyouts for outposts on the map screen now show the outpost number, which corresponds to the outpost number in the base management screen.
Players will now see a banner at the top-center of screen when a community member dies, instead of the brief side notification that previously popped up.
Players will now see a banner at the top-center of screen when a community member threatens to leave or leaves, instead of the brief side notification that previously popped up.
Communities will now automatically claim an appropriate “starter” home site when traveling to a new map.
Several radio commands have been enabled for clients in multiplayer games.
Players can now drop equipped weapons.
Players can now buy 1 individual item from a stack when trading with enclaves.
Players can now navigate conversation options with Left Stick as well as D-pad controller input.
The Supply Locker is now automatically sorted by item type. Additionally, the Ranged Weapons tab has the option to sort by either ammo caliber or weapon type.
When approaching the Storage facility with a rucksack equipped, the interaction text will now display the resource type and the resource yield.
The Mysterious Wandering Trader now appears more reliably.
Adjusted the cadence of the Independence Pack DLC trader to better balance with the Wandering Trader.
The mission that creates the trader who supplies skill books is now called “Skills Trader” (to more clearly communicate its different nature). Also, this mission can now occur during the week (and not just on weekends).
Balance Changes
When you abandon an outpost, you’ll be refunded only 60% of the original influence cost, instead of 100%. This increased investment in an outpost is intended to make it feel like a significant choice by the player, rather than an easily swapped “loot-drop” location that drastically alters the overall experience.
Proximity mines are no longer triggered by players or by friendly NPCs.
Bug Fixes
Gameplay
Players can now improve their Close Combat Specialization skill.
Players trying to descend a ladder will no longer experience confused Up/Down controls when the ladder animation involves a camera flip.
Players can no longer consume (and waste) energy drinks if their character is still under the effect of a prior energy drink.
Grenade launcher rounds no longer occasionally bounce off of fat zombies.
Explosives now set off other nearby explosives, such as land mines. Have fun with that;)
Losing a benefit that reduces the severity of trauma can no longer kill a character (due to retroactive increase of trauma).
Certain rare skills learned from books will now always start at Level 1 as intended.
Skill books can no longer be consumed if they would not grant any benefit.
Fixed an issue with fire occasionally (and invisibly) remaining in effect beyond the appropriate duration.
Recon radio commands now reveal zombies for all players, not just the host.
When calling in favors over the radio, the enclave that owes you the favor will now answer, rather than someone from your own community.
Facility actions can now be truly instantaneous (cost 0 seconds).
Improved the reliability and predictability of the “Stuck?” radio command.
Improved the predictability of your starting position when loading back into a saved community.
UI
When a home site or previously cleared site becomes infested, it now properly shows an infestation icon on the map.
The minimap now zooms in correctly when indoors at an infestation or plague heart.
Sell and Buy prices for stacks have been adjusted to fix discrepancies with individual item pricing.
The Out of Storage notification now properly triggers when you deposit a rucksack that brings that resource level from just below your base’s maximum capacity to above the maximum capacity.
The base management screen’s morale flyout now correctly uses the morale effect’s name instead of the name of the facility providing the effect.
Notifications for certain rare skills learned from books now show the correct maximum skill level.
The UI for your Storage facility now indicates when withdrawing a rucksack is not possible due to insufficient resources.
Fixed an issue with the player’s vehicles not showing up on the map UI after moving to a new map.
Flyout info for sites on map screen should now properly show icons for all expected resources.
When using the mouse on the map screen, the goal info flyout now shows when hovering over a goal in the list, instead of requiring it to be clicked.
Labor and time costs are now shown for facility mod uninstall actions.
The Independence Pack supply drop container now shows a “Busy” indicator when another player is interacting with it.
Players interacting with the radio menu using a mouse can no longer accidentally click buttons that have been hidden by an opened command category
Multiplayer
Host no longer sees client’s vehicle help tips.
Multiplayer clients are no longer forcibly teleported every time the host switches characters.
Multiplayer rewards are now always granted immediately upon return to your saved game
Multiplayer location indicators no longer show through the background of the Community screen.
Adjusted position of multiplayer name indicators so that they do not overlap when multiple players are in a single vehicle.
Fixed an issue causing jerky flashlight movements with bad network updates.
Fixed an issue causing flashlights to get “confused” if a player stayed in aim mode for a long time.
Vehicles
Vehicle icon now properly persists if the last passenger of a vehicle exits out of a non-driver seat.
Fixed an issue with Independence Pack vehicle deliveries occasionally appearing beneath the map (and thus inaccessible.)
Clients can now see when their car is properly parked at the host’s base.
Clients can now see the name of vehicles while surveying.
Audio
Added error sound when attempting to select unavailable radio command.
Key Bindings
Players who have remapped Struggle and Melee actions to different inputs can now use either one to open locked doors.
Miscellaneous
Tweaked visuals and timing of bloater gas cloud to more closely match effects.
Fixed many spots where players could get stuck in the environment.
Fixed many instances of world art floating or clipping incorrectly.
“Revolutionary War” zombies can now appear in the world.
Who knew there were so many history buffs in town right when the outbreak occurred?
20 new missions now available to players:
10 ambient missions, which can occur as players explore the map.
7 enclave missions, expanding the stories that can be told about neighboring groups.
3 community missions, offering new options for your group to solve crucial problems.
New Red Talon & Network weapons added to the game:
Danforth Slugger (a lead-filled baseball bat).
Trumbull Gatekeeper (a lovingly improved model 70).
RTX Extermination Blade (a military-grade zombie fightin’ blade).
RTX Cyclone (a fully automatic 12 gauge pistol).
RTX Rampart (a Vulture .44 with automatic fire, able to stop a charging juggernaut).
Previous Red Talon weapons have been rebranded as RTX and given new coats of paint:
SOCOM II RT is now the “RTX Hordebreaker”.
Scar-H RT is now the “RTX Stormbringer”.
Vector Ultracompact RT is now the “RTX Piranha”.
A new “Rare Books” trader can appear every few game days, with the following new skill books available for the low low price of 1500 Influence: Driving, Lichenology, Fishing, Scrum Master.
Game Improvements:
Gameplay
Added a new jog animation for human characters.
Polished the “walk to run” and “run to walk” transition animations.
Additional improvements to doors so that their state matches their appearance.
Added a “Confirm” option before euthanizing community members.
Additional improvements to mounting of ladders, including better interaction when player is strafing and interaction from the tops of ladders.
Juggernaut modifications:
Ground slam collision volume has been reduced by roughly 25%.
Added a half-second cooldown to the juggernaut’s initiation of its finishing move.
Players can start a finishing move earlier in a juggernaut’s stagger animation.
Weapon Changes:
B50FG weight has been increased to 28.5 (up from 12 lbs).
Model 99-50 Magazine now holds 3 rounds (down from 5).
M9950 Timberwolf Magazine now holds 4 rounds (down from 7).
B50FG Magazine now holds 5 rounds (down from 12).
A .50 cal weapon can no longer take down a plague heart without at least one reload, or other tools being brought to bear against it. Without using other tools, it now takes 6 shots from a .50 cal weapon to take down a plague heart (up from 3).
Other drum-mag weapons which erroneously had no additional weight for their drum-magazines have had their weight increased (SOCOM II and RTX Hordebreaker, Operator’s M4A1, DEVGRU X12 Infiltrator, and RTX Stormbringer).
Sniper Towers now count as Watchtowers for Morale purposes.
Changed the weight of several luxury items so that their weight better matches the quality of their manufacturing.
Settings
Added a toggle in the Video options menu on both PC and Xbox that allows players to control the amount of motion blur seen in game.
Bug Fixes:
Crashes
Game no longer crashes when player enters a car after calling in a drone strike.
Fix a rare crash that could occur during loading screen (affected roughly 1% of users).
Multiplayer
Fixed a number of softlocks and crashes happening when players were joining and exiting multiplayer sessions.
Players will no longer softlock if their console is disconnected from the network while joining a multiplayer match.
Fixed desync issue that caused rubberbanding of zombie on client’s machine if host moved with a grappled zombie.
Fixed issue with supply lockers sometimes not being visible at homesites in co-op.
Fixed issue where host’s facilities would occasionally turn invisible to clients.
When the player suspends the app during a multiplayer session on UWP, they will now be disconnected instead of being allowed to move around and interact with the world.
Fixed an issue where players had to move the stick/use input on D-pad twice before the highlighted selection would move when selecting an active character in the Multiplayer Character Selection screen.
Input
Game now pauses when controller becomes disconnected during single-player sessions.
Fixed an issue where players could lose scroll functionality when initially opening or scrolling to the bottom of the Remap Controls settings.
Fixed a bug on Xbox where the Exit Vehicle prompt would default to show “Y” even when it had already been mapped to another button.
Performance
Removed performance dip when player walks into the smoke created by a smoke grenade.
Removed FPS drop when opening the Community Menu on Xbox One before returning to active gameplay.
Removed FPS drop when repeatedly firing B50FG.
Removed FPS drop when breaking the windows at the Quonset Hut in Whitney Junction.
Removed FPS drop when holding up on the right stick on a fully zoomed map screen.
Gameplay
The Magnum Ammo Press facility mod now correctly produces .357 and .44 ammo (a bug was connecting the press to .50 and 40mm ammo).
Fixed issue with euthanization scene replacing the player’s equipped gun with a G17 pistol.
Prepper’s 10/22 now has a weight of 7 lbs.
Fixed a number of instances where zombies stopped attacking players if players were in specific locations.
Zombies that have no arms are no longer able to scale fences and walls.
Fixed issue where some facilities that were in disrepair continued to provide benefits to the community as if they were in working order.
Ferals and juggernauts now have the ability to kill NPCs with their special attacks.
Juggernaut “execution attack” can now correctly kill survivors that have a ton of different max health buffs simultaneously applied.
A feral attached to a vehicle a player is driving no longer instantly dies when the player jumps out of the vehicle.
Players can no longer initiate a stealth takedown on aggroed zombies.
Morale bonus effects now update immediately on the community morale screen.
Bandaging action is now interruptable by melee attacks.
Updated out-of-date text on Pharmacology and Pathology skill specialties. Pharmacology is about crafting strong painkillers and bonus recovery items, while Pathology focuses on plague cure and infection treatment.
Dead bodies no longer accumulate forever during long play sessions.
Missions
Fixed a number of issues that prevented legacy missions from completing.
Fixed a number of instances where NPC VO was playing at the incorrect time or repeating itself.
Environment
Fixed a multitude of instances where players could get stuck on terrain or objects and require radio assistance to get unstuck.
Fixed markup on numerous objects that were either preventing players from climbing on them or allowing players to enter areas where they shouldn’t be.
Removed a number of invisible objects that were obstructing player or vehicle movement.
Fixed LOD issues on a multitude of static objects across all 3 maps.
Removed multiple instances of floating textures and exposed seams in the world.
Performed a clipping pass and a general aesthetic polish pass on environment visuals .
Vehicles
Fixed physics in a number of instances where vehicles would become stuck in animation loops after a collision or rolling over.
Players can no longer enter vehicles that are about to explode