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Unturned Update NotesAug 12, 2022 - Community AnnouncementsChangelog: Added: Walls and pillars can be snapped above and below existing walls. "The Bridge Where It Rains" music by staswalle on Washington loading screen. Screenshot resolution multiplier and supersampling option. For example supersampling with a 4x multiplier at 1920x1080 will produce a 15360x8640 screenshot downsampled to 7680x4320.* New editor for "devkit" volumes in the regular level editor. Box move (double-press Q) and box resize (double-press R) transform tool modes. Level editor option to disable underwater effects. Customizable acceleration, deceleration and max walk speed for physics materials. Enable_Participant_Scaling option for horde beacon per-item. Defaults to true. InspectAudioDef option for equippable items. OnGameUpdateDetected event for plugins. Is_Full_Moon NPC condition. Changed: Roofs no longer require pillars for placement. Improved precision of triangle floor overlap test by approximating with six boxes rather than three. This helps reduce false "blocked by" warnings. Hide item action if quest conditions are not met. Clip.prefab is no longer necessary for trees and objects. Barrels can override muzzle flash position with "Muzzle" transform. Destructible objects can use tree blade ID. Tweaked the placement of blue trash bags at the Seattle construction site dumpster to reduce clipping and make them easier to safely land on. Adjusted chart colors of all vanilla maps, as well as how PEI boulders, Washington boulders, and Russia quest lasers appear on charts. Updated icons, preview images, loading screens, charts, and satellite views of all vanilla maps. Unified barricade/structure editor, regular objects editor, and volumes editor transform handles. Game now handles Steam overlay screenshot requests. Screenshots no longer overwrite each other and can appear on the startup loading screen. Fixed: Vanilla pre-placed blood decals are not loaded if blood splatters are disabled. Human animation template leg roll. Potential problem with per-level version kick, log when unable to parse version. Housing ramp blocking pillar and wall placement two floors below. Holiday items visible in stylized chart capture. Effect spawn position when forageable bushes are destroyed. Roads that should have been curved on Germany. Spot where the road was partially covered by the terrain on Germany. All of the road guardrails on the Germany map to face inwards rather than outwards. Removed some boulders that were located under the map terrain on Russia. Incorrect materials being used out-of-bounds on Russia. Typo for the ragdroll removal tool where the item name was misspelled. Icon dimensions of many cosmetics to improve the quality of their high-res icons. Downward Building: {STEAM_CLAN_IMAGE}/6119952/de5fae09a6adef874c098ebc1f296512d3dcfe80.png Houses can finally be extended downward! This is especially useful for bridging gaps like roads and rivers, or repairing foundations after a raid. Volumes Editor: {STEAM_CLAN_IMAGE}/6119952/7bbb7ebd3b37f... Update NotesJul 15, 2022 - Community AnnouncementsAdded: Floors and pillars can be snapped to floating walls. Requires_Pillars option for custom walls. Changed: Show name of item blocking housing placement. Clip.prefab is no longer necessary for barricades or vehicles. Fixed: NPC does not look around while under arrest or surrendering. Line wrapping names in main menu character list. Protect against vehicle dropping scrap items multiple times. Vehicle bumper collisions ignore anything attached to vehicle. Climbing ladders angled into thin walls. Startup issues when IO permission to log file is blocked. Placement blocked by floating walls. Menu stuck when launching game through Join Friend button. Update NotesJul 7, 2022 - Community Announcements8th Anniversary on Steam: I am happy to celebrate another great year in the Unturned community! We first launched into Early Access on Steam in 2014: eight years ago today. Thank you to everyone for your longtime support and encouragement as the game continues to grow and (hopefully) improve! I consider myself incredibly fortunate and lucky to be able to focus on this project full-time for so long. Changelog: Added: Housing Planner tool for quickly placing structures. Notification on main menu when an update is available. Server option to shutdown for auto-detected game updates. (Finally, eh?) Server option to shutdown for scheduled maintenance at a fixed time. Grow_SpawnTable (guid) option for crops. Copy to Clipboard button for error message. Option to make terrain holes visible for finding gaps. Terrain material icon in asset list. Changed: Housing item placement is easier now that connections betweem then are tracked. Roof placement requires two pillars rather than a pillar at each corner. Shooting/attacking stops clientside if no inbound traffic has been received for 2 seconds. Updated barricade placement on vehicle to use netids rather than index. Temporarily buffed brick-material housing items from 800 to 1650 HP. Fixed: Many exploits for stacking housing items in the same slot. Explosion damage respects zombie armor. Terrain editor per-"pixel" smoothing mode near edges. Whitespace-only player names with name filter disabled. Reverted post processing version to work around TAA transparent field of view bug. Some terrain hole gaps on Germany. Wrong material on circular table barricade LOD1. Housing Planner: {STEAM_CLAN_IMAGE}/6119952/4b7001f49e4695a8396f1f1930e0c46465b39fc0.png The Housing Planner lets you quickly place housing items without waiting for animations, and pick them back up much faster. It can crafted from a GPS and Rangefinder, or found as an uncommon drop at construction sites. There are a variety of housing-related rewrites in this update which are part of a first step towards better base building. Future work in this area will include building downward, claim flags automatically covering the entire connected house, replacing the crafting system, and more! Server Auto Restart: Two features have been added to the server Config.json file in this update to make server maintenance without plugins easier: Scheduled Maintenance: Restarting approximately once per 24 hours is recommended for the meantime because most of the older code still uses 32-bit floating point time. While this is gradually being improved an option to schedule shutdown has been added. Enable_Scheduled_Shutdown: if true the server will shutdown at the specified time. Scheduled_Shutdown_Time: local time the server will shutdown. Scheduled_Shutdown_Warnings: list of times before the shutdown to notify players. For example 30:00 will broadcast in chat 30 minutes before the shutdown. Checking for Updates: Finally! The server can monitor for updates and restart when... Update NotesJun 3, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/6119952/a560bfb0317f108f4c05b1675a328b68734e74f9.png Kuwait's final update is here! The monuments on Boubyan Island have finally charged up to power the main obelisk. Play today to discover (and promptly escape) the outlands. Watch the Kuwait Escaping Outlands Trailer Here Read the Full Kuwait Changelog Here To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat. Two challenging new achievements with free rare items have been added in a final questline: {STEAM_CLAN_IMAGE}/6119952/ba25119861334fdeec4f6e5d2a4462837c0aedb6.png For the next two weeks a variety of exclusive new free items will be dropping: {STEAM_CLAN_IMAGE}/6119952/d4320706f8f0cc1fff56c18450bae95eb06b1cfb.png This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile: {STEAM_CLAN_IMAGE}/6119952/ccb337d2e3b4c58b67fae7416e9760961fc9d494.png Private Eye Bundle Mythical Palm Nights Bundle Assorted Accessories Bundle Watch the Escaping Outlands Cosmetics Trailer Here These bundles from the initial launch of Kuwait are also still available: Assorted Hats Bundle Divine Duneman Bundle Letterman Bundle Watch the Original Kuwait Trailer Here Biohazard Zombie Plush: We have collaborated with Makeship to bring the Biohazard Zombie to life in the form of a limited-edition collectible plush toy! {STEAM_CLAN_IMAGE}/6119952/e467d1390a6c98e67d19c54194fb247c65bc55f2.png Edit: the campaign has concluded after being successfully funded! Thank you to everyone for your interest and support, we are looking forward to sending them out in September! Base Game Changelog: Added: "Projection Ratio Coefficient" option for "Focal Length" sensitivity scaling. Terrain editor hotkeys to switch active tab. Changed: Updated Unity from 2019.4.38f1 to 2020.3.34f1. Always load english text as fallback. Vanilla ban command also bans player HWID. Fixed: Replaced placeholder equipment rate limit fix by converting item hash to the newer asset integrity system. Boombox volume slider triggering rate limit kick. Explain kick when server per-platform assetbundle hash is out of date. Vertical alignment of font color setting. Text field character limit in IMGUI mode. Patch #1: We have gotten reports that many players are experiencing BattlEye issues on Mac. Unfortunately the cause is still a mystery because I have not been able to reproduce it on my test Mac, and there still seem to be lots of Mac players online BattlEye protected servers. We are working with BattlEye to narrow down and patch as soon as possible. This patch only fixes a few mistakes in the vanilla HWID ban support. Patch #2: New version of BattlEye macOS and Linux clients, and speculative fix for the failed to load BattlEye kick on macOS. Update NotesMay 20, 2022 - Community AnnouncementsChangelog: Added: Alt hotkey to remove baked foliage with paint brush. "Disable" option for sensitivity scaling mode. Terrain material editor filter for only in-use materials. Terrain material and foliage editor name filters. Kick threshold for significantly exceeding per-RPC rate limits. Changed: Separated terrain editor brush strength value for each tool. Assetbundle hash is included in asset integrity check. Fixed: Warn if vendor vehicle spawnpoint is unset. Missing vendor and reward spawnpoint for vehicle uses player position as fallback. Picking up items while climbing. Invalid item conditions on tracked quest breaking UI. Fists use melee damage multiplier. Terrain undo/redo interfering with other undo/redos. Patch #1: Sorry to say that there were two embarrasing mistakes made in the initial release of this update: Firstly, the 2020 LTS beta was accidentally set live rather than the actual update. The reason this happened is that my automatic release process was using the newest upload rather than the upload from the preview branch. In order to ensure this never happens again the automatic release will now specifically use the preview branch version rather than the newest version, and a confirmation dialog to double-check. Secondly, players were getting kicked for exceeding rate limits when equipping a kit. This highlighted a flaw in the equipment system from back when integrity checks were first added to equipped items. For the meantime I have increased the equipment rate limits significantly as a temporary workaround, but for the next major update I will properly resolve this flaw. If you experience other incorrect rate limit kicks please let me know and I will get them fixed, and as a temporary measure it is also possible to raise the Rate_Limit_Kick_Threshold in Config.json. Details: Client-invokable RPCs already have rate limits intended to prevent wasting server processing time. There was no penalty for repeatedly hitting these rate limits however, so time could still be wasted ignoring requests. There is now a Rate_Limit_Kick_Threshold option: if the same rate limit is hit this many times within the cooldown window the client will be kicked. For example a value of 5 means the client will be kicked the 5th time it is called within the same cooldown window. The default is 10. The server checks both individual asset integrity and Unity assetbundle integrity to prevent cheaters from modifying their files to gain an advantage. Previously it was possible to bypass this by loading a different assetbundle on a per-asset basis, for example by adding a legacy ".unity3d" assetbundle to a vanilla vehicle. Individual asset integrity checks now include the assetbundle hash as well which prevents this exploit as long as the multi-platform ".hash" file is available for the server. Unity 2020 Preview: Unturned is currently using Unity 2019 LTS. Upgrading to 2020 LTS seems to be stable now and fully backwards compatible with existing content. If you wo... Update NotesMay 13, 2022 - Community AnnouncementsChangelog: Added: "Haven Across" music by staswalle on PEI loading screen. "Focal length sensitivity scaling" to adjust sensitivity according to scope/optic projection ratio. Controls option to use "Legacy" sensitivity scaling from prior to the update. Hole mask brush for cutting holes into terrain. Gun option Requires_NonZero_Attachment_Caliber to disable vanilla attachments. Vehicle and turret passenger Unity events. Modulo NPC math operation and B_Value option as alternative / default for B_ID. Cost_Multiplier option in level asset skill rules. Per-navmesh "infinite agro range" zombie option. Browse Files button in editor maps list. Changed: Flashbang briefly flashes a light component upon detonation. Merged "devkit" terrain tools into regular editor. Updated Germany, Hawaii, and Greece hole volumes to new hole masks. Improved foliage responsiveness by spiraling outwards. Updated Freezing mythical to the newer snowflake particles. Separated Melee_Repair_Multiplier from Melee_Damage_Multiplier. Replaced Germany grass materials with greener variants. Fixed: Map preview image wrong size in singleplayer, editor, and server detail screens. Scope focus foliage option leaking memory with dual render scopes disabled. Prevent skycrane from picking up destroyed vehicles. Black water mask on main menu if logging out while underwater. Props with quest condition not updating when quest is abandoned. Decals are considered "small" in objects list filter. Locked brakes with vehicle physics profile braking model override. Placeholder workaround for carepackage landing misprediction. Re-enable oil on sand material. Patch #1: Fixed dedicated server was not loading out-of-bounds terrain for automatic conversion. Added hint labels for obscure terrain editor hotkeys. PEI Loading Screen Music: PEI is the first map to receive loading screen music by staswalle! {STEAM_CLAN_IMAGE}/6119952/404af67573491e1b12f8959643aef1a2e58c7bd6.png You can listen on his YouTube channel here as well: Terrain Holes: Back in 2016 the Unity engine did not have built-in support for cutting the terrain. "Hole volumes" were hacked together as a solution for Unturned, and basically acted as a portal which disabled collision against the terrain. There were a lot of drawbacks to this approach however: for example bullets had to check whether they would pass through a hole before doing collision tests, and each pixel of the terrain shader tested whether its 3D position was inside a hole for transparency (which is why there was a limit on the max number of holes). Nowadays Unity DOES have built-in support for an unlimited number of holes fully integrated with physics, so the custom workarounds can be removed! {STEAM_CLAN_IMAGE}/6119952/c001fb56da42bddd074aa853aaa287411baf70d8.png Unturned will automatically convert hole volumes on existing maps to the painted hole mask, but there might be some gaps until the level creator manually reviews the c... Update NotesApr 22, 2022 - Community AnnouncementsChangelog: Added: Climb interaction on ladder to snap without jumping. Graphics option for maximum draw distance. Options menus are available in the level editor. Quit to desktop buttons. NPC reward to override player spawnpoint. Changed: Zoom factors use preferred field of view. Invert water mask while camera is underwater. Updated Unity from 2019.4.37f1 to 2019.4.38f1. Fixed: Disabled specular on vanilla static materials. Not applying conditions/rewards on quest and vendor dialogue responses. Disable sky fog on water backface. Missing character limit in uGUI text chat input field. Edit: Patch #1: Reduced ladder interact range from 6m to 4m. Prevent interacting with horizontal/angled ladders. Fixed in-game quit button was blocked by combatlogging/Alt-F4 prevention on PvP servers. Fixed unable to decline quests. Ladders: {STEAM_CLAN_IMAGE}/6119952/cc158abe1f2b7b11d996cf07e784b05ff3970cd6.png After the character movement update it became more difficult to climb down ladders, so at long last you can optionally press the Interact key to mount at the point you are looking! Hopefully this reduces the number of hospital visits caused by jumping to climb down. Walking into a ladder to climb is also still supported. Max Draw Distance Option: You are probably sick and tired of hearing about fog adjustments with these past few updates. {STEAM_CLAN_IMAGE}/6119952/dca348098be354a89e15898cda11dfa4bfa00914.png 100% is a balance between performance and quality. It was the intended maximum in the first of these updates, reducing the draw distance from its previous insanely high value. 50% is available for some lower-end hardware, but players at the maximum network distance will be slightly within the fog. 200% is available for higher-end systems. Keep in mind that 2x the draw distance (radius) is 4x the area, so 100% has 4x the area considered for rendering compared to 50%, and 200% has 16x the area compared to 50%. The level editor max draw distance is separate from the in-game max draw distance, and its values are 2x as large. Landmark draw distance is automatically adjusted for the max draw distance, so for example landmarks 100% with a max of 150% is not rendering any landmarks in the fog. Miscellaneous: Controls, options, graphics, and display settings can be adjusted in the level editor without returning to the main menu. You can also quit to desktop from the level editor or in-game pause menus, however the disconnect timer applies while playing in multiplayer. NPCs can set a spawn location override so that the player will respawn at a marked location or vehicle spawnpoint. This override is saved between sessions. For example it could be useful for story sections or safezones. Previously scopes and optics multiplied a base field of view of 90 degrees, whereas now your configured field of view is used. Update NotesApr 1, 2022 - Community AnnouncementsChangelog: Added: Mask when camera near clip plane intersects water. PvP damage penalty when client is potentially faking lag. (e.g. "lag switch") Changed: Various minor gameplay balance adjustments. (detailed below) Render sky fog before transparent objects. Water transparency renders sky fog in forward pass. Updated Unity from 2019.4.35f1 to 2019.4.37f1. Converted hardcoded Anastasia door to text chat component + IOBS component. Fixed: Warning when item blueprints have identical conditions. Leftover holiday chicken on Liberator. Capturing satellite image when assets are missing from level. Singleplayer pause menu also pauses audio globally. Balance Improvements: It is widely agreed that some balance adjustments are long overdue, so this update combines a variety of work-in-progress upgrades from the past few months of tuning and feedback: Edit: these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one! Recoil on the Maplestrike has been decreased by 5%, and the recoil control buff from Sharpshooter has been changed from 50% to 95%. Draw distance has been further reduced down to 256m. Inflation of map sizes in open-world AAA games make it harder for us to compete, so the extremely exaggerated fog in Unturned at least makes the map FEEL bigger. Green skin color hues have been removed from the Permanent Gold Upgrade. They made it too easy to blend into grassy maps like Kuwait and Arid. Instead, they are now a complimentary benefit of the new subscription-based Platinum Upgrade DLC. Locking them behind a more expensive paywall makes them rarer, and thus more balanced. Helicopter audio volume has been increased by 220% to better convey how intimidating it should feel to see a helicopter flying toward your base. The deafening volume for passengers helps balance out how useful they are. It was unfair for zombies to use navmesh pathfinding when animals cannot, so zombie AI has been replaced by animal AI. Use of flares and other zombie-attracting items is encouraged to help them get unstuck from corners. Devkit was overpowered because it had features missing from the regular editor, so two new level editors "modKit" and "BoxEd" have been added which combine some features and remove others, evening the playing field for beginners to the modding scene. Editing mods without re-uploading to the workshop first is no longer supported. Edit: again to clarify, these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one! Underwater Mask: {STEAM_CLAN_IMAGE}/6119952/8a5dde4b32547a77e31d1ce2c0ebd21319459a5d.png The lo... Update NotesMar 18, 2022 - Community AnnouncementsChangelog: Added: "Disable" option for weather command which cancels active weather and future scheduled weather. Useful for maps like Yukon which otherwise immediately start different weather when cancelled. Editor setting to disable clouds on a map. Button to open file explorer in workshop item's install folder. Button to open Logs folder from errors window. Changed: Save preferred in-game player list sort mode. Increased level editor far clip plane distance back to 4,096m. Sky transition fog only starts blending in past 75% of the far clip plane. This feels less foggy than the previous update, and helps hide issues with transparency. Using weather command with currently active weather guid will reschedule rather than toggling. Gentle snowfall no longer overrides sky fog. Fixed: Planar reflection skybox projection matrix. Hide holiday-restricted props from satellite capture. With streamer mode enabled show in-game player list using redacted names. Update NotesMar 11, 2022 - Community AnnouncementsChangelog: Added: In-game option to sort player list alphabetically or by group. Transition fog near edge of maximum render distance. New clouds and aurora borealis rendered in skybox. Changed: Added more trashbags to the fall-cushioning blue trashbag areas under the Seattle, Washington crane, and adjusted their positioning. The changes to mid-air strafing made these more difficult to land on, and they could be difficult to see from atop the crane while in first-person. These changes make the landing easier to see and achieve. Adjusted the car parkour at Rainbridge Island, Washington to be more forgiving. The changes to mid-air strafing made it more difficult to traverse. It should now be easier to climb down without breaking bones, and easier to climb up without getting stuck. Added wild animal spawns in the wilderness near Chersky Farm, Russia. Added item spawns to the upper floor of the Kivgrad Harbor, Russia office building. Added item spawns to the interior rooms (and outdoor picnic table) of the ship docked at Kivgrad Harbor, Russia. Tweaked the Industrial Generator from Rare Rarity to Epic Rarity. Renamed the Umbrella (barricade) items from "Umbrella" to "Patio Umbrella". Renamed the Flare (barricade) items from "Flare" to "Flare Sconce". Updated the item descriptions of the Golf Club and Wreath. Updated localization of the legacy editor's transformation tools for accuracy and consistency. Updated localization of various console commands for typos, correctness, and missing localization. Fixed: Explosion armor value while naked. Planting seeds on ghillie netting. Overriding material IsArable / HasOil. See-through underside of debris clipping into the unfinished building in Seattle, Washington. Bad clipping and misalignment with objects around Kivgrad Harbor, Russia. Misaligned objects at the Keryev, Russia factory building. Railway track at the factory building in Keryev, Russia that briefly travelled beneath the floor. Floating railway bridge in Germany. Spot where players could rarely get stuck atop a crate at Shelton Farm, PEI. Floating or misaligned objects in Stratford, PEI. Floating snow around the Yukon road tunnel. Bugged zombie spawn point in the Ibex Valley, Yukon where the zombie would immediately fall through the world once alerted. Usage of various deprecated item properties. Skybox tree backface depth pass on forward rendering. Not returning attached effects to pool after parent was deactivated. Special thanks to MoltonMontro for the localization improvements, map changes, and bug fixes! Known issue: with TAA there are some visual artifacts between the fog and skybox. Draw Distance: The "draw distance" setting affects which nearby entities are visible. Separately, the "far clip plane" is the absolute maximum draw distance for everything including terrain, water, clouds, etc. Prior to this update the clouds and aurora borealis were drawn as 3D meshes, and similarly prior to the previous update ( the stars, sun, and moo... Update NotesFeb 25, 2022 - Community AnnouncementsChangelog: Added: "DefaultGoodbyeResponse" per-level override for NPC dialogue in level's translation file. Removed: Support for deprecated *.content files. Reduces loading overhead. Support for useless devkit asset browser. Reduces loading overhead. Changed: Improved parsing speed of .dat files by reducing redundant work. Improved sun, stars, and moon rendering, allowing increased near depth precision. Cannot purchase vehicles in bulk from NPCs, and minimum five second cooldown between vehicle purchases per-player. Renamed Silver augewehr skin to Silvered to avoid confusion with Silver trophy skins. Sort in-game player list by name rather than by group ID. Fixed: Pump jack placement on grass accidentally disabled during physics material rewrite. Able to plant seeds on top of each other after physics material rewrite. Trap and vehicle bumper player/zombie/animal impact sounds missing after physics material rewrite. Sirens missing from editor-placeable police boat. Crouch to prone event passing through standing stance. Performance with many group compass markers. Performance of in-game player list with many players. Road editor material checkbox out of view. Server not immediately closing rejected connections. Queue not rejecting connections with duplicate steamid. Russian Invasion of Ukraine: We stand with the Ukrainian community. Our hearts go out to all of the innocent people affected by this appalling and unprovoked attack. Please keep safe, and stay healthy. {STEAM_CLAN_IMAGE}/6119952/04cfa248a8a98fe401b1d80eae0835ec72aaa65e.png3.22.3.0 Update NotesFeb 11, 2022 - Community AnnouncementsChangelog: Added: Hit sounds for golf club and frying pan. Changed: Converted vehicle save/load/network to use asset guids. Replaced remaining code usage of physic material enums. Updated Unity to 2019.4.35f1 LTS. Clarified invalid guid and hash mismatch kick messaging. Fixed: Consumeable item exception if NPC item reward was missing asset. Glasses mythical attachment incorrect while wearing NVGs or blindfold. Do not log server password when enabled. Official Wiki: There's a new official wiki for Unturned, and all other things Smartly Dressed Games (SDG)! Welcome to the SDG Wiki – the official Smartly Dressed Games reference written and maintained by the community. For all things Unturned, and anything else we do. With 4,000+ pages and 2,000+ media files, the SDG Wiki is roughly on par with its predecessor in terms of content coverage, while also managing to provide many higher-quality pages and templates. Perhaps most importantly: we are hosting the SDG Wiki ourselves. Just like with our official forum, there are no third-party advertisements on the wiki. This also means that we can directly tailor the various features available to readers and editors. For more information, view the full announcement on our blog. Welcome to the Unturned Wiki! Especially huge thanks to MoltonMontro for the massive amount of time and effort he put into this overhaul of the wiki! It has been one of his main projects at SDG for the past several years, so reaching this milestone is a big accomplishment and achievement! Update NotesJan 21, 2022 - Community AnnouncementsChangelog: Added: Command-line override for active holiday. Optional masterbundle source workshop file check. Better asset integrity check system for barricades and structures. Changed: Expanded vehicle turret events with local aiming and inspecting attachment events. Fixed: Profanity filter was not being applied to UI for placeable note. Toggle sprint not reseting when stopping movement. Potential fix for dedicated server overwriting steam_appid.txt with extra zero. Optional Workshop File Owner Check: Modders can optionally include ownership metadata in their asset bundles now. If the game is loading an asset bundle from a Steam workshop file but the file ID does not match then loading will be cancelled. The intention is to help prevent asset bundles from being easily copied/stolen. Read More Details Here3.22.1.0 Update NotesJan 7, 2022 - Community AnnouncementsChangelog: Added: Allow_Placement_Inside_Clip_Volumes option for barricades. Defaults to true for charges. Arena_Compactor_Extra_Damage_Per_Second option to prevent hiding outside compactor. BinaryRandom component for events in Unity. Changed: Each client has multiple hwids. Reduce NPC buy/sell rate limit from 10 Hz to 2 Hz now that we have bulk buy/sell. Enable rich text for level descriptions. Simplified holiday levels to just use server's holiday state. Fixed: Animal startle animation cancelled by moving. Clamp requested stereo volume. Crafted mythical effect not visible on main menu character skins. Vehicle engine audio source not disabling. Snowman slightly poking through wardrobe in main menu barn. Zero kelvin tool will hide skins which already have a ragdoll effect. Layering of emissive clothing textures. Missing holiday redirected trees/objects not changing level hash. Wicked aura and bananza transparency sorting. Potential vulnerability requesting pre-connect server info. Discrepency between how return button and Interact hotkey close vendor. Arid skull bandana horizontal texture alignment. Multiple HWIDs Change: Note that this is not expected to catch cheaters because cheaters will still spoof their HWID(s). It should help make it more difficult for griefers to bypass HWID bans however. Previously the single HWID was a hashed combination of hardware info, so changing any minor detail would result in a different HWID. Now the details making up each of the HWIDs would all need to change before bypassing a ban.Mortal Kombat 11, Final Fantasy 12 added to PlayStation Now for JanuaryJan 3, 2022 - VG247Sony announced that January will see six new games added to the streaming gaming service PlayStation Now, mixing big budget and indie releases that add up to a quality month overall. The games are Final Fantasy 12: The Zodiac Age, Mortal Kombat 11, Super Time Force Ultra, Fury Unleashed, Unturned, and Kerbal Space Program. The games provide a nice spread for gamers to sink their teeth into. This list covers the spectrum of releases we usually see in a microcosm. You have the big-budget spectacles in Final Fantasy 12 and Mortal Kombat 11 and the indie creativity of Super Time Force Ultra and Kerbal Space Program, not to mention Unturned and Fury Unleashed as potential hidden gems. Add to this the already overwhelming amount of games available for PlayStation Now and you’ve got a formidable cloud gaming service, though one that’s still very much reliant on the cloud in a world that doesn’t quite have the internet infrastructure to fully take advantage of its potential. Read more Update NotesDec 17, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/6119952/337f9be87f6897535fd3d475e48413e25a7d9e47.png Arid, the new map from Renaxon, danaby2, and Dug, features a complete overhaul of the game's style and gameplay. Featuring multiple tiers of deadzones and over 800 new items, with unique bartering, looting, and crafting systems that will make you rethink the way you play Unturned. A gasmask isn't the only key to progression on this map, you will require numerous keys hidden around as well as a full biohazard suit and NVGs to unlock the full potential of the deadzones. (Powerful firearms, tough armor, hardened base materials) NPC quests will allow you to unlock blueprints for unique items and open the door to a wide range of new shops and barters. Barters are also a new way to get good items, allowing you to exchange junk in exchange for something more exciting. Zombies won't be the only threat to your existence, watch out for military grade explosives left over by armed forces (and brick-wielding nakeds). The map's layout is barren and fierce but worry not, the Bus Driver can take you anywhere out of the kindness of his own heart! Don't forget to thank him though. Weapons and protective equipment will have important information within their descriptions, so make sure to pay attention to those! Especially to the ammunition and sights which specific types of guns accept. To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat. This project was created by Renaxon, danaby2, and Dug. If you enjoy the map and would like to support them, consider checking out the Arid Mystery Box or Arid Bundle on the Stockpile: Arid Map Mystery Box Arid Map Bundle Mythical Wicked Aura Watch the Arid Map Trailer Here Changelog: Added: Asset validation for compression enabled on low resolution shirts/pants. Changed: Negative Vehicles.Decay_Time value explicitly disables decay. Share read access of several files on the server. Request promo item grant during playtime drop. Fixed: Effects remaining attached after pooled item was destroyed. Refresh vendor conditions, not just amount. Velocity threshold for landed sound. Update NotesDec 10, 2021 - Community AnnouncementsHoliday Festivities: {STEAM_CLAN_IMAGE}/6119952/e386c271edf995c9e4f53af175c1ca003f5de062.png PEI, Washington, the Yukon and Russia all feature new festive quests created by danaby2! This event includes achievements with unlockable skins, craftable Christmas decorations, seasonal makeovers for the NPCs and maps, and more! You can disable these changes by unchecking "Allow Holidays" in the singleplayer config, or change "Allow_Holidays" to false in the server config. Changelog: Added: New festive events and quests. Decay for abandoned vehicles. Moving, refueling, and installing engine batteries resets the timer. Guid option for NPC clothes and item reward/condition. Target_Loss_Radius option for sentry guns. Defaults to 20% higher than Detection_Radius. Bulk sell/buy at vendors when holding CTRL. Vendors can use NPC rewards. Accepted a few festive skins from the curated workshop. Changed: Updated Steamworks.NET from 14.0.0 to 20.0.0. Sentry guns do not lose targets immediately outside detection radius. Increased breaking legs velocity threshold from 15m/s to 22m/s. Converted clothing and equipment save/load/network to use asset guids. Bullet holes attach to barricades/structures/vehicles. Fixed: Landing and splashing audio playing during client movement resimulation. Loading stuck on levels with very old terrain and ambience asset bundles. Ornamental barbed wire fence blueprint not matching regular barbed wire fence. Loading lighting on some very old map files. Trap explosion effect moving to origin when trap was destroyed. Holiday version of Icicle_1 object using Icicle_0 model. Server not applying initially loaded clothing speed multiplier. Placeholder fix for terrain holes ignored after teleport. Holiday redirect failing to disable foliage. Gun aim offset while seated in vehicle. Vehicle Decay: In order to help clean up forgotten vehicles in the far corners of the map, each vehicle now has a decay timer. The timer is saved/loaded, and resets whenever a player drives the vehicle more than one meter, refuels, or replaces the battery. When the timer passes Vehicle.Decay_Time seconds (default 7 days) it will begin to take Vehicles.Decay_Damage_Per_Second damage (default 0.1). Update NotesNov 26, 2021 - Community AnnouncementsChangelog: Added: Explosion_Launch_Speed_Multiplier gameplay option. AirStrafing_Acceleration_Multiplier and AirStrafing_Deceleration_Multiplier movement options. Allow_Holidays option to disable holiday decorations and events. Changed: Calculate fall damage from velocity rather than vertical distance. Increased maximum fall speed from 20m/s to 100m/s. Bounce charges deal a small amount of damage. Converted structure/barricade save/load/network to use asset guids. WIP support for referencing transforms over the network. Removed unused name to object lookup. Fixed: Sliding down slope against wall to build up speed. Teleport reverting in some cases. Teleport Bug: The problems using teleporters since the previous update were an embarrassing mistake. When it was first reported I included a speculative fix in the .1 patch. Or so I thought. After much testing on different maps, with 250ms fake lag, with forced low server tickrate, etc., unable to reproduce it I realized the fix did not actually make it into the .1 patch, but I had been testing using the fix. Sorry for all the trouble! Patch #1: Improved "missing barricade/structure (guid here)" kick message for hosts experiencing the error frequently after this update. Previously the client could not show the name of the missing asset because, well, the asset is missing/unknown. After the .1 patch the client will notify the server of the missing asset, and from there the server can kick for one of two reasons: 1. Guid read/write error. This happens if the missing asset reported by the client does not exist on the server either, indicating a packet was corrupted somewhere. (because the asset had to exist on the server originally) The most likely reason for getting this error is if a plugin is patching/modifying the netcode for sending barricades and structures to the client. 2. Missing critical asset. Here the server can display both the guid and file name to help track down which asset packs are not installed on the client. Update NotesNov 19, 2021 - Community AnnouncementsChangelog: Added: Bounce Charge Damage_Falloff_Range and Damage_Falloff_Multiplier gun options. Bypass_Pickup_Ownership barricade option. Enabled for charges. Nightvision_Color and Nightvision_Fog_Intensity options. Movement_Speed_Multiplier clothing option. Changed: Improved movement input in multiplayer to reduce rubberbanding. Strafing in midair is no longer immediate, player now has velocity. Setting game server login token (GSLT) is required for the internet server list. Converted hardcoded physics material audio effects to WIP physics material assets. Fixed: Explosive traps ignoring effect spawn radius. Salvaging a Schofield now gives a metal scrap and a maple plank (originally, two metal scrap). This change is consistent with similar item salvages. Split Coconut crafting recipe is now categorized under Supplies instead of Tools, just like other food-based crafting recipes are. Makeshift Armor salvage recipe is now categorized under Apparel instead of Tools, just like other clothing salvage recipes are. Cable Tie crafting recipe is now categorized under Tools rather than Barricades. Large Slippery Plate now uses the high-tier armor multiplier (originally, low-tier armor). This makes it consistent with other metal barricades and structures. Coalition Beret damage reduction is now 5% (originally, 15%). This fix makes it consistent with the armor values provided by other berets. Birch Hole and Birch Ramp structures now have 450 health (originally, 500). This fix makes their health the same as other types of birch roofs. Pine Hole, Pine Ramp, and Pine Stairs structures now have 550 health (originally, 500). This fix makes their health the same as other types of pine roofs. Metal Ramp structures now have 1300 health (originally, 1100). This fix makes their health the same as other types of metal roofs. Canteens/bottles no longer reference deprecated data properties. This change has no gameplay impact. Typos/punctuation in the following item localization files: Fedora, Mafia Fedora, Tophat, Police Vest, Metal Scrap, Honeybadger, Machete, Military Knife, Shovel, BLT Sandwich (both variants), Bloodbag, Bandage, Birch Spikes, Maple Spikes, Pine Spikes, Caltrop, Barbed Wire, Ornamental Barbed Wire, Barbed Wire Fence, and Ornamental Barbed Wire Fence. Typos in the localization files for Scaffhold objects #1‒3. They have now been renamed to Scaffold. Disable cloth colliders on Kuwait parachute pack because unfortunately the game does not have a way for weapons to ignore them yet. Dango dragon horns glasses layer. Special thanks to MoltonMontro for the fixes to inconsistent item stats, categorization of various crafting recipes, and copyediting for the localization files. Multiplayer Movement Improvements: Movement rubberbanding has been a frustrating problem for a long time in Unturned multiplayer. The issue was that when the server position did not match the client position, the client would get teleported back to the server position to prevent cheati... Update NotesOct 22, 2021 - Community AnnouncementsHalloween {STEAM_CLAN_IMAGE}/6119952/b34163df5aada375ae3c21876fada8b8975769e1.png The survivors on Kuwait's Icarus island have put up some new decorations to celebrate the event! Halloween festivities are taking place on many of the maps, including Elver, and the Liberator crew are dressed up in their costumes. On behalf of the map creators, the zombies, and myself: Happy Halloween! Changelog Switched query port with connection port to make Steam browser protocol connect easier. Removed recommended max players. Removed option for servers to use old/legacy/deprecated Steam networking. Added calibers to hidden barrels to make them harder to misuse. Experimentally replaced manual input re-sending with transport layer reliable send. Fixed immediately dying to fall damage on maps below the level origin. Port Change The Steam query port is now the configured port rather than plus one. This means any Steam browser protocol links will need their port decreased by one. For example steam://connect/ should be changed to steam://connect/ There have been a few related changes to make this work more reliably as well.