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CaGregorio

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  1. DEV BLOG #004 - A FRIENDLIER PLACE What a crazy several weeks since the last dev blog post! The increased exposure and attention from the apartment video has resulted in a surge of additional funding for Identity, which has translated into an expanded team with two new full-time developers coming on board and more to join soon. Work has been going very well. Motown, your community manager, has started transitioning into the role of producer to help manage our expanding team. This has helped to reduce some of the work-load on myself so it's been a very welcome change and he's proving to be great for the role. Our lead character artist, Miroslav, has been hard at work on numerous enhancements including building our makeup and blemish systems. This will give us the freedom to add all kinds of makeup options, especially for females but also for men. Your options at character creation will be a bit limited, but a vanity table will let you customize your makeup much further. Blemishes allow us to modify the skin in a whole lot of ways, from just a little blush on the cheeks to full-body freckles and more. Miroslav has also done an excellent job expanding eye customization for your characters which won't just tint the color of the iris but change its entire pattern to properly match the styles seen in those eyes in reality. He's also expanded our options for hair and facial hair. Feature development has also been going quickly and smoothly. Among others, we've built the contacts and friends systems which will be available in the Town Square module. When you meet people in the world you'll be able to exchange contact information, adding their number and name to your phone. This then acts like a friends list in other games, but you can even text or phone them with real working voice systems. It's also integrated with your Steam friends to make finding them easier. Environment art is also moving along, with several artists working full-time to give you beautiful environments. We've hired on some more artists and are even reworking some of the earlier assets we produced to bring the up to our now higher standards. Identity YouTube channel PowerGaming7 had the chance to speak with myself and Motown for a while after asking his viewers for a bunch of questions to ask. The result was an almost one hour long video where we shared all sorts of information you may not have heard before. You can find the link to this video right here. Once again, I want to thank every one of you for your continued support! Every pledge that comes in goes straight into the development of new features and helps us get the game to you a little bit faster. The attention we've seen over the last couple of months has been staggering, and we are excited to show you more of the gameplay soon!
  2. @Morning i see that you Steam Account is very new, before i can let you on the server i would need a member of your clan to vouch for you. Once that is done your key will be issued. Also the member needs to already be on the server, if you have questions please let me know. thanks.
  3. [UPDATE: Feb 14th - 8:55AM PST] Hi! We have updated and unlocked the Live servers! Please note that this Live promotion also includes a server wipe. This patch is a comprehensive QOL update with MANY individual bug fixes and new features: NEW FEATURES / GAME-PLAY CHANGES New lighting and light emitter effects (darker nights/interiors and better looking light emitter effects. Keep that flashlight handy!) New zombie navigation system (zombies are smarter and more aggressive) New low-loot servers: Deadwood - Low Loot (US) and Sparta - Low Loot (EU) have low-loot rule sets for players looking for a more desperate survival experience. Visitor permissions are now automatically granted to anyone who successfully enters a code on a base door Lead Pipes now melt down into Lead Alloy Cooking containers now have maximum bulk limits Changed the way ammo spawns to reduce clumping (please note: this did not reduce total ammo spawns or change loot quantities) Chain link fences can now be destroyed with melee weapons PERFORMANCE OPTIMIZATIONS Changed the way certain dynamic objects render to improve client performance New base-building component optimizations to improve client performance Optimized timer-based items to improve their performance (cooking containers, IEDs, crops, etc.) to improve server performance Changed the way crops render to improve client performance Improved zombie navigation (in addition to zombies behaving better, they're also now handled more efficiently) EXPLOIT FIXES Continued and ongoing fair-play/exploit countermeasures Fixed an exploit where people could turn in hospital air drop quests without removing all of the quest items from their inventory Wrenches now lose durability when hitting vehicle tires Fixed an exploit where players could clip through upper shelter walls by mashing several movement+stance keys at once Furnaces placed on ramps and expansions will now take damage correctly Players can no longer place torches on decks they do not own Punji sticks no longer damage players through doors Players can no longer glitch doors and gates to build them backwards Fixed an issue where players could overlap certain base building items by building them over base gaps BUG FIXES Fixed Emotes (emotes stopped working for people on a per account basis) Fixed several crash-to-desktop conditions Fixed an issue where timer-based items could take significantly longer than they should to cook/detonate/grow Fixed an issue where you could get your gun into a state where it appeared to be loaded but would instead fire a blank round Corn mash now converts to moonshine correctly Fixed a fertilizer bug where it would expire before the crop was ready to harvest Fixed a bug with crumpled notes where dropping them would turn them into a battered trash can Base ejection no longer ejects white-list server admins from a base if they don’t have base permissions Fixed a bug where vehicles would slowly migrate in water Fixed an issue where targeting the edge of a deck wouldn’t bring up the building permissions list Shock trap FX will now play every time a player triggers a trap instead of just the first time Fixed an issue where punji sticks would deal inconsistent damage Updated various tool tips to better explain functionality and specific recipes Fixed an issue where a player’s head could disappear permanently after backing into a corner in third person POV Fixed an issue where the flashlight would switch off after backing into a corner Fixed an issue where clouds would pop/stutter Fixed an issue where clouds would rapidly expand and contract Fixes BBQ/furnace rendering FX issues Fixed various issues with new zombie navigation interfering with CQC/player interactions Fixed an issue with the machete not melting down properly Temporarily removed night vision goggles until they can be properly redesigned (previous incarnation did not function as expected) Everyone got a peek at just a few of the things we're working on for 2017 last week during our Community Outbreak stream and I'd like to thank everyone for coming out and contributing to the conversation(s) here on Reddit. We're seeing some really good feedback on what we showed off that's also fueling internal conversations here about how we'll show off new content in future streams. There's an intersection point ahead of us where we'll finally be able to flip to the second part of the mantra, "Fix now. Cool later." While it might feel like it's taking forever to get there for some of you, it's important to remember that it will happen. We have to fix the foundation of JS before we can make good on those plans for all of you, and extensive QOL updates like this one today will make that possible. I'll start a new Live Issues thread later today to start capturing new things you're seeing. Your feedback is always amazing and the entire team here hopes you keep that up. I said this in the Test update thread last week but it bears repeating: we don't get a chance to reply to everything, but we do read every single thing posted here. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you. I hope our dedication to you with updates like this demonstrates just how important the game is to us, too. Thanks for your continued patience and support. We hope you enjoy the update!
  4. Please make your profile not private during the application process. Once you have done that please response to this post so that we may continue to work on your application. IF YOU HAVE ANY QUESTIONS/PROBLEMS PLEASE COME FIND A MEMBER OF LEADERSHIP FOR H1Z1 IN OUR Discord - HTTP://adk.wtf/discord
  5. Please make your profile not private during the application process. Once you have done that please response to this post so that we may continue to work on your application. IF YOU HAVE ANY QUESTIONS/PROBLEMS PLEASE COME FIND A MEMBER OF LEADERSHIP FOR H1Z1 IN OUR Discord - HTTP://adk.wtf/discord
  6. Just Survive - Test Server Update: Feb 10thNews (self.h1z1) submitted 2 days ago* by H1Lan - announcement [UPDATE - Feb 13th 2:44PM PST] In preparation for the pending Live update and wipe, we've updated Test with a few final fixes that we'd like to get some eyes on. If you get a chance, please hop on Test and help us verify these things! Right now, we're planning on pushing Live tomorrow AM. Please be aware that Live will be for a few hours as we do this. I estimate we'll unlock Live sometime between 7AM and 10AM PST and I will post a new Live update when that happens with complete patch noes. In the meantime, here are the issues we addressed over the weekend: Zombies intersecting the player when rushing at them, causing issues with melee Zombies falling through ramps when chasing players into bases Player's head disappearing permanently if they hide their head by backing into a corner and toggling FPS/3PS Metal Shard description mirrored wood log description Crops function as expected now, but there are some aesthetic issues that may occur if/when you log out Thanks again for all your help - be sure to check out Live before the update as we're trying a new Purge Mode pre-wipe that Michael details here. [Older] Hi! We have updated and unlocked the JS Test server. We intend for this to be our last Test update before a Live push next week...to that end, please help us verify that this promotion meets expectations over the weekend! Patch notes for this update (newest fixes first): Zombie/wildlife pathing issues (floating/flying/falling through ground) have been fixed Punji Sticks now deal consistent (and deadly!) damage to zombies, wildlife, and players Cooking Containers now display FX when inside secure bases Cooking Container tooltips updated to reflect their updated functionality Machetes melt down when multiples are in a furnace Crops: fixed an issue where fertilizer would expire on crops when a player logs out of game BBQ/Furnace fire FX have been fixed and now display properly Fixed an issue where the player's head would render incorrectly after backing into corners/walls Cloud stutter/interpolation inconsistences have been addressed Fixed the flashlight switching off in interior close-quarter situations Punching with the flashlight equipped now breaks boxes Crop timing issues addressed (need to verify this over time on Test) Wrenches will now lose durability when hitting vehicle tires Fixed a base entry exploit that allowed players to access upper shelters Furnaces placed on ramps or near gates of bases will now take damage Punji sticks no longer damage players through doors Doors can no longer be glitched to face backwards - this fixes permission-less deaths, invisible (permissioned) players inside, and should address stacking gates Constructed objects (like storage containers) can no longer be placed through each other by building them across base gaps Lead pipes now break down into lead alloy Crops will now correctly display fertilizer effects Crop timers should no longer restart unexpectedly Fixed an issue with unused items spawning on Test Experimental Chain-link fences will now take melee damage and can be destroyed Shock trap FX now work every time instead of the first time only Ongoing general fair-play/exploit countermeasures Misc. server performance improvements We won't be pushing this to Live until next week when we've all had some time to hammer on this Test update a bit. When we do, this Live update will include over 100 unique bug fixes and QOL improvements. It's a big one that the whole team is really proud of and I think you're going to like it. To that end, again - please hop on Test over the weekend and help us verify the fixes listed above. We don't get a chance to reply to everything, but we do read every single thing posted here. Please keep it up! Lastly, and once again...thank you so much for helping out and all the feedback you've provided these past two weeks. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you.
  7. [UPDATE - Feb 10th 7:07PM PST] Hi! We have updated and unlocked the JS Test server. We intend for this to be our last Test update before a Live push next week...to that end, please help us verify that this promotion meets expectations over the weekend! Patch notes for this update (newest fixes first): Zombie/wildlife pathing issues (floating/flying/falling through ground) have been fixed Punji Sticks now deal consistent (and deadly!) damage to zombies, wildlife, and players Cooking Containers now display FX when inside secure bases Cooking Container tooltips updated to reflect their updated functionality Machetes melt down when multiples are in a furnace Crops: fixed an issue where fertilizer would expire on crops when a player logs out of game BBQ/Furnace fire FX have been fixed and now display properly Fixed an issue where the player's head would render incorrectly after backing into corners/walls Cloud stutter/interpolation inconsistences have been addressed Fixed the flashlight switching off in interior close-quarter situations Punching with the flashlight equipped now breaks boxes Crop timing issues addressed (need to verify this over time on Test) Wrenches will now lose durability when hitting vehicle tires Fixed a base entry exploit that allowed players to access upper shelters Furnaces placed on ramps or near gates of bases will now take damage Punji sticks no longer damage players through doors Doors can no longer be glitched to face backwards - this fixes permission-less deaths, invisible (permissioned) players inside, and should address stacking gates Constructed objects (like storage containers) can no longer be placed through each other by building them across base gaps Lead pipes now break down into lead alloy Crops will now correctly display fertilizer effects Crop timers should no longer restart unexpectedly Fixed an issue with unused items spawning on Test Experimental Chain-link fences will now take melee damage and can be destroyed Shock trap FX now work every time instead of the first time only Ongoing general fair-play/exploit countermeasures Misc. server performance improvements We won't be pushing this to Live until next week when we've all had some time to hammer on this Test update a bit. When we do, this Live update will include over 100 unique bug fixes and QOL improvements. It's a big one that the whole team is really proud of and I think you're going to like it. To that end, again - please hop on Test over the weekend and help us verify the fixes listed above. We don't get a chance to reply to everything, but we do read every single thing posted here. Please keep it up! Lastly, and once again...thank you so much for helping out and all the feedback you've provided these past two weeks. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you.
  8. @ShakyBay Thank you. At the rate we are going, and with your help and others, we should have the server back to High population in no time. If there is anything i can assist with please let me know.
  9. Hi! We've just updated and unlocked Test - provided things look solid over the weekend, I intend for this to be our last Test update before promoting to Live next week. PLEASE help us over the weekend by spending as much time on Test as you can. As always, report your Test experiences and feedback here in this thread. Here's what's new in this update: Updated environment lighting and light emitter effects. In order to accurately and thoroughly revamp weather the way we need to, we have to start with a solid environmental lighting baseline to work from which meant revisiting all lighting across the board. You will see lighting updates in all situations (day, night, exterior vs. interior) as well as tuned light emitter effects (flashlights, fires, headlights, etc). We've temporarily removed weather effects from this initial Test update as we rework that system, but we may update data to re-enable basic and temporary core weather functionality in the next day or so. Improved zombie navigation/logic (previously only on Test Experimental) is now active on all servers. This will both improve server performance and provide far more dangerous zombies. Wrenches will now lose durability when hitting vehicle tires Fixed a base entry exploit that allowed players to access upper shelters Furnaces placed on ramps or near gates of bases will now take damage Punji sticks no longer damage players through doors Doors can no longer be glitched to face backwards - this fixes permission-less deaths, invisible (permissioned) players inside, and should address stacking gates Constructed objects (like storage containers) can no longer be placed through each other by building them across base gaps Lead bars now break down into lead alloy Multiple cooking container fixes (will work in snow/rain when we re-enable weather, rendering FX issues) Crops will now correctly display fertilizer effects Crop timers should no longer restart unexpectedly Fixed an issue with unused items spawning on Test Experimental Chain-link fences will now take melee damage and can be destroyed Overall server performance increased Shock trap FX now work every time instead of the first time only Ongoing general fair-play/exploit countermeasures This promotion also includes all of the other Test updates we’ve released over the past week. Provided this update looks solid and we feel comfortable about things next week, we'll promote this to Live. I'll update everyone again early in the week when we have a chance to evaluate overall feedback and performance. Thanks for helping out and all the feedback you've provided this week - we don't get a chance to reply to everything, but we do read every single thing posted here. Please keep it up!
  10. All bases can be raided unless you are playing on a PvE server.
  11. And this is why we have a Whitelisted Server.
  12. Howdy Survivors! We have another Test server update today. We expect at least one additional test server update before we push to Live and do not have an ETA for a Live update at this time. The goal of this update is to improve stability and functionality of the game, there are no new major feature additions. Please use this thread to report issues you experience with the Test version of the game. This update includes the following fixes: FIXED EMOTES – if emotes were broken for you on Test, please come to Test and verify that they are working correctly now. Emotes stopped working for people on a per account, per client type (Test vs Live) basis if they were active during a certain timeframe several months ago. Lead pipes are now salvageable into metal bars Fixed an additional base construction exploit (four total, including the three from the previous update) Player Structures will now show health bars (these had vanished accidentally on the previous Test update due to our performance improvements) Changed the way ammo spawns to reduce clumping. Should reduce the frequency of random “megahouses” full of ammo and lead to a more even distribution of ammo Fixed an issue where it was possible to get your gun into a state where it appeared to be loaded but would instead fire a blank round Improved roof pathing on experimental zombie navigation (found on experimental Test) Ground Snow and Rain masking improvements Improved Experimental Zombie Navigation to fix the majority of zombie-stuck-on-roof issues. Cooking Container Update Cooking Containers should no longer exhibit timing issues at scale Changed Cooking Container functionality – Now cooking containers have bulk limits Changed Cooking Container burning function - wood items produce charcoal (not ash like they did on the previous test update) Fixed an issue where Cooking Containers did not consume fuel correctly Plus it also includes these fixes from the previous JS Test Server Update. These updates went out on 1/20. The original thread for the 1/20 update can be found here:https://www.reddit.com/r/h1z1/comments/5p7lph/just_survive_test_update_120/ Fixed three separate base building exploit issues that caused issues with raiding and player interactions Fixed several crash conditions Fixed a bug where looking at the edge of decks wouldn't bring up the building permissions list Fixed an exploit with the hospital air drops Fixed an issue with corn mash not converting to moonshine correctly - moonshine should now be harvested correctly. Fixed an issue where admins were removed from bases if they lack visitor permissions Fixed an issue where dropping a crumpled note would mysteriously turn it into a battered trashcan Fixed an issue with vehicles slowly migrating in the water when no one is in them Fixed an issue where wet / snow ground effects would vanish and reappear Experimental Zombie Navigation on Test Experimental - please provide any feedback you may have Additional miscellaneous fixes Improved performance by changing the way certain dynamic objects are rendered Improved performance by updating base building items to use a new, lighter-weight system - Please report any issues you find with base building Visitor permissions are automatically granted to anyone who successfully enters a code on a base door. Removed night vision goggles Thank you Survivors!
  13. What Is Pre-Season 3? 1/25/17 9:30 AM Share Tweet Share Share Tweet Share Today’s game update marks the end of Pre-Season 2 and the beginning of Pre-Season 3! With changes to scoring, the kill feed, and a brand new batch of tiered rewards, there’s a whole host of reasons to fight for the crown. Scoring Changes In our recent survey, players shared with us that they wanted kills to make up a significantly larger percentage of their match score in comparison to Pre-Seasons 1 and 2. In response, we’ve made some considerable changes to the value of kills, with minor adjustments to placement score. This should result in kills being worth up to 30% of your overall score, depending on how aggressively you play. With new scores come new score thresholds, so here’s the breakdown for each tier: Tier Pre-Season 3 Threshold Pre-Season 2 Threshold Bronze 1 1 Silver 450,000 115,000 Gold 700,000 215,000 Platinum 1,125,000 315,000 Diamond 1,500,000 415,000 Royalty 2,065,000 515,000 Kill Feed Updates We’ve implemented some new functionality for the Kill Feed, including how we communicate current number of kills and how much the next kill will be worth. For those who are curious, scores for both kills and placement are calculated based on a logarithmic curve, granting an increasing number of points as the match progresses. Not only will players now be able to see their current match kills with the Kill Counter in the top left corner, but they will also be able to see how many points they stand to earn from a kill given the current state of the match. Additionally, players who have completed at least 10 matches in Solo mode will see their Tier displayed in the Kill Feed, allowing them to show off their skill to everyone else in the game! This is called your Kill Feed Badge. Note: The Kill Feed Badge shows your current season’s Tier (Bronze, Silver, Gold, etc.) and will need to be re-earned with each new season by completing at least 10 matches in Solo mode. Web Leaderboard Updates We’ve added a new stat and new sharing features to the Web Leaderboards! You’ll notice the addition of your Top 10 Finish Rate, which is the percentage of all matches you played where you finished in a Top 10 position. You can also now link directly to any specific player or view on the Web Leaderboards – just filter the view you want and share the link, or select a specific player and choose one of the “Share” options in the lower right hand corner. Let Facebook, Twitter, and Reddit know you’re gunning for Royalty! Rewards Players who finish at least 10 matches in Solo mode during Pre-Season 3 will receive an emote afterwards that shows off their Tier with a custom animation. The emote will be different for each Tier and will be based on your placement at the end of Pre-Season 3, so try to place as well as you can to earn the best emote! Note: Players will ONLY receive the emote for the Tier in which they finish Pre-Season 3. That means that if a player finishes in Royalty, they will only receive the Royalty-specific emote at the end of Pre-Season 3. What Tier are you aiming for in Pre-Season 3? Let us know on Facebook, Twitter, or Discord!
  14. Kill Counter & Pre-Season 3 1/24/17 1:55 PM SHARE TWEET SHARE SHARE TWEET SHARE Servers will be coming offline at 12AM PT 1/25. Servers will remain down for approximately 8 hours. EU may require extended downtime as additional server infrastructure is set up. Pre-Season 3 is here! As we wrap up Pre-Season 2, participants who completed a Top 10 score and placed on the Leaderboard will receive their Shotgun Reward. Pre-Season 3 will begin immediately. We’ve updated the score values for finishing position and kills; your placement still matters most but the value for kills will be worth a lot more. As mentioned in the Producer's Letter, there will be an article coming out on patch day that will detail the new values and other information about seasons moving forward! In support of Pre-Season 3, we’ve upgraded the UI in a few areas. Kill Count and the value of the Next Kill have been added to the game HUD. Leaderboards Tiers have been added to the Kill Feed, so that everyone can see when someone in Bronze killed someone in Royalty! Finally, you can now click on players’ names in the in-game Leaderboard to view their Top 10. EU Servers During the downtime while we deploy the patch, we will be transitioning all of our EU games over to all new hardware. While we have already estimated a large amount of downtime to accommodate the switch, it could take longer than anticipated. We will keep you updated should that look likely. Airdrop Ticket to Scrap Conversion As Airdrop Tickets have been phased out, they will be converted during downtime to Scrap. In addition, the Scrapyard now contains all items from the Wasteland, EZW, Predator, and Ronin Crates. This is different than what we conveyed in the last Producer Letter. We saw a lot of community feedback on this one, so we made some adjustments based on that feedback. Steam Accounts that have Air Drop Tickets, but no Daybreak Account, will see their Air Drop Tickets removed, but an equivalent number of special items that will be able to be scraped for the same value will be added at a later time. Bug Fixes The team has been very focused on bug fixes and general polish as we continue to emphasize the quality of the game as our top priority. Reloading There were a number of cases where a reload would be interrupted, however the UI (and character animations) would make it seem like the reload was successful. This could create a scenario where the weapon would appear to have a full magazine that was actually empty. We’ve identified and fixed all known cases that could create this scenario so reloading should be very consistent and reliable now. End of Game UI We’ve cleaned up the end screens to ensure you always get the information you’re expecting – who killed you, how much XP did you earn, and how many points did you receive. Screens should no longer be skipped, and players should not be kicked out of the match while viewing their end screens. Car Ejection You should no longer be ejected from a car and then stuck in place with no ability to do anything. On the subject of vehicle bugs, we’ve also fixed a bug that could cause Turbo to get stuck on and vehicles to auto-accelerate when entered. This is a tricky scenario that we want to keep an eye on. We really believe this has been fixed, but it is not something that we can make happen, so I want to see how this does over the first few hours of the patch. Exploits We’ve fixed several exploits with this patch: There was an exploit allowing some users to have an infinite inventory which has been addressed. Emotes are re-enabled and can be used in gameplay again. They will now be interrupted by other actions (such as shooting or looting) and cannot be bound to the same key as any other action. here are some shelves in the world that would allow players to be protected from incoming fire (but able to shoot from the position). Those shelves are now two-way bullet streets. Group leads can no longer queue the group into a Solo match in order to get the group into the same game. Crouch spamming has been addressed, and should not be used as an exploit to make yourself harder to hit. Crouch Blocks If you crouched next to an object, it would often block you if you tried to stand back up, instead requiring you to move a bit in order to stand up. This is fixed; you should now be able to stand back up from crouch (assuming there isn’t an object directly above your character’s head). Vehicles A few unexpected fixes that checked out in QA so we have included them in the patch. Vehicles should no longer get stuck in turbo, and also should not auto accelerate when you get into them. Crown Conversion The deadline to convert Daybreak Cash to Crowns has passed. The Daybreak Cash conversion feature has been disabled. Crowns can still be purchased directly in game. Misc Bug Fixes Removed the ability to allow accurate Cone of Fire while jumping The AK-47 recoil was not resetting correctly and has been addressed. Procoagulant will no longer incorrectly apply instantly. It once again has a 1 second use time. Moving items within the Inventory when standing next to a loot bag will no longer delete them. You can now loot items from your victims by dragging them from proximity to the inventory The Wasteland Skull Helmet and Mask of the Zombie are no longer stackable Fixed a number of clipping issues with some of the older wearable items in the game

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