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      =ADK= Discord Link   04/24/2017

      Come join us in =ADK= Discord To download the Discord app go here: https://discordapp.com/   Discord is going to have a small learning curve over teamspeak so be prepared, but the fellow members as well as the Admins will gladly help you if you have any issues with installing or using the app. Once you have Discord installed all that's left to do is click the button below.   Welcome to the future of the =ADK= Community.   Click Here To Join! 

CaGregorio

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  1. ** PATCH NOTES **

    Hello Survivors, We have unlocked & updated JS Test with a hotfix candidate we are looking to push to JS Live this week. This update targets key community issues with a focus on zombie behavior. The JS Test servers have not been wiped. Please use this thread to report issues specific to this update. Fixed multiple issues with AI State code that allowed zombies to hit you from well beyond intended distances Adjusted zombie spawns to reduce density and further disperse them to reduce large crowds focusing on isolated players Adjusted zombie spawns to increase the number of walkers and decrease the number of runners The owner of a stash can now see it from much farther away Adjusted bleed values to reduce the lethality of minor bleeds Added a new crafting recipe - Fiber Compress. Made with 5 Fiber and 5 Resin, this bandage stops bleeding when applied Fixed an issue where items could not be placed on wooden tables Renamed several servers that had duplicate names across regions Reduced sell value of zombie components to 0 Golden Eagle Coins Fixed an issue with the blue goggles tactical helmet not skinning correctly Fixed an issue that could cause gate collision to detach from the gate visuals such that a player could walk through a closed gate Fixed an issue which permitted the wrench to spawn in certain Air Drop crates in PVE Ongoing anti-cheat countermeasures
  2. Test Server Patch Notes

    Just Survive Test Update - 8/22 Hello Survivors, We have unlocked & updated JS Test with a hotfix candidate we are looking to push to JS Live this week. This update targets key community issues with a focus on zombie behavior. The JS Test servers have not been wiped. Please use this thread to report issues specific to this update. Fixed multiple issues with AI State code that allowed zombies to hit you from well beyond intended distances Adjusted zombie spawns to reduce density and further disperse them to reduce large crowds focusing on isolated players Adjusted zombie spawns to increase the number of walkers and decrease the number of runners The owner of a stash can now see it from much farther away Adjusted bleed values to reduce the lethality of minor bleeds Added a new crafting recipe - Fiber Compress. Made with 5 Fiber and 5 Resin, this bandage stops bleeding when applied Fixed an issue where items could not be placed on wooden tables Renamed several servers that had duplicate names across regions Reduced sell value of zombie components to 0 Golden Eagle Coins Fixed an issue with the blue goggles tactical helmet not skinning correctly Fixed an issue that could cause gate collision to detach from the gate visuals such that a player could walk through a closed gate Fixed an issue which permitted the wrench to spawn in certain Air Drop crates in PVE Ongoing anti-cheat countermeasures When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
  3. =ADK= Android App Testing - Testers Wanted

    I use the app a lot, i can help test it.
  4. Crates

    New Crate. https://www.justsurvive.com/crates/hideout
  5. ** PATCH NOTES **

    Complete Changelist For BadWater Canyon 8/15/17 8:01 Am Badwater Canyon not only comes a new map and a host of features, it also brings along a tremendous amount of tweaks and bug fixes too! Listed below is the complete changelist that this game update brings to the Live servers. Enjoy! Stash related fixes Stashes can no longer be dropped Fixed several stash duplication bugs Updated Stash marking icon to look like a safe and not like a shovel Fixed an issue where shooting an arrow at the Stash would cause it to despawn when the arrow despawned Stash changes: the stash is now an embedded safe/lockbox, visible to all players when they are very close. It can be destroyed by other players, but will require a concerted effort. Stash usage is limited to owners, and only one stash may be owned at a time. The stash bulk capacity is 5000. The stash location is marked on the minimap with a shovel icon (this icon will be updated in a future update) New stashes: you have one stash, it can't be crafted, but you can relocate your stash. It is visible only to you (unless you abandon it for a week, then it will become visible to all players to loot). It has a limited capacity. Stashes can no longer be placed on Stronghold platforms or other concrete surfaces Stronghold related fixes Fixed an issue where players couldn't be added to Stronghold permissions Several fixes for data saving issues that were causing loot and Stronghold components to behave erratically or respawn after a raid or server reset Fixed an issue where Dew collectors and some other objects could not be placed on wooden Stronghold floor/roof components Added map icons for your affiliated Stronghold(s) (green Stronghold icon), your active attack and defense Strongholds (red Stronghold icons with sword or shield), and your shielded Stronghold (blue Stronghold icon) to the map Fixed issues with zombies pathing through Stronghold objects Fixed an issue where loot was not dropped from chests destroyed by attacking players correctly Torches, candles, and storage added to the Stronghold decoration category Wood Barricades can now be damaged on PVE servers. Stronghold component hit points increased and resistances tuned Stronghold components now regenerate over time when not under attack Stronghold Plot prices increased to 1000, 2500, 5000, 10000 Added Stronghold item limit indicator to the permissions window. The item class limit of the item currently being built will also be displayed during the build process. Fixed an issue where zombies could walk through Stronghold objects, including closed doors Fixed an issue where players could not place fortifications on their Stronghold plot. Added a display for the number of available Stronghold plots on the server browser. Fixed an exploit that allowed players to enter a Stronghold through login/logout abuse Fixed an exploit that allowed players to destroy Stronghold components without triggering a raid Fixed an issue where sometimes destruction effects would not play when destroying a Stronghold component during a raid Players can no longer place traps or landmines on opposing Stronghold plots Fixed an issue where Stronghold stairs could not be built between two walls with an offset doorway Fixed an issue where Stronghold walls could not be built perpendicular to offset doorways Added a notification that purchasing a Stronghold will abandon the previous Stronghold Half-walls can now be placed on top of the third story of a Stronghold Fixed an issue where Stronghold components destroyed via recursive destruction (i.e., a 2nd floor wall that had the 1st floor wall underneath it destroyed) during demolition did not provide materials Stronghold shield duration increased Fixed an issue where punji sticks could be used to exploit through a Stronghold wall Fixed an issue where certain items wouldn't respawn on a Stronghold after a raid. Stronghold Utilities and Stronghold Components should all respawn at the end of an attack cycle. Traps do not respawn and must be reset manually by the defenders. Decreased nail and wood costs for Stronghold pieces Fixed an issue where vehicles would fall through Stronghold components Purchasing a Stronghold now rewards a hammer Added pickup interaction to Stronghold Utilities (i.e., pick up your BBQ by holding E) Fixed a stronghold roof exploit Fixed issues with free place items not always being place-able on materials they should be buildable on (ie, dew collectors not being place-able on Stronghold floors) Stronghold Utilities (BBQs, workbenches, containers) and Traps respawn when destroyed during a raid Fixed an issue where players couldn't build on regenerated Stronghold pieces Updated the Stronghold Attack/Defense Timers Fixed an issue where logging off during a Raid Defense could cause the timer to never vanish Allow zombies to path over empty Stronghold platforms Updated some Stronghold Location names Strongholds now expire after 24 hours unless you build a Stronghold piece on them (wall/gate/etc.) Stronghold Purchasing Messaging now mentions this expiration timer Players can only have permissions on one Stronghold at a time Fixed an issue where items could be stuck in your Stronghold Blueprints container Fixed an issue where storage destroyed during a raid would have glitched bulk upon regeneration Fixed an issue where players jumping on Strongholds would sometimes be killed by bad collision intersections with the roof Stronghold utilities and other free-place items can now be destroyed on PVE when placed outside a Stronghold to prevent griefing If a second player attempts to build on a Stronghold pad while the first is building, an error message is displayed (previously the second player's build attempt would fail without explanation) Stronghold shield reduced back to 1 hour from 4 hours Fixed a self-raid exploit where players could place an object inside a gate and close the gate, destroying the object and triggering a raid. Traps no longer trigger a raid when destroyed by NPCs UI related fixes Added additional Streamer options to the UI Vehicle health bar shows during vehicle repair Fixed additional issues with duplicate weapons showing Updated loading screen tips Unlocked and Locked crates now show in the top of the player inventory Fixed an issue where the death screen would show the previous death's coin loss instead of the current loss Updated death screen information to better display which NPC killed the player and fixed issues with how the coins lost on death were displayed Miscellaneous fixes and updates to tooltips, icons, loot models, etc. for items Removed radio tab from the UI - we will be revamping radios at a later date Updated UI to make the inventory slightly larger visually Updated UI to make crafting screen larger so fewer names get cut off Fixed crafting list icons being squished Updated numerous text prompts throughout the game for clarity and accuracy Fixed an issue with the UI toggle function not working. Now you can press Ctrl-F10 to toggle the UI Server population now displays numerically Fixed an issue where the Farming limit was displayed backwards The death screen now shows the correct loss of currency Being added to permissions now has a confirmation for the permission receiver. If someone adds you to their permissions, a confirmation will pop up on your screen. Stronghold shields now prevent zombies from invading your Stronghold pad so that you can build on a newly purchased Stronghold in safety Fixed an issue where zombies would teleport to the location you placed an item on your Stronghold Fixed an issue where picking up a Stronghold utility would cause the item to disappear if you could not carry it Player/Weapon/Item related fixes Weapons and tools at 20% durability turn red in the equipped hot-bar Removed durability loss from harvesting tools - while this is something we will want to revisit in the future, for now we think this is the best method for introducing the Strongholds system. Added a search bar to the crafting tab Increased the yield from the gunpowder recipe Lowered PVP punch damage (damage against NPCs is unchanged) Fixed an issue where the player character would not ragdoll on death Fixed an issue where you couldn't swap an equipped weapon for one in your inventory of the same type Fixed an issue where tools did not lose durability during use. Wrenches will now lose durability when repairing, pickaxes will lose durability when mining, etc. Fixed an issue with Tier 0 and Tier 1 items spawning in slightly higher quantities than originally intended, which resulted in certain Tier 2+ items being unavailable. Wrenches no longer spawn in PVE servers to prevent vehicle hoarding. Pistol bulk updated to 300 Torches and candles can now be destroyed with the hammer - they do not return materials used when destroyed Placing objects no longer causes the object to pulse during placement, which could cause placement errors Removed Proximity Crafting and Proximity Container Searching - The Proximity Items section of the inventory now only lists items that are out of containers Fixed an issue where ground tillers could not be placed in most areas due to underground collision Fixed a CTD when swapping ammo with the wooden bow Fixed an exploit where emotes could be spammed to fast harvest items Fixed an issue where players could get stuck at 100% hunger and stamina Fixed an issue where purchasing an item in the military base when you did not have the available bulk to carry it would take your money without granting the item Fixed an exploit that allowed players to place land mines in the safe and protected zones Players who attempt to equip a weapon in the safe zone receive a message indicating that they cannot equip the weapon Wood chests and traps can be picked up by pressing and holding E Fixed an exploit that allowed players to re-use gas canisters Healing items no longer work when out of bounds Fixed an issue where snare traps would automatically trigger upon arming Fixed an issue where mashing the zoom on sniper rifles could cause the camera to get stuck behind the scope Ammo swap is now bindable in the keybindings menu (default B) Fixed an issue where the hammer glowed in the dark Fixed an issue where clicking on the name of an equipment slot in the inventory "paper doll" would cause the name to vanish Reduced the material cost for building barricades Increased health for building barricades Rebalanced crafting station recipes - crafting stations no longer require other crafting stations to make The top tier sniper rifle will now headshot through the top tier helmet Guns drop on death now Players can now skin their starting clothing Added a multi-sell/multi-salvage option for stacks of items Fixed an issue where low tier body armor did not break properly at 0 durability Fixed an issue where arrows would persist forever Lowered weapon durability Fixed an issue where there would be a delay before you could fire after swapping weapons Fixed an issue where salvaging magnum rounds while having their salvage components in the inventory would result in destroying the round but not granting the components Overhauled body sim and stamina system, it should now be impossible to get "stuck" at 0 stamina Fixed an issue where containers and vehicles didn't indicate their bulk capacity Fixed some animation conflicts that could cause issues similar to "snaking" Fixed some containers having infinite storage capacity Increased repair amount for wrenches Significantly Lowered Hunger/Hydration burn rates Tuned hydration returns for the following water items: "Dirty Water" now regenerates 15% Hydration ; "Water" now regenerates 25% Hydration ;"Purified Water" now regenerates 30% Hydration Multiple stamina updates that should address stamina-related issues "Yellow Superade" now regenerates Stamina as stated, rather than health Added the ability to fill Empty Bottle items with Dirty Water when standing in water Hatchet chops quicker Makeshift bow uses fiber instead of twine Fixed an issue where players could drop their Stronghold Blueprint container Fixed an issue where snare traps wouldn't fire correctly Coffee now properly cures tiredness Candles now weigh 1 bulk instead of 10 Miscellaneous minor loot balance changes Fixed an issue where ghost weapons would appear on the player's back Fixed an issue where tank trap placement couldn't be undone Inventory is now sortable by Name, Bulk, Category, Rarity, and Sell Price Explosive Arrows are exclusive to the tier 3 bow Weapons lose durability and max durability when dropped on death Destroying a container / dropping an item from a container drops the correct item instead of "Placeholder Item" Fixed an issue where players could convert wooden arrows into flaming / explosive arrows Melee weapons take durability damage when attacking Stronghold pieces Updated the airdrop ticket ruleset All bladed weapons can be used to harvest dead animal corpses, not just knives Fixed some skin issues (we are aware of additional skin issues) Armor now mitigates Zombie and Grenade Damage Fixed an issue where you could PVE Raid / Raid through shields with vehicle explosions Fixed an issue where you could initiate a PVE raid by attacking workbenches / weapon workbenches Fixed an issue where you could PVE Raid / Raid through shields with other explosives Items at 0 durability after respawn are destroyed rather than remaining at 0 durability Fixed an issue where laminated armor could get into a glitched state where it would render the user invulnerable Adjusted various prices for items that were more valuable than their crafting components Twine recipe now correctly uses 5 fiber Fixed an issue where crafting gunpowder gave an item called "5 Gunpowder" instead of 5 "Gunpowder" items Tillers now correctly count towards the Farming limit instead of Decoration Fixed an issue where recursively destroyed storage would have its loot float in the air You can now craft from open containers, but not closed proximity containers World/Environment/NPC related fixes New and improved time of day lighting General weather improvements Barbed wire texture LODs updated so that the wire is visible at longer distances Group members now render in matching colors for HUD indicator chevrons, nameplates, and outlines. Zombies no longer pick up the contents of a dead player's loot bag Fixed an issue where players were able to slide along the ground appearing as a corpse Reduced bee damage Added new foliage that can be harvested and spread out more rocks for harvesting Increased animal fat drop rate Fixed an issue where the red killer outline would persist on the killer after the victim respawned Fixed an issue where players would fall when exiting a vehicle on an incline Added the ability to purchase basic items at the military base Added workbenches to the military base Fixed a long-standing issue where players, zombies and other NPCs could be rendered invisible to certain players Fixed the long-distance player LOD from not blending with distance fog correctly (i.e., far away people aren't dark black against the grey fog) Fixed an issue where vehicle explosions damaged other players structures through shields and the PVE ruleset Added more loot spawn locations in the world Decreased number of weapon and ammo spawns Prevented gaining bleeding and other negative status effects while in the military base Harvesting FX should now play correctly on trees Campfires now drop their contents after being destroyed Fixed sniper scope glint Reduced food spawns Traps now ignore friendly targets - if on a Stronghold, they don't trigger for anyone with permissions. In world, they don't trigger for their owner. Added player-on-fire animation Fixed an issue where fired arrows looked like bundles of arrows New Zombie Hair Improved Zombie navigation, they should no longer pop up to rooftops Raid flares now attract zombies Changed the loot for bushes/small trees - you'll get more fiber/resin and less wood now Reduced zombie clumping for the net result of fewer zombies spawning immediately near a player Reduced zombie damage to player owned vehicles Added ammo boxes to military checkpoints that spawn more ammo Nails now spawn in the world more frequently, and each spawn can have multiple nails Rock harvesting provides much more zinc per rock harvested (each rock provides more minerals, has a greater chance of providing a cachet of zinc, each cachet of zinc can have more zinc in it than previously) Cars are no longer infinitely harvestable Fixed loot spawns not respecting loot caps (i.e., over time, dozens of laminated armors would spawn instead of the desired number) Fixed loot spawn "creep" or "repopulation" (i.e., loot quantities do not change or increase the longer a server is up) Fixed an exploit where players could punch trees to harvest them Fixed an issue where vehicles could be boosted while their engine was off, draining their gas Fixed an vehicle spawn that would trap players inside the car if they could not drive it away Fixed an issue where player corpses attracted a very large number of zombie spawns Fixed an issue where sprinting into zombies or bumping into them in doorways could sometimes kill the player via collision damage Fixed an issue where zombies would spawn inside secured bases Bug/exploit fixes Fixed several client crashes Fixed several server crashes Fixed some backend network issues that were causing servers to be inaccessible and causing some players Added keybind for first person / third person toggle (default T) Fixed a client crash related to dying in a vehicle Vivox Voice Chat Updates Fixed an issue with Proximity Chat stretching across servers Fixed "drone" exploit Fixed "snaking" exploit Fixed an additional navigation exploit Fixed an issue where certain items/weapons (mostly melee weapons) would not render in first person Fixed an exploit with wrenches Fixed an issue where players could be erroneously kicked out of an empty vehicle after entering it Fixed an exploit where certain emotes could be used to clip the camera through a wall Fixed an issue where quick attack was hardcoded to a key despite no longer being an intended feature / available to keybind Fixed several CTD scenarios General performance optimizations Ongoing anti-cheat / anti-exploit countermeasures Fixed an issue where logging into the game could result in a physics-related death Fixed an issue where trap damage zones were not aligned properly with their visual model Fixed an exploit where players could build/place items before structures respawned, allowing them to inter-penetrate Fixed an issue where using a weapon didn't break auto-run
  6. Game Updates

    Producer's Letter: Combat Update 8/10/17 2:17 PM close to the public testing phase of the Combat Update, which I know many of you have been eagerly awaiting. Today's update to the Test Server is a major step forward in coming out of Early Access and in realizing H1Z1's true potential by improving many of its core mechanics and features. The Combat Update improves many facets of the game to provide the best combat experience yet, spanning from how your character responds to your inputs, to shooting mechanics, all the way down to the specifics of where each weapon excels in a gunfight. Beyond combat, this update includes some new Points of Interest on the map, and revisions to game pacing. We will be testing this update in phases, starting with a focus on "solos." Once we're satisfied that we've gotten the feedback we need for solos, we'll announce the next phase of testing. If there’s one update to jump on the Test Server and play early, this is it. As we work to improve the core gameplay, many features that you’re used to may evolve. We ask that you give the changes a fair test before deciding if you agree or disagree with the decision. We also want you to know that not everything you see on Test will make it to the Live server. We will be actively listening to feedback to refine features with this update. We expect to iterate several times on the Test Server before anything is released to live, so if you encounter a problem or bug, please visit the extensive known issues list before reporting it. It is very likely that we’re already planning to address it! You can read the full Combat Update Test Server patch notes here. There’s a lot of meat to this update, so let’s get to it! Shooting and Gunplay We know that proficiency with your weapons is key to being the last player standing, so we’ve made improvements to weapon ballistics, hit markers, recoil, animations and more to improve H1Z1’s shooting mechanics. Our goal is to ensure that firing a weapon gives you all the feedback you need to learn and master each weapon. The reticle has been upgraded to show exactly how accurate your weapon is. Each round fired will fly somewhere within the ring. As your weapon recoils, it grows less accurate with each subsequent shot fired until you ease off the trigger. A “Classic Reticle” option has been added to the Settings menu to allow you to use any of the custom reticles already available, but note that these will not show your weapon’s accuracy. We’ve created new hit markers for the shotgun that indicate where your shot strikes. This makes it much easier to learn how far away you can take shots effectively based on how much of the shot hits at different distances. Bullets now move at a more believable speed, and each weapon’s ballistics profile has been improved to better match its real-world counterpart. Rifle rounds fly fast and flat, pistol rounds hit hard up close but lose power over distance, and shotgun shells tear things up in close quarters. To help understand how your bullets fly and where they will hit, bullets have a visible trail. Bullets may fly faster across a flatter trajectory, but it’s still important to learn how far to lead a moving target and how high to aim a shot at long range. If you find bullet trails too distracting, a setting has also been added to hide them. Making the Most of Each Gun To add more variety to gameplay, each gun has been highly tuned to excel in a specific role and carefully counterbalanced with drawbacks to give each weapon a distinct play style. You’ll now have to be more strategic about which guns you decide to pick up and equip. AR-15: Second only to the Hunting Rifle for long range combat, the AR-15’s high accuracy and comparably low recoil make it ideal for reaching out and touching targets at a distance. Its improved recoil pattern (which now includes vertical recoil) rewards players who can steel their nerves to take precision shots at long range. AK-47: The AK reigns supreme in mid-range fights. Hitting harder and firing faster than the AR15, the AK is lethal in the hands of a player who can learn to control its punchy recoil. Hunting Rifle: This high-powered rifle is still just as effective at dropping players at long range in one or two hits, provided you can get your hands on one. The “Scope Sway” mechanic has been removed. Shotgun: While capable of dropping a target with one or two good hits up close, the shotgun requires a good sense of timing since it cycles slowly. The weapon’s spread has been opened up a little wider, making it more effective firing on the run at close range targets, but significantly less effective at medium range shots. M9: This easy to handle pistol may not hit particularly hard, but doesn’t kick back particularly hard either. Boasting the largest magazine size of all of H1Z1’s pistols, it’s also the most forgiving to rapid-fire. M1911: This classic military pistol delivers more damage than its modern counterpart, the M9, but offers fewer rounds in the magazine and has worse recoil control. In this update, it has been upgraded with a ten round magazine. Magnum: The magnum now delivers a staggering amount of damage and tears through armor without a second thought. With only six shots loaded and a slow re-fire time, every shot landed or missed makes a big difference. Its ballistics have been improved so that a precise shooter can hit a moving target without too much lead. Regarding the R380: we did not feel the R380, an intentionally under-powered pistol, had a good place amongst the newly balanced weapons. We want to make sure every gun has a role in which it excels, and the R380 fell short in every aspect of combat gameplay performance. It has been removed from the game, and its skin will be made available for the M1911. Expanding the Arsenal: The Hellfire 4-6 Not only did we refine all the guns currently in the game, but we’ve added another one to the arsenal. The H1Z1 weapon catalogue welcomes the Hellfire 4-6: A fast-firing, close-quarters compact submachine gun. The Hellfire chambers a 4.6x30mm lightweight cartridge for controllable fully automatic spray-down fire. The Hellfire can burn through its thirty round magazine in approximately two seconds, shredding targets in close-quarters combat. Rifles [Visually] Rebuilt We’re raising the quality bar on our weapons. We’ve rebuilt the AR-15 and AK-47 to higher artistic fidelity with modernized parts and updated animations. These guns received a new muzzle effects pass, and will soon be updated with fire and handling sounds recorded from their real-world counterparts. You can expect more guns to get the same treatment down the road as well. By the time we push this to the Live servers, all the older weapon skins will fit onto the newer weapon models. Dynamic Cameras A lot of work has gone into our camera system to better show off your character and make it easier to shoot and move around the world. We’ve shifted the camera over slightly so you can better see what you’re shooting at, as well as where your shots are landing. The camera has been upgraded to dynamically adapt its framing depending on what you’re doing. We’re keeping a wide angle when you’re out in the open. As you run forward, the camera pulls back to better show off your character. The camera will pull in tight in buildings to give you a better view of interior spaces in detail. And of course, when you’re aiming your weapon, we’re shifting the camera over to give you a clear line of fire to your target. We’re letting you pick the side of the camera you want to see your character on. At any point in game, you can swap which shoulder your camera is on. This is set to the left-control key by default and can be changed in the “Keybindings” settings page. Because of how different a new camera can make the game feel, we’re also going to support “Classic Camera,” which looks and behaves exactly the same as the old camera used to. If you’re interested in the new camera angles but don’t like the dynamic motion, we’re offering a “Static Camera” as well, which includes all of the new shifted framing but does not dynamically adjust itself or move around automatically. Player Movement Our animation department has been hard at work overhauling the look and feel of our characters. Your character is now not only more responsive to your controls, but also runs, leans, and turns more like real person. We’ve heard a lot of feedback on moving while looting, so we’re excited to share that you can now also move while looting a dead player. If you move too far away from the player’s loot sack, the inventory window will close automatically. Throwables Throwables have been upgraded to be quicker to equip, easier to aim, and faster to throw on the move. You can now aim thrown weapons with the Aim Arc by holding the “Aim” button. To cancel a throw, simply release the “Aim” button. Additionally, thrown weapons can be “quick-thrown” by a single press of the “Fire” button. New POIs Our world team continues to add more locations to map and improve the overall look and feel of the world. Aside from these new Points of Interest, keep an eye out for some new rock formations that help with cover in open fields, which is especially important for those times when you don’t have a vehicle! Harris County Fairgrounds: Found in E5, North West of Pleasant Valley, these abandoned fairgrounds feature a quick-changing mix of long to short range combat. CWP Water Treatment Authority: Found in C6, West of Pleasant Valley, this water treatment monitoring center offers good protection and visibility of the surrounding area, making it a great spot to dig in and fortify. East Valley Shopping Center: This large shopping center offers loot to be grabbed on the move and can be found in I7 directly East of the Airport. CWP Utilities Compound 62: This electrical utility area was fortified and used as a hold-out by survivors during The Outbreak. In addition to its makeshift fortifications, it offers a great view of the surrounding area. Check out F4, North of Pleasant Valley Sunny Pines: This community of trailers, houses, warehouses and a church spreads across the hills found West of Ranchito (G3) has replaced the prior Sunny Pines trailer park. Bleed Mechanic We’ve revised the Bleed Mechanic to make it more understandable, simplifying what you need to do to respond to bleeding and how damage is calculated by game systems. Where the Bleed Mechanic used to have six different states for “bleeding,” we’ve reduced it to four: Not Bleeding, Minor Bleeding, Moderate Bleeding, and Major Bleeding. The health bar has also been updated to show one Bleed Marker for Minor Bleeding, two Markers for Moderate, and three for Major. It’ll take one Bandage to heal each bleed marker or a First Aid Kit to heal all three. Vehicle Fixes A few vehicle improvements have been made for this update: All vehicle passengers can now use the inventory of a vehicle, even while it's in motion. Vehicles no longer “over flip.” They will instead land on their wheels more consistently. Vehicles will no longer give the “cannot exit” message when parked in tight spaces like garages. Instead, the player will exit the car from the nearest available door. We’ve adjusted the Pickup Truck to be a bit less bouncy when going over rough terrain to help compensate for the additional top speed that was added last patch. Navigating the World In this update, you’ll have a few new navigational tools available at your disposal, including a more functional compass, the ability to see the exact position of you and your teammates on the map, and the capability to place a marker on the map for easy navigation reference. All of your teammates can see this marker, which can be placed by left-clicking on a location. Right clicking will remove the marker. The first is a more functional compass. World Systems Improvements We’ve improved many of the systems that control how the world behaves during matches. Improvement include: Explosive Barrels no longer spawn near each other. Explosive Barrels have had their point blank damage decreased so they no longer kill a player at full health. Tents now flatten when shot. Blue mail boxes, newspaper boxes, and cement ash trays can now be destroyed. Functional Footwear If you’re still running around in your starter shoes, the first pair of better footwear you find and pick up will now automatically be equipped. Both Sturdy and Speedy footwear have had their stats bumped up as well. We’ve also added crafting components you can get from shredding and salvaging footwear you find. Combat Practice There’s been some chatter about Combat Training, or deathmatch as we’ve seen many of you call it. This was initially designed as an internal tool to help test the Combat Update. While testing, we found that it was actually a ton of fun and allows players a place to practice and before going into a standard match. We have more work to do on it before it’s ready for large-scale community use, but we do intend to eventually release it in H1Z1. Weapon Roulette Skirmish We have a new skirmish in development you may see on the Test server in the near future that we’re calling Weapon Roulette. This is a standard BR mode except that all players in the match start with the same *random* gun in hand and infinite ammo for that weapon. No other guns or ammo are spawned in the map to loot, but you’ll still need to scavenge for other supplies. At certain population thresholds as the match advances, all players will have their current weapon removed, and we’ll randomly select a new weapon that will be granted out to all remaining players. So essentially every game should play out a bit differently because the order of the guns in play will be randomized each match and you’ll have to adapt how you play based on the gun that’s active. We’d love to get more eyes and feedback on the skirmish, so we’re hopeful we’ll be able to surface the mode on Test server soon for everyone to check out. More in the Works! Keep an eye out for some additional changes beyond what’s mentioned above. Plus, with all these changes to the core combat system, expect pre-season 6 to start when this update hits Live. More details on that to come. This update is massive and we cannot wait to play with you on Test and get your feedback! We can’t thank you enough for your support and we couldn’t be more excited for the future of H1Z1.
  7. Game Updates

    Test Server Patch Notes 8/10 Listed below are the patch notes for the first iteration of the Combat Update on the Test Server. For additional context and information on the update content, check out the Producer's Letter! Please note – this is the Test Server; we are here for your feedback and to iterate and fix bugs. This means that all features and tuning values are subject to change. Some features may be removed entirely before the build hits the Live servers. Also note that Duos, Fives, Combat Practice, and Skirmish will be temporarily locked as this build first lands on Test Server – we want everyone hopping into Solos so that we can get full games for the best possible experience. Gunplay & Gameplay Improvements Weapons have all been re-tuned and improved so that they behave and feel more like their real-world counterparts and have a distinct and important role in the game. Overall, bullets now move at a more believable speed and with a flatter trajectory; though bullets still begin to drop over long distances. Rifle rounds fly fastest and flattest while pistol rounds hit hard up close but lose power over distance. A new reticle has been added that blooms as recoil increases. Aiming down sights will bring the reticle down to a smaller size to demonstrate accuracy, while holding down fire of an automatic weapon will show how recoil increases over time. The old reticle can be used via the “Reticle Style” option in Settings. New hitmarkers have been added to the shotgun to show how many of the pellets landed. Shots now leave a light trail behind them so that you can see the bullet trajectory. This can also be disabled in Settings. The bleed mechanic has been simplified so that there are now three bleeding states (previously, there were five). The UI is now consistent with the system, showing three blood icons to indicate Minor, Moderate, and Major bleeding. It’ll take one bandage to heal each bleed marker or a First Aid Kit to heal all three. Throwables no longer have to “reload” before they can be thrown. Hold aim (default: right mouse button) to see an Aim Arc to line up your throw, or tap left-click for a quick throw. Movement controls have been fine-tuned to be more responsive and better connected to the in-game actions of your character. Running, turning, throwing, and strafing animations have all been improved. You can now move while looting. Weapons Improvements New Weapon: Hellfire 4-6 Submachine Gun Lightweight, close-quarters specialist Fully automatic, fires its 30-round magazine in approximately two seconds. The R380 has been removed from the game. Its skin will be made available for the M1911. AR-15 and AK-47 have been rebuilt with new models, improved animations and better muzzle effects. Other guns will be improved similarly in the future. All weapons have had recoil, cone of fire, and reset time tuned to improve overall feel as well as help reinforce their intended ranges. Explosive arrows now do more damage against vehicles. Gas grenade damage no longer stacks. Weapons Tuning AR-15 Role: Long-range versatile - low recoil and high accuracy. Damage per shot: 22.5 (decreased from 25) Headshot modifier: x4.5 Projectile speed: 1000 meters per second (up from 375) Bleed applied per shot: 1 Fire Rate: Semi-automatic Notes: Recoil now includes vertical movement AK-47 Role: Mid-range versatile – high recoil and high damage. Damage per shot: 30 Headshot modifier: x4 Projectile speed: 700 meters per second (up from 375) Bleed applied per shot: 2 Fire Rate: Automatic Hellfire 4-6 Role: Close-range versatile – highest fire rate Damage per shot: 17.5 Headshot modifier: x4 Projectile speed: 500 meters per second Bleed applied per shot: 1 Fire Rate: Automatic Shotgun Role: Close-range specialist – capable of one-shot kills Damage per pellet: 12 pellets fired, doing 4.0 - 9.1 damage each, depending on distance. Headshot modifier: Between x1.0 and x2.7, depending on distance. Projectile speed: 250 meters per second Bleed applied per pellet: ¼ (per pellet) Fire Rate: Pump action Note: Shotgun damage decreases over distance. It will inflict max damage at point blank and begin to decrease beyond 8 meters. It will inflict minimum damage at ranges of 14 meters and above. .308 Hunting Rifle Role: Long-range specialist – capable of one-shot kills Damage per shot: 65 Headshot modifier: x4 Projectile speed: 1000 meters per second (up from 659) Bleed applied per shot: 3 Fire Rate: Bolt action Notes: Scope sway & hold breath mechanics have been removed. Bypasses the 50% bleed reduction that body armor provides. Also increased zoom from 4x to 8x. Magnum Role: Powerful pistol - packs a huge punch Damage per shot: 51 (increased from 30) Headshot modifier: x2 Projectile speed: 350 meters per second (down from 375) Bleed applied per shot: 2 Fire rate: Semi-automatic, slowest pistol Notes: Bypasses the 50% bleed reduction that body armor provides. M1911 Role: Versatile pistol - good in many situations Damage per shot: 27.5 (increased from 25) Headshot modifier: x4 Projectile speed: 300 meters per second (down from 375) Bleed applied per shot: 1 Fire rate: Semi-automatic Notes: Increased magazine size to 10 rounds, up from 7. M9 Role: Run and gun pistol - large magazine and low recoil Damage per shot: 18 Headshot modifier: x5 Projectile speed: 400 meters per second (up from 375) Bleed applied per shot: 1 Fire rate: Semi-automatic, fastest pistol Notes: Increased magazine size to 17 rounds, up from 15. New Camera Options Two new camera options have been added to the game; Dynamic and Static. These are both over-the-shoulder cameras that give you a much clearer connection to your character and line of sight to your target. Static will be the default option, and you can choose between the two new cameras, and the classic live camera, in Settings. The Dynamic camera will pull in tight in buildings for a better view of interior spaces and will move back to when running forward to provide a better view of your character. It will also shift over a bit to the side when aiming down sights to give you the clearest possible view of your target. The Static camera is also side-shifted like the Dynamic camera but does not move at all. With both the Static and Dynamic cameras, you can swap which shoulder the camera is on during gameplay, default key: left control. Gameplay UI Improvements There is now a rotating compass centered at the top of the screen that is much easier to use than the previous directional indicators, which have been removed. This is the first implementation of the Compass. More features will be added to it soon, like your Map Grid coordinates. Exact locations of players and their teammates are now shown on the map. The red box that indicates the grid location has been removed. Players and their teammates can now place a marker on the map by clicking on it. Use this to call out destinations or targets for your teammates! Multiple players can now simultaneously interact with lootable containers such as player loot bags and vehicle inventory. Loot bags can now be looted from proximity by opening Inventory while standing next to them. Medical items and throwable items now stack in the loadout slot instead of having 1 item in the loadout and the rest stacked in the inventory. Shift-dragging a stack of items now defaults to half of the stack. Overall inventory performance should be improved. Proximity items should update faster, dragging items from slot to slot should be crisper, and large stacks of items should no longer cause performance issues. The diagnostic HUD is now enabled by default. This is massively helpful when it’s turned on when we are sent videos of lag, desync, etc. It can still be disabled (default: N) however we ask that if you are streaming or recording to leave this on to help us identify issues when videos are sent our way. Vehicles All passengers can now use the vehicle inventory, even while it’s in motion ATVs no longer require a key or hotwiring to start ATVs no longer spawn with keys or biofuel Doubled the number of ATVs that spawn in The Arena Improved the vehicle flip function to prevent “overflip” and be much more consistent Vehicles will no longer give the “cannot exit” message when parked in tight spaces like garages. Instead, the player will exit the car from the nearest available door. We’ve adjusted the Pickup Truck to be a bit less bouncy when going over rough terrain to help compensate for the additional top speed that was added last patch. Cruise Control is now in the Keybindings menu and can be rebound. Footwear We’ve done a tuning pass on all footwear in the game to make sure they have distinct and useful roles depending on the situation. Shoes found in the world will auto-equip if a lesser type of shoe is currently equipped, and can now be salvaged into useful crafting materials. Details below. Quiet Shoes Found: Starting item Footstep volume: lowest Can now be shredded for 2 scraps of cloth 5% sprint speed bonus (increased from 2%) 25% falling damage reduction (increased from 5%) 30 inventory space Sturdy Shoes Found: Looted from the world Footstep volume: highest Can now be salvaged for 2 composite fabric 12% sprint speed bonus (increased from 7%) 90% falling damage reduction (increased from 65%) 200 inventory space Fast Shoes Found: Looted from the world Footstep volume: moderate Can now be salvaged for 2 composite fabric 16% sprint speed bonus 15% falling damage reduction 200 inventory space Barefoot Found: Only used if player removes footwear Footstep volume: light No bonuses to speed or falling damage The Arena New Points of Interest Harris County Fairgrounds in E5 – these abandoned fairgrounds feature a quick-changing mix of long to short range combat. CWP Water Treatment Authority in C6 – this spot offers good protection and visibility of the surrounding area, making it a great spot to dig in and fortify. East Valley Shopping Center in I7 – large shopping center that offers loot to be grabbed on the move. CWP Utilities Compound 62 in F4 – an electrical utility area which has been fortified and used as a hold-out by survivors during The Outbreak, offering cover and a great view of the surrounding area. Sunny Pines in G3 – the former trailer park has expanded to a community of trailers, houses, warehouses, and a church spreads across the hills. World Improvements Added Leaderboards back into Fort Destiny Reduced the number of explosive barrels that spawn in the world Reduced explosive barrel damage so that single explosions will no longer kill full health players Adjusted the spawn logic so that multiple explosive barrels will not spawn next to each other Increased the time to reach the safe zone for the first two gas phases Old rocks have been removed and replaced with new, varied rock formations. These new rocks have more accurate collision for more precise combat gameplay. Tents now flatten when shot Blue mail boxes, newspaper boxes, cement trash cans, fire hydrants, woodpiles, and playground slides are all now destructible Updated road, tree, bush, and ground visuals to look more realistic and visually appealing Updated lighting and ambient occlusion to give the world better visual quality In Training, weapons and ammo will respawn if they have been partially looted (e.g. only the ammo boxes were looted, but not the weapon). Bug Fixes Players should no longer be killed by the environment when parachuting on or near vehicles Players should no longer fall out of their parachute Players should no longer experience loading screens after exiting a vehicle Fixed two issues that could cause footsteps to be incorrectly muffled or silent. We’re still looking into other potential causes of this bug; please let us know if you encounter it. Fixed a rare issue that could cause players to be killed by the gas before the first gas phase The second to last kill in team games should always count towards the kill score Fixed a crash that could occur when loading into a fives match with teammates from the previous game End screens should properly show even if the last players teammates all disconnected Machetes and axes now properly break glass Gas grenades no longer cause biofuel to explode Stun grenades now have a sound effect when picked up Armor icon will now show up properly after looting armor from proximity Group Tier text is once again present for Royalty One players on the end screens Group Tier now specifies Duos or Fives depending on the game mode The last player on a team will no longer briefly see the option to Spectate after dying Menu items should no longer disappear after backing out from the Top 10 screen Dying while interacting with a loot bag will no longer prevent other players from looting it Various text and Steam inventory bug fixes Fixed many clipping, floating, and other miscellaneous issues in The Arena. Known Issues There are a number of known issues in this build which we are fixing before anything goes Live. These are our highest priority to fix as quickly as possible and will get the fixes up to Test as they are verified internally. Occasionally, thrown grenades will disappear after leaving the players hand – if you encounter this and are able to reproduce the issue, please let us know! We’re looking into this as a top priority. We’re still doing a lot of tuning on corner-fire for the over the shoulder cameras. Please send over any issues you encounter so that we can make sure they’re included in our iterations. Fort Destiny leaderboards are not fully functioning yet and may not be ready for the Live update. Occasionally, the airdrop plane is missing its audio End Screen UI does not appear if the player wins with their Inventory open Remote Bullet trails are not visible from certain angles Bullet trails are not always perfectly aligned with projectile path Bullet trails may go through the targets body and come back through a second time Bullet trails visually stop short of impact Bullet trails originate from behind the remote player when aiming down Remote bullet trails can’t be seen unless the remote player and projectile are in view There are a few exploits that allow certain animations to be skipped Certain objects and angles may show the shot-block icon when the shot is not actually blocked. Entering the menu or map while in third person aim down sights can lock aim-point Camera moves slightly to the right when strafing and quickly moving the camera to the left in first person with the shotgun and crossbow. Scoped weapons do not aim precisely at the reticle when zooming in while a passenger in a vehicle Spamming ADS will slightly move the camera to the right over time Using ADS with scoped weapons briefly shows the player hand Using ADS with scoped weapons briefly shows a black box at the top of the scope Players will briefly change walking directions while aiming down sights while strafing. Animated skins can be slightly seen through smoke The SMG is missing its empty clip audio SMG reload audio is louder than other weapons Sound effect is missing when punching other players Royalty icon is missing on the leaderboards The animation for the knocking animation lags In-game sound effects can occasionally be heard while on the main menu Notifications to alert you that changing a keybinding will clear another are missing. Rifle firing animations repeat while crouching and aiming down sights AR-15 is pulled off the screen when transitioning from ADS to sprint in first person Reload animation does not occur after an auto-reload and switching to an empty weapon of the same type Pressing auto-run while prone causes the character to start standing then go back to prone When prone, the rifle is visually pointing lower than expected (it still aims correctly, visual issue only). Throwing multiple grenades (of any type) using offset cameras can cause the pin to float near the character Left hand is positioned incorrectly on the AK-47 and AR-15 Weapons can appear invisible after switching seats in a vehicle then switching camera types In first person, weapons bounce after the player lands from a jump Visually, recoil when strafing can appear to be less than when standing still. Vehicles aren’t properly despawning when they blow up inside of buildings. Error text may briefly display on End Screen panels before being replaced by the correct text. Zooming in with the binoculars for the first time after switching to them is slightly delayed
  8. Test Server Patch Notes

    JS Test has been updated and is available to patch and Play JS Test has been updated Hello Survivors, We have unlocked JS Test. There is a known issue with 2 Stronghold locations reporting as available on the server select screen. Those are not valid and will be fixed in a future update - unfortunately that fix did not make it into this update in time. There are numerous new features on JS Test. To learn more about them, or to provide feedback on these features, please use the Welcome to Badwater Canyon thread. Please use this thread to report bugs and issues found on JS Test. Patch Notes for the 8/9 Update Server population now displays numerically Stashes can no longer be placed on Stronghold platforms or other concrete surfaces Fixed an issue where logging into the game could result in a physics-related death Fixed a major FPS drop Fixed a self-raid exploit where players could place an object inside a gate and close the gate, destroying the object and triggering a raid. Traps no longer trigger a raid when destroyed by NPCs Being added to permissions now has a confirmation for the permission receiver. If someone adds you to their permissions, a confirmation will pop up on your screen. Fixed an issue where storage destroyed during a raid would have glitched bulk upon regeneration Stronghold shields now prevent zombies from invading your Stronghold pad so that you can build on a newly purchased Stronghold in safety Fixed an issue where picking up a Stronghold utility would cause the item to disappear if you could not carry it Fixed an issue where recursively destroyed storage would have it's loot float in the air You can now craft from open containers, but not closed proximity containers Stronghold utilities and other free-place items can now be destroyed on PVE when placed outside a Stronghold to prevent griefing When players attempt to build simultaneously, if a second player attempts to build on a Stronghold pad at the same time as the first player, an error message is displayed (previously the second player's build attempt would fail without explanation) Fixed an exploit where players could build/place items before structures respawned, allowing them to inter-penetrate Tillers now correctly count towards the Farming limit instead of Decoration Fixed an issue where the Farming limit was displayed backwards Fixed an issue where sprinting into zombies or bumping into them in doorways could sometimes kill the player via collision damage Fixed an issue where zombies would spawn inside secured bases Stronghold shield reduced back to 1 hour from 4 hours Fixed an issue where trap damage zones were not aligned properly with their visual model Fixed an issue where zombies would teleport to the location you placed an item on your Stronghold The death screen now shows the correct loss of currency Fixed an vehicle spawn that would trap players inside the car if they could not drive it away Fixed an issue where player corpses attracted a very large number of zombie spawns Twine recipe now correctly uses 5 fiber Fixed an issue where crafting gunpowder gave an item called "5 Gunpowder" instead of 5 "Gunpowder" items Fixed an issue where using a weapon didn't break auto-run Stamina processing updates - If you continue to have stamina issues please let us know exactly what buffs/debuffs and actions you had at the time it bugged Fixed additional issues that could cause ghost weapons to appear on the player's back Prior updates can be found in the last JS Test thread here When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
  9. Test Server Patch Notes

    JS Test has been updated Hello Survivors, We have unlocked JS Test. The JS Test servers have been wiped, and a large number of JS Test servers have been deactivated in each region, which should make it easier to find higher population PVP servers. There are numerous new features on JS Test. To learn more about them, or to provide feedback on these features, please use the Welcome to Badwater Canyon thread. Please use this thread to report bugs and issues found on JS Test. Patch Notes for the 8/1 Update Vivox Proximity Voice Updates - we believe we have resolved the problem of the voice servers going down. If you have issues with voice, please let us know what server and what approximate time/date you noticed it, this will help track and further debug this issue Several fixes for data saving issues that were causing loot and Stronghold components to behave erratically or respawn after a raid or server reset Weapons and tools at 20% durability turn red in the equipped hotbar New and improved time of day lighting Fixed an issue where Dew collectors and some other objects could not be placed on wooden Stronghold floor/roof components Added map icons for your affiliated Stronghold(s) (green Stronghold icon), your active attack and defense Strongholds (red Stronghold icons with sword or shield), and your shielded Stronghold (blue Stronghold icon) to the map Updated Stash marking icon to look like a safe and not like a shovel Fixed an issue where shooting an arrow at the Stash would cause it to despawn when the arrow despawned Fixed issues with zombies pathing through Stronghold objects Fixed an issue where loot was not dropped from chests destroyed by attacking players correctly Removed durability loss from harvesting tools - while this is something we will want to revisit in the future, for now we think this is the best method for introducing the Strongholds system. Added a search bar to the crafting tab Vehicle health bar shows during vehicle repair Increased the yield from the gunpowder recipe Fixed additional issues with duplicate weapons showing Fixed an issue where the player character would not ragdoll on death Torches, candles, and storage added to the Stronghold decoration category Lowered PVP punch damage (damage against NPCs is unchanged) Fixed an issue where you couldn't swap an equipped weapon for one in your inventory of the same type Barbed wire texture LODs updated so that the wire is visible at longer distances Prior updates can be found in the last JS Test thread here When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
  10. Test Server Patch Notes

    JS Test has been updated Hello Survivors, We have unlocked JS Test. There are currently some issues on JS Test in test causing loot regeneration, Stronghold damage, and car health after a server reset. We are unlocking JS Test at this time to gather more information about the problem at scale. Be aware that there are issues with loot re-appearing, or Stronghold damage or missing components immediately after this update. These should not persist beyond the first few hours, but we will continue to monitor servers to gather additional information about this issue. If you are missing a component in your Stronghold, you'll want to rebuild it, as it will not be restored in a later update. There are numerous new features on JS Test. To learn more about them, or to provide feedback on these features, please use the Welcome to Badwater Canyon thread. Please use this thread to report bugs and issues found on JS Test. Patch Notes for the 7/26 Update Key Updates Stash changes - The stash is now an embedded safe/lockbox, visible to all players when they are very close. It can be destroyed by other players, but will require a concerted effort. Stash usage is limited to owners, and only one stash may be owned at a time. The stash bulk capacity is 5000. The stash location is marked on the minimap with a shovel icon (this icon will be updated in a future update) Fixed an issue where tools did not lose durability during use. Wrenches will now lose durability when repairing, pickaxes will lose durability when mining, etc. Fixed an issue with Tier 0 and Tier 1 items spawning in slightly higher quantities than originally intended, which resulted in certain Tier 2+ items being unavailable. Wrenches no longer spawn in PVE servers to prevent vehicle hoarding. Wood Barricades can now be damaged on PVE servers. Map updated with new locations, loot spawns, collision and AI navigation Pistol bulk updated to 300 Stronghold Updates Stronghold component hitpoints increased and resistances tuned Stronghold components now regenerate over time when not under attack Stronghold Plot prices increased to 1000, 2500, 5000, 10000 Added Stronghold item limit indicator to the permissions window. The item class limit of the item currently being built will also be displayed during the build process. Fixed an issue where zombies could walk through Stronghold objects, including closed doors Fixed an issue where players could not place fortifications on their Stronghold plot. Added a display for the number of available Stronghold plots on the server browser. Fixed an exploit that allowed players to enter a Stronghold through login/logout abuse Fixed an exploit that allowed players to destroy Stronghold components without triggering a raid Fixed an issue where sometimes destruction fx would not play when destroying a Stronghold component during a raid Players can no longer place traps or landmines on opposing Stronghold plots Fixed an issue where Stronghold stairs could not be built between two walls with an offset doorway Fixed an issue where Stronghold walls could not be built perpendicular to offset doorways Added a notification that purchasing a Stronghold will abandon the previous Stronghold Half-walls can now be placed on top of the third story of a Stronghold Torches and candles can now be destroyed with the hammer - they do not return materials used when destroyed Fixed an issue where Stronghold components destroyed via recursive destruction (ie, a 2nd floor wall that had the 1st floor wall underneath it destroyed) during demolition did not provide materials Stronghold shield duration increased Fixed an issue where punji sticks could be used to exploit through a Stronghold wall Placing objects no longer causes the object to pulse during placement, which could cause placement errors Fixed an issue where certain items wouldn't respawn on a Stronghold after a raid. Stronghold Utilities and Stronghold Components should all respawn at the end of an attack cycle. Traps do not respawn and must be reset manually by the defenders. Additional Updates Removed Proximity Crafting and Proximity Container Searching - The Proximity Items section of the inventory now only lists items that are out of containers Fixed an issue where ground tillers could not be placed in most areas due to underground collision Fixed a CTD when swapping ammo with the wooden bow Fixed an exploit where emotes could be spammed to fast harvest items Fixed an issue where players could get stuck at 100% hunger and stamina Group members now render in matching colors for hud indicator chevrons, nameplates, and outlines. Zombies no longer pick up the contents of a dead player's loot bag Fixed an issue where purchasing an item in the military base when you did not have the available bulk to carry it would take your money without granting the item Fixed an issue where players were able to slide along the ground appearing as a corpse Updated loading screen tips Unlocked and Locked crates now show in the top of the player inventory Reduced bee damage Fixed an exploit that allowed players to place land mines in the safe and protected zones Players who attempt to equip a weapon in the safe zone receive a message indicating that they cannot equip the weapon Wood chests and traps can be picked up by pressing and holding E Fixed an exploit that allowed players to re-use gas canisters Fixed an issue where the death screen would show the previous death's coin loss instead of the current loss Added new foliage that can be harvested and spread out more rocks for harvesting Healing items no longer work when out of bounds Increased animal fat drop rate Fixed an issue where the red killer outline would persist on the killer after the victim respawned Fixed an issue where snare traps would automatically trigger upon arming Fixed an issue where mashing the zoom on sniper rifles could cause the camera to get stuck behind the scope Ammo swap is now bindable in the keybindings menu (default B) Fixed an issue where the hammer glowed in the dark Fixed an issue where players would fall when exiting a vehicle on an incline Fixed an issue where clicking on the name of an equipment slot in the inventory "paper doll" would cause the name to vanish Fixed additional server crash scenarios Fixed additional client crash scenarios Prior updates can be found in the last JS Test thread here When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
  11. Test Server Patch Notes

    Additional updates - last updated 7/14 @ 22:02 From 7/14 @ 22:02 Significantly Lowered Hunger/Hydration burn rates Tuned hydration returns for the following water items: "Dirty Water" now regenerates 15% Hydration "Water" now regenerates 25% Hydration "Purified Water" now regenerates 30% Hydration Multiple stamina updates that should address stamina-related issues "Yellow Superade" now regenerates Stamina as stated, rather than health Added the ability to fill Empty Bottle items with Dirty Water when standing in water Fixed some client crashes Fixed some server crashes Fixed some backend network issues that were causing servers to be inaccessible and causing some players to disconnect or appear to be in multiple places at once
  12. H1Z1 KOTK DUOS OR 5's

    Anytime man, just hit me up on Discord. Normally online playing there.
  13. Test Server Patch Notes

    JS Test has NOT been updated - the update is scheduled for 7/13 There are numerous new features on JS Test. To learn more about them, or to provide feedback on these features, please use the Welcome to Badwater Canyon thread. Please use this thread to report bugs and issues found on JS Test. Patch Notes for the UNRELEASED 7/13 Update A note about player feedback: Badwater Canyon represents a massive overhaul of so many core systems for Just Survive that it would have been impossible to nail the perfect balance on the first try. There has been a lot of great, in-depth, well articulated feedback provided by the community. We listen, but we also observe. While some of these changes may feel like they have taken longer than some would like, we wanted to make sure we understood the full picture, both from player feedback and from data gathered in-game. The particular subset of features I'm highlighting are in direct, but measured and calculated response, to some of the top community feedback issues. While this hardly addresses all of the feedback, we would hope this demonstrates that we are listening. For early player journey / pre-stronghold players New stashes - you have one stash, it can't be crafted, but you can relocate your stash. It is visible only to you (unless you abandon it for a week, then it will become visible to all players to loot). It has a limited capacity. Reduced the material cost for building barricades Increased health for building barricades For military base utility Added the ability to purchase basic items at the military base Added workbenches to the military base For gameplay balance Decreased nail and wood costs for Stronghold pieces Rebalanced crafting station recipes - crafting stations no longer require other crafting stations to make The top tier sniper rifle will now headshot through the top tier helmet I missed this while compiling the patch notes last night - added 7/13 - guns drop on death now. Additional raid tuning will be coming in the future Critical Quality of Life / longstanding bugs Fixed an issue where vehicles would fall through Stronghold components Fixed a long-standing issue where players, zombies and other npcs could be rendered invisible to certain players Fixed the long-distance player LOD from not blending with distance fog correctly (ie, far away people aren't dark black against the grey fog) Players can now skin their starting clothing Added a multi-sell/multi-salvage option for stacks of items Purchasing a stronghold now rewards a hammer Added pickup interaction to Stronghold Utilities (ie, pick up your BBQ by holding E) Reduced number of available test servers in each region to increase player density Additional updates - NOT PATCHED YET - PATCH SCHEDULED FOR 7/13 Map updates - apologies for the large download. Fixed a number of holes, floating objects, added additional loot spawn locations and visual upgrades. Fixed an issue where vehicle explosions damaged other players structures through shields and the PVE ruleset Added more loot spawn locations in the world Decreased number of weapon and ammo spawns Fixed an issue where low tier body armor did not break properly at 0 durability Fixed an issue where arrows would persist forever Prevented gaining bleeding and other negative status effects while in the military base Harvesting FX should now play correctly on trees lowered weapon durabilities Fixed a stronghold roof exploit Campfires now drop their contents after being destroyed Fixed issues with free place items not always being placeable on materials they should be buildable on (ie, dew collectors not being placeable on Stronghold floors) Fixed an issue where there would be a delay before you could fire after swapping weapons Fixed an issue where salvaging magnum rounds while having their salvage components in the inventory would result in destroying the round but not granting the components Overhauled body sim and stamina system, it should now be impossible to get "stuck" at 0 stamina Updated death screen information to better display which npc killed the player and fixed issues with how the coins lost on death were displayed ongoing anti-cheat counter measures Fixed sniper scope glint Fixed an issue where containers and vehicles didn't indicate their bulk capacity Fixed some animation conflicts that could cause issues similar to "snaking" Fixed some containers having infinite storage capacity Increased repair amount for wrenches Hatchet chops quicker Makeshift bow uses fiber instead of twine Reduced food spawns Fixed an issue where players could drop their Stronghold Blueprint container Fixed an issue where snare traps wouldn't fire correctly Fixed some server crashes Added keybind for first person / third person toggle (default T) Coffee now properly cures tiredness Candles now weigh 1 bulk instead of 10 Miscellaneous minor loot balance changes Miscellaneous fixes and updates to tooltips, icons, loot models, etc for items Removed radio tab from the UI - we will be revamping radios at a later date Traps now ignore friendly targets - if on a Stronghold, they don't trigger for anyone with permissions. In world, they don't trigger for their owner. Fixed an issue where ghost weapons would appear on the player's back Fixed an issue where tank trap placement couldn't be undone Added player on fire animation Inventory is now sortable by Name, Bulk, Category, Rarity, and Sell Price Explosive Arrows are exclusive to the tier 3 bow Weapons lose durability and max durability when dropped on death Stronghold Utilities (BBQs, workbenches, containers) and Traps respawn when destroyed during a raid Updated UI to make the inventory slightly larger visually Updated UI to make crafting screen larger so fewer names get cut off Fixed crafting list icons being squished Fixed an issue where fired arrows looked like bundles of arrows Prior updates can be found in the last JS Test thread here When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
  14. Game Updates

    Game Update June 29th 6/27/17 11:51 AM Team Scoring & Pre-season 5 When this update goes Live, Pre-Season 5 begins! Duos and Fives now feature a Top 10 scoring system similar to the one currently in Solos. Teams will be scored based on the kills and assists of the individual team members as well as the final placement of the overall team. The badge that becomes part of your top 10 is the total team score and an accumulation of all kills and assists the team got as a whole. Once you have 10 scores as an individual, you will be placed on the leaderboard for that mode just like in Solos. Learn more about Team Scoring and Pre-Season 5 right here! Match end screens have been completely reconfigured to show individual and team performances at the end of each game. These end screens will apply to all game modes, including Skirmish. Duos and Fives will have the same tiers as Solos, with their own set of Top 10s and leaderboards. Master Tier - A new tier has been added between Diamond and Royalty. The highly elite Royalty 1 now has its own unique emblem. Gas and Match Pacing In order to make more use of the map and to provide more variety in gameplay, we've revamped the toxic gas system to give the Design team more control over each phase of the game. You can now expect the safe zone to migrate all over the map, including further to reach locations such as the dam. Spawn placement is now based on the location of the initial gas ring so that you’re not too far away from it. Initial gas ring start and end progression has been randomized to provide thousands more possibilities than before. Certain areas tha are unfit for the Final Showdown, particularly on the edges of the map, are excluded from the system. Text has been added to the HUD to indicate if you are in the safe zone or not. The gas phases will now dynamically adjust their duration based on the number of players that remain. Placement in consecutive phases are now much more random The Arena New POI: Coy’s Car Salvage – Nestled up on a large hill just west of PV you will find a large salvage yard dedicated to the collection, dismantling, and shipping of unwanted vehicles. New POI: Ponyvale Equestrian Estates – A rustic community for the most hardcore horse enthusiasts can be found on a large peninsula just west of Cranberry. New POI: Emerald Hydra, Site 7 – This repurposed Romero’s grocery store east of Cranberry was taken over and fortified as a military HQ during the zombie outbreak. Several smaller POIs and loot spots have been added to a number of areas. Trees should look a lot more realistic from above, particularly when parachuting into The Arena. See if you can spot them! New Skirmish: Pleasant Valley Nightmare Players spawn in the vicinity of Pleasant Valley, which is already surrounded by toxic gas. The game begins in the middle of the night and will slowly transition into early morning. The gas will close in faster than in traditional games. There is now an end game score screen. Anti-Cheat As the game has grown in popularity, we've been investing heavily into our anti-cheat solutions. So in addition to our existing anti-hacking mechanisms within the game and 24/7 monitoring by our CS team, we’ve incorporated additional measures to further prevent cheating. Cheating is a bannable offense. As a reminder, if you encounter another player that you suspect is cheating, please notify us immediately - h1z1cheater@daybreakgames.com We've added a "report" button to alert us to potential cheating behavior. Game Tuning & Quality of Life Laminated Armor Laminated Armors will no longer spawn within 250 meters of each other and make finding multiple armors more difficult and time consuming. Laminated Armor bulk has been increased from 500 to 1000. Laminated Armor can now be found in Airdrop Crates (doubled in Fives). Vehicles Pickup truck now suffers zero damage or slowdown from destructible objects Pickup truck now suffers 50% less damage from non-destructible objects (trees, etc.) Improved the acceleration and top speed of the pickup truck Offroader turning radius is tighter and more responsive Offroader no longer loses power on slopes steeper than 40 degrees, making it the best climber Police cars will be slightly slower when climbing hills than before Grouping Lobby Voice chat has been added to the lobby for teams. Group invites received through steam will persist longer. If you accept an invite without the game open, it will launch the game and put you directly into the lobby. There is now a panel that shows the players you recently grouped with. Members of a lobby can now suggest invites to the group leader, who is now clearly identified. When using “Find a Group,” there is now an option to stay with your group. Default “G” to opt-in during gameplay (will be shown in an HUD element on the left side of the screen). General Updates & UI Bombing runs will no longer occur when there are fewer than 20 players remaining. Inventory and containers will no longer “auto-sort” when items are moved or removed. Instead, an empty slot will preserve the spot where the item was moved from so that all other items remain in the same location. This should help prevent shredding or dropping the wrong item. Container UI will gray out when you’re unable to loot it (because someone else is looting it, or you’re using proximity to examine an Airdrop Crate). Bandages, medkits, and procoagulent can now be inserted into either medical slot. Adjusted the acceleration and deceleration rates for lateral speeds at low altitude for better control while parachuting Report Player button has been re-added to the death screen UI A new panel has been added to the main menu to make it easier to discover Events, Skirmishes, and anything else going on in the game. The images in the panels are links to the appropriate areas in the UI. Slightly increased the duration of Kill Receipts There is now a brief delay between the final kill and the victory screen so that you know who your last victim was. Inventory “More Info” panel now has better (and visual) information to help new players. Game Diagnostics and Infrastructure A new diagnostics and network panel can be brought up using the "N" key. Using this while streaming will help us diagnose network and hit registration issues. We’ve made some fairly significant server infrastructure improvements that should further reduce server downtime during updates. These enhancements will take effect after today’s game update Bug Fixes Vehicles should always break through destructible objects Vehicles should no longer temporarily disappear after dying and spectating a teammate Vehicle skidding sound effect should no longer conntinue to play when the vehicle isn’t moving Explosives should no longer do damage through doors Objects that aren't completely protecting the player should no longer block explosive / AOE damage. The kill feed should no longer disappear during gameplay Team Spectate “Next” and “Previous” buttons should no longer occasionally go missing Cleaned up the delay between hotwire and vehicle responsiveness Vehicles no longer take damage from punches Voice chat should no longer unexpectedly increase in volume as players spawn into parachutes End screens will no longer display error strings after exiting a match Death screen should no longer display a series of W’s as the player name Character names will no longer be cut off after an underscore in voice chat Fixed an issue causing the 3D scene in the main menu to be missing after a fresh install Various fixes in text descriptions for items Known Issues Missing Match End Screen in DUOs Very rarely, the match end screen will not appear for the last player killed on a team in DUOS. If this does occur, the “Exit Match” button should still appear, allowing the player to exit to the lobby. All scoring will still be recorded properly. We plan to publish a client-only hotfix as soon as we have a fix ready. Multiple team members appear with same color outline Rarely, multiple team members may appear with the same outline color. We’ve typically see this encountered after the player makes a graphical settings change within the Options menu, but does not restart the client as instructed. In most instances, a client restart should resolve it. Training: Auto-sort bug In Training only, very rarely when the contents of a bag auto-sort, they cannot be looted. Armor icon occasionally missing next to life bar Occasionally, when picking up armor via proximity menu, the armor icon next to the life bar will be missing. Un-equipping and reequipping should resolve. Missing personalized avatars after exiting match Occasionally, players entering the game or returning to the front end from a game will be missing personalized avatars for both themselves and players on the their friends list. This is purely a cosmetic issue and a client restart will resolve it.
  15. Test Server Patch Notes

    JS Test has not been updated yet - we will publish this update tomorrow, 6/29. There are numerous new features on JS Test. To learn more about them, or to provide feedback on these features, please use the Welcome to Badwater Canyon thread. Please use this thread to report bugs and issues found on JS Test. We are posting the patch notes early, this patch is not published yet Patch Notes Last Updated 6/29 Patch notes are cumulative, with the newest update listed first 6/29 Destroying a container / dropping an item from a container drops the correct item instead of "Placeholder Item" Fixed an issue where players couldn't build on regenerated Stronghold pieces Fixed a client crash related to dying in a vehicle Fixed a server crash Fixed a second server crash Fixed an issue where players could convert wooden arrows into flaming / explosive arrows Melee weapons take durability damage when attacking Stronghold pieces Updated the airdrop ticket ruleset All bladed weapons can be used to harvest dead animal corpses, not just knives Updated the Stronghold Attack/Defense Timers Fixed an issue where logging off during a Raid Defense could cause the timer to never vanish Allow zombies to path over empty Stronghold platforms Weather updates Updated some Stronghold Location names New Zombie Hair Fixed some skin issues (we are aware of additional skin issues) Players can only have permissions on one base at a time Vivox Voice Chat Updates Armor now mitigates Zombie and Grenade Damage Fixed an issue where you could PVE Raid / Raid through shields with vehicle explosions Improved Zombie navigation, they should no longer pop up to rooftops Raid flares now attract zombies 6/22 @ 22:59 Items at 0 durability after respawn are destroyed rather than remaining at 0 durability Fixed an issue where laminated armor could get into a glitched state where it would render the user invulnerable Strongholds now expire after 24 hours unless you build a Stronghold piece on them (wall/gate/etc) Purchasing Messaging now mentions this expiration timer Adjusted various prices for items that were more valuable than their crafting components changed the loot for bushes/small trees - you'll get more fiber/resin and less wood now Reduced zombie clumping for the net result of fewer zombies spawning immediately near a player Reduced zombie damage to player owned vehicles Updated numerous text prompts throughout the game for clarity and accuracy Added ammo boxes to military checkpoints that spawn more ammo Nails now spawn in the world more frequently, and each spawn can have multiple nails Rock harvesting provides much more zinc per rock harvested (each rock provides more minerals, has a greater chance of providing a cachet of zinc, each cachet of zinc can have more zinc in it than previously) Nailed it 6/21 @ 23:01 Fixed an issue with Proximity Chat stretching across servers Fixed an issue where items could be stuck in your Stronghold Blueprints container 6/21 @ 17:35 Cars are no longer infinitely harvestable Fixed "drone" exploit Fixed "snaking" exploit Fixed an additional navigation exploit Fixed loot spawns not respecting loot caps (ie, over time, dozens of laminated armors would spawn instead of the desired number) Fixed loot spawn "creep" or "repopulation" (ie, loot quantities do not change or increase the longer a server is up) Fixed an issue where cars would fall through foundation decks and be buried under bases Fixed an exploit where players could punch trees to harvest them Fixed an issue with the UI toggle function not working. Now you can press Ctrl-F10 to toggle the UI Fixed an issue where certain items/weapons (mostly melee weapons) would not render in first person Fixed an issue where vehicles could be boosted while their engine was off, draining their gas Fixed an exploit with wrenches Fixed an issue where players could be erroneously kicked out of an empty vehicle after entering it Fixed an exploit where certain emotes could be used to clip the camera through a wall Fixed an issue where quick attack was hardcoded to a key despite no longer being an intended feature / available to keybind Fixed an issue where players jumping on bases would sometimes be killed by bad collision intersections with the roof Fixed several CTD scenarios Performance optimizations Ongoing anti-cheat / anti-exploit countermeasures Top Bugs / Known Issues Tools not losing durability properly Flaming / Explosive Arrow issues Invisible zombies Hammer doesn't return materials on destruction of item Destruction FX not playing / playing at incorrect location Bleeding / other status effects can be applied in the safe zone Missing harvesting vfx Trees and objects floating The Dam has a hole you can fall into and get stuck Vehicles fall through upper levels Trap damage volumes are offset from trap visuals "corpsewalking" - we need better reproduction steps for this, we've seen reports but can't reproduce it internally Additional issues not listed here - while we are tracking hundreds of bugs and feature updates internally, we need your help to find them all! Please use this thread to report any issues you find. Various other map issues - new map export coming next week! The previous JS Test thread is here: https://www.reddit.com/r/h1z1/comments/6ipq88/js_test_update_621/ We have listened to the issues there and are tracking them internally. When reporting an issue, please provide the following (you can copy/paste this as a handy template) Summary: (brief sentence) Reproduction Steps: (what did you do to arrive at the bug?) Expected Outcome: (what do you believe should happen when you do the above?) Actual Outcome: (what actually happened?) To report a map/location issue, please do the following above, but also include a screenshot with the location information. To do this: In-game, at the location you're reporting, type "/loc" in the chat window to spit out the X/Y/Z coordinates. Press F12 to take a screenshot through steam. Upload the screenshot to imgur.com (you don't need to create an account) and link it here Please use this thread to report bugs and issues found on JS Test!
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