Update 07-05-19

Bug Fixes

 * Fixed most of the exploits for duplicating items in singleplayer and multiplayer. Which also caused crashes to happen.


 * Fixed female skeletal body parts and bra.


 * Fix for lead plate usage for crafting advanced fortifications.


 * Fixed area damage (grenades, car explosions) not working on base elements.


 * Fixed the inventory size of the weakest variant of the Recurve Bow "Scorpion #40".


 * Fixed the bug where deer meat was not eatable.


 * Chest and car container GUI should not clip through holster/quick access (there's a horizontal scrollbar, right click and drag to scroll)


 * Fixed the bug where right click on an item in menu would not open the container.


 * Corrected animations for anticipate draw montage.


 * Adjusted bow 3 and 5 pin sights to 200 grams weight.


 * Fixed the bug where items in quick access where not saved after relogs.


 * Fixed the issue with round glasses falling through floor on "drop" function.


 * Fixed crashes relating to weapon attachments.


 * Improvised toolbox now requires nails and bolts for crafting (before only one of those was needed)

Quality Of Life Additions

 * We did some small optimisations from the client side.


 * Animals won't try to attack the player if he's in/on a vehicle.


 * Players won't take melee damage if inside the vehicle.


 * Removed Christmas items from the spawning pool. - Grinch NOOOOOoooo


 * Workshops that contain drill press machinery are no longer lockable (doors cannot be claimed anymore)


 * Barbed Wire can now be crafted (nails, metal scrap and wire). Barbed Wire Barricades for base building now require barbed wire as an ingredient.


 * Increased base render distance do 1000 meters.


 * Disabled building platforms on other players walls


 * All bullet crafting now requires advanced survival skill level, lead plate usage increased to 5 from 1. You will be able to craft 20 bullets per lead plate (down from 100)


 * Large toolbox rarity decreased from common to uncommon, Small toolbox rarity decreased from abundant to common.


 * Big animal fat weight decreased to 1 kg so it can fit in most clothes.


 * Now you can repair base build elements with just a toolbox, and it repairs all elements in a 1m radius.


 * Increased base element full decay time to 4 weeks.


 * 10 new songs on the radio!


 * Adjusted forks, now you can open cans with them, also you can chop the wooden fork into tinder.


 * Can't gain experience/fame points inside safe zones now.


 * You can now gather the crew and enjoy some fighting matches in safe zones. We have in each safe zone a boxing ring, and here is how the rules work:


 * You can only kill/get killed while in the ring.


 * People in the ring can't do harm to players outside the ring.


 * Everything is allowed in the ring.


 * You DO NOT talk about the ring.


 * For all server admins now when you go through the logs you will be able to read all unicode characters as they are.

Melee Combat Rework

 * Weapon durability no longer influences it's attack damage.


 * Handles and blades of sharp weapons now have the same armour penetration values. (To balance out the melee fighting experience)

blunt weapons now have a knockout chance per hit, added sharpness/penetration values to all sharp weapons, weapon hits should produce correct sound based on their material now )
 * Reworked all melee weapons stats ( all have increased damage,


 * New damage system explained:


 * Total weapon damage is calculated by the following formula:
 * Weapon damage x Melee skill x STR modifier. Some numbers to crunch:


 * Sledgehammer, Melee Max Skill & Strength Max Value
 * ( 0.4 x 0.6 x 1.2 = 0.288 or 28.8% health damage)


 * Increased puppet max health by 0.1 (now the values are 0.7, 0.6, 0.5 and 0.4 depending on the puppet type)

Base Building

 * One of the bigger things to come in these notes is the flag system that will be the new way of handling base element owners.


 * You will be able to craft a flag and every base build element in a radius of 50m from the flag will belong to the flag owner.


 * Every base element outside a flag influence will not belong to anyone and everyone can interact with it (open, close etc.)


 * Different colours are used as indicators when building in the influence range of the flag. Green is when you place a blueprint under friendly influence, and yellow is when you try to place a blueprint with enemy influence which means if you build there, that item will belong to the player that has the flag.


 * A flag can be destroyed with any chopping tool via interaction.


 * When a flag is destroyed, all base elements under its influence become ownerless.


 * We will have a transition period for flags so your existing bases don't get claimed by random people placing flags. The flag mechanic will currently apply only to new base elements - all existing pre-patch base elements will have the same owner as before and ignore the flag mechanics. In short, flag will not override owners of existing pre-patch base elements and flag will not clear owners of pre-patch base elements when destroyed. Next week we will push one more patch with all of the flag mechanics enabled so make sure you build flags in your existing bases.