Please note that this page is severely outdated, it is currently being updated daily until it is fully up to date.
This is not the official version history, this is a recreation of the official update log, for the official update log please visit the Version History page on Steam for Unturned.
2023[]
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.12.3 | October 25, 2023 |
Changelog[]Changed[]
Fixed[]
|
3.23.12.0 | October 13, 2023 |
Item Stats[]Item descriptions now automatically include a variety of stats, from damage to movement speed to recoil control. More stats and tuning will surely follow feedback after the update. Multi-line Text Chat[]Text chat messages can finally span multiple lines. Previously, the length was enforced by a 127 byte limit, severely restricting languages with multi-byte characters. This limit is now 512 bytes for player messages and 2048 for plugins. News Feed[]Before on the left, after on the right. The old news feed was created separately from the rest of the game's menus, so it didn't match the UI scale or your custom theming. All of the UI is finally unified under one roof! New Outfits[]With Halloween on the horizon, six new outfits have been accepted from the Curated Workshop into the Stockpile: Autumn Comforts Bundle by Basil Cat and NSTM Behind the Scenes[]Item descriptions, multi-line text chat, and the main menu news feed all have one thing in common: Their size depends on the amount of content. It may seem silly, but Unturned could not automatically adjust the UI layout according to content size until this update. If you're interested in more details, please check out this documentation link: Glazier support for IMGUI, uGUI, and UI Toolkit A button to mute text chat per player has been added to the player list in further response to concerns raised about multiplayer toxicity earlier this year. Additionally, voice and text blocks are now saved between sessions to your Steam Cloud. Spawn tables should be much nicer to work with. Their asset files can use the newer list format, eliminating the tedious index-based keys. They fully support GUIDs to reduce conflicts (even if the target type, like items, doesn't support GUIDs yet). Failed spawns provide additional context in what triggered them. Before this update, your NPC dialogue choices were sent to the server for NPC logic, but the UI relied on locally predicting the following message and response. Over the years, this caused a few issues, like broken interactions if the server rejected your choice or relied on a randomized value (e.g., dialogue-driven spawns in custom modes). Dialogue has been rewritten so that the server has complete control over the flow of events, fixing these problems and introducing new possibilities. Unturned has gradually gotten better at enforcing file integrity in multiplayer, preventing a variety of easy cheats related to modifying assets. A more complicated case involved replacing the Unity player's resource/scene files to override assets not yet stored in asset bundles, like skin and hair. With this update, those Unity files are now protected as well. Miscellaneous:
Changelog[]Added[]
Changed[]
Fixed[]
Patch #1[]Fixed[]
Patch #2[]Changed[]
Fixed[]
|
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.11.1 | July 28, 2023 |
My apologies to everyone inadvertently killed by the change in the 3.23.11.0 update! The problem was that some of the volumes in the boulders were spheres and capsules which can't be non-uniformly scaled. Unfortunately this didn't come up in testing because on vanilla maps the boulders were always uniformly scaled, whereas on many custom maps boulders are scaled on a single axis to better fit a surface or for visual variety. (which is perfectly reasonable, my bad for not thinking about this side effect) Fixed:[]
|
3.23.11.0 | July 28, 2023 |
Changelog[]Added:[]
Fixed:[]
|
3.23.10.1 | July 13, 2023 |
Changelog[]-= Added: =-[]
=- Fixed: =-[]
|
3.23.9.0 | July 7, 2023 |
Changelog[]
A large island of small mountain towns, secrets, and spooks. The Turned are tough and certain animals don't like it when you get too close. A mix of Russia, PEI, and Arid, but with its own unique twist on many aspects of gameplay. The island contains multiple forest biomes, no military presence, and rare to find guns and supplies. Buak is heavily aimed towards singleplayer, co-op, and PVE playstyles and contains over 2,000 items to discover and use. Some of these are items that redefine the conventional vanilla systems of building with extra room to decorate, and much more. There’s a blueprint system, learn item recipes permanently to be able to craft them in the future! Buak takes inspiration from Unturned Classic (2.0), the many scrapped ideas and designs of 3.0, as well as the concepts of Unturned II (4.0). A lot of conventional things in Vanilla Unturned may have been abandoned on Buak, from freeform buildables to building on vehicles; You'll have to seek out the alternatives provided. All items, animals, resources, and objects are also entirely custom and may not work as intended when mixed with other mods/maps. Some suggestions for gameplay: The map is best played without any other mods and in Normal mode or above, as Easy mode removes many mechanics. Note: Buak is significantly more dense with detail than prior curated maps. Instead of compromising on this detail level, the Level Batching Update earlier this year was originally developed to help optimize Buak. That being said, lowering the max draw distance and landmarks when playing Buak will raise the performance quite a bit because the game can then cull more details. To host a server running the map add its workshop file ID (3000549606) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Buak" (without quotes) in Commands.dat.
For the first time rather than playtime drops, you can craft a random new limited item from Menu > Survivors > Inventory > Crafting. The items are permanent, but the ability to craft them will only be available for two weeks during the release event.
This project was created by Toothy Deerryte, staswalle, Paulfest, and Witness Protection. If you enjoy the map and would like to support them, consider checking out the box or bundles on the Stockpile: Buak Map Mystery Box Buak Map Bundle Buak Friendship Bundle Other links: Starter Guide ID List Cosmetics Showcase Video 9th Anniversary on Steam[]Today marks nine years since Unturned 2.0 first launched into Early Access on Steam. Thank you to everyone in the Unturned community for your support and creativity through another great year! With each individual update it can be hard to see how the game is changing and improving, but looking back over the years it's wild to realize how much has happened. Firefighter Zombie Plush[]We reached the minimum order quantity, many thanks to the early backers! Makeship has extended the campaign to the 15th, so if you're interested there is still time to pick one up. View Unturned Firefighter Zombie Plush on Makeship View Makeship FAQ Vanilla Changelog[]Changed
Fixed
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.9.0 | June 16, 2023 |
Changelog[]Added
Changed
Fixed
Firefighter Zombie Plush[]We have collaborated with Makeship to bring the Firefighter Zombie to life in the form of a limited-edition collectible plush toy!
You can order this lovable monster from the Makeship campaign here: View Unturned Firefighter Zombie Plush on Makeship Edit: the funding goal of 200 orders required for production was met! Thank you to all the early customers for your interest and support. For anyone still interested, the campaign will remain open to orders until the 8th of July. More details here: |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.7.0 | May 26, 2023 |
Changelog[]Added
Changed
Fixed
Scope Distance Markers[]This doesn't make sniping easier, rather it raises the skill ceiling by giving distance estimation more use and removing scoped recoil reduction.
Before this update the markings on scopes were arbitrary whereas now they are adjusted to account for your field of view, the gun's muzzle velocity, the level's gravity, and your unit system preference. Modders can update custom scopes to use these new features, for more details: Sight Distance Marker Documentation Asset Loading[]The real meat and potatoes of this update: startup loading should now be faster for most players. On average it's about twice as fast.
Previously all of the asset loading was done on the main thread. Now the vanilla content and each installed mod is assigned two threads: one to search for files, and the other to read and parse them into memory (building on the asset parsing rewrite from the last update). This leaves the main thread to focus exclusively on pairing game data with the assets loaded from asset bundles. The majority of the main thread time is spent loading from asset bundles now. This step has to be done on the main thread, and unfortunately synchronous vs asynchronous loading doesn't make a difference here. In the future deferring some of this loading to as-needed async loading will cut down on startup time at the cost of slight delays, for example async loading a hat only when it's equipped. Closing Windows Server[]Kind of ridiculous to proclaim a minor change with fanfare and an image in the update notes, but as a PSA: clicking the Close button of the Windows dedicated server should no longer be a tragic mistake. Previously this immediately terminated the server process without giving the game a chance to save, so misclicking the Close button could result in lost progress. Now the game intercepts this event and tries to save+shutdown while sleeping the Windows routine. Using the regular shutdown command is still recommended however because by default Windows only allows up to 5 seconds before the server will be closed regardless.
Patch #1[]Fixed
Patch #2[]Added
Changed
Fixed
With the addition of multi-threading asset loading the server no longer loaded assets in a consistent order, so the ID override order used by clients wasn't matching the server anymore. To fix this the server now uses the same asset remapping system as the client. Note however that content manually installed on the server is inserted before all other assets to reduce conflicts because it is otherwise not loaded on the client. File paths specified in modded assets using single backslashes broke in the update because there was a fix to parse escaped newlines in unquoted strings. As a workaround unrecognized escape sequences are now parsed as-before and logged. Converting them to forward slashes is recommended because paths starting with lowercase T or lowercase N are being parsed as tab and newline respectively. |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.5.0 | April 1, 2023 |
Edit on April 2nd: although this map is real and playable, it was created as an April Fools' joke by Renaxon, danaby2, Animatic, clue, and Timo987 in only 4 days! All the thanks goes to them for this fun event. Who knows, perhaps the feedback from this project will be useful for an actual curated map in the future?
Antarctica- the newest map by Renaxon, danaby2, Animatic, clue and Timo987, has released. ... The final frontier in terms of tough, legitimately survival based mechanics is ready to be explored and conquered. Featuring every single item in the game, every single crafting recipe, and all the hardcore classic methods of survival you've come to love. A seriously harsh, desolate, and uncharacteristically detailed landmass, Antarctica is an Insane sized map- 4x bigger than the Russia map, and 16x bigger than the Yukon. Included in Antarctica, is the most detailed depiction of wilderness Unturned has ever seen. You'll want to watch your back for packs of this fierce land's defenders. Also included, is a revised radiation and immunity system. Due to a severely changed world, the air on Antarctica is toxic. Maybe a smarter survivor out there could help find a cure... Now, stop reading, and get going. It can't explore itself. Watch the Antarctica Trailer Here To host a server running the map add its workshop file ID (2954631626) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Antarctica" (without quotes) in Commands.dat. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.5.0 | March 31, 2023 |
Changelog:[]Added
Fixed
|
3.23.4.0 | March 24, 2023 |
Changelog:[]Added
Changed
Fixed
Third-Person Recoil and Spread Configurable:[]When the third-person recoil and spread debuffs were added there was a lot of debate about making them configurable versus keeping the game experience more consistent between servers. The configurability argument is that the game should be as moddable as possible to encourage creativity and enable players to do whatever they find most fun, whereas the consistency argument is that it is confusing and disorienting to run into wildly different movement, gunplay, difficulty, etc. on every server. 2x recoil and spread in third-person is the intended vanilla experience. By requiring it for a while it became the consistent baseline, preventing reactionary servers from immediately disabling the change. (Unlike the movement changes which many servers immediately reverted.) Now that it has been the default, servers can choose to customize and raise and lower the multipliers as they see fit. Was this a good approach? We will see where it might make sense with future gameplay changes. |
3.23.3.0 | March 3, 2023 |
Changelog:[]Added
Changed
Fixed
Patch #1:[]Fixed Slightly increased texture atlas UV padding for larger textures. Arid Update:[]The developers of Arid have added two new locations, new items, vehicles, quests, and improvements to the progression, balance, performance, and more!
To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat. This project was created by Renaxon, dug, danaby2, and clue. If you enjoy the map and would like to support them, consider checking out the new Scout and Tourist bundles on the Stockpile: Arid Scout Bundle Arid Tourist Bundle |
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.2.0 | Feb 17, 2023 |
Changelog:[]Added
Changed
Fixed
Patch #1:[]Fixed
Batching performance improvements:[]This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false For more information there are two new articles intended for map developers: Level Batching Manual Object Culling
|
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.1.0 | Jan 27, 2023 |
Changelog:[]Added
Changed
Fixed[]
Patch #1:[]Changed Only validate level objects asset integrity prior to legacy ID fallback. Patch #2:[]Fixed Ban command fix was actually broken (sigh), used wrong player's IP. [Thanks Darkane!] Behind the scenes:[]I consider myself fortunate to have such a helpful community where many players are willing to help others on Steam Discussions, Discord, the subreddit, the forum, etc. I've always offered direct email support, but I don't think I could have kept up if it weren't for all the questions being answered and issues being solved by members of the community. Many thanks and a big shoutout to everyone involved! Over the past couple years I've noticed the volume of support emails rising, perhaps from the higher number of players. This has gradually increased the amount of time required, and reduced time for development. In order to both improve the support process and free up time for gamedev the New Support Website was my main focus earlier this month. There are some issues and questions that come up repeatedly, so my goal is to provide official articles and guides that go more in-depth than I could over email. My hope is these will be easier to find, more helpful, and serve as a resource for community helpers too! For anything not covered, there is a new user-friendly ticket form replacing the old email. This update was primarily focused on catching up with some backlogged fixes and improvements. I'm not quite finished catching up yet, but wanted to get the ready-to-go stuff released considering it has been a while since the last update. |
2022[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.21.0 | Dec 16, 2022 |
A medium+ sized map set in northern Eurasia featuring high location density, a wider progression system with less reliance on RNG, plenty of unique experiences via quests, over 600 items, and an awesome looking bridge (two, in fact). With its fast paced design (inspired by Elver & Washington) and informative item descriptions, it's easy for anyone to pick up, learn and enjoy. Watch the A6 Polaris Trailer Here To host a server running the map add its workshop file ID (2898548949) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "A6 Polaris" (without quotes) in Commands.dat.
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by danaby2, Renaxon and LVOmega. If you enjoy the map and would like to support them, consider checking out the box or bundle on the Stockpile:
Other links: Patch #1:[]Fixed:
Patch #2:[]Changed:
Fixed:
|
3.22.20.0 | Dec 9, 2022 |
Watch the trailer for danaby2's upcoming curated map "A6 Polaris" releasing next Friday! Changelog:[]Added:
Changed:
Fixed:
Patch #1:[]Fixed
Server Changes:[]Edit: this first change has been disabled following feedback. If you would like to find non-P2W servers the best option is to use the "None" or "Non-Gameplay" Monetization filters in the server list. Refreshing the Internet server list without a name filter will only show non-monetized and non-gameplay-monetization servers now. As a reminder: servers selling gameplay advantages should not categorize themselves as non-monetized / non-gameplay-monetization. Examples of gameplay advantages include weapons, vehicles, experience, admin commands, progression skips, etc. The goal is to help promote discoverability of non-pay-to-win (P2W) servers for new players. Last year setting a Game Server Login Token (GSLT) became a requirement for listing on the Internet server list. This has now become a requirement for direct connection as well. The goal is to help with moderation of servers re-uploading other creators' workshop files without permission. |
November[]
October[]
September[]
August[]
July[]
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.11.0 | June 3, 2022 |
Kuwait's final update is here! The monuments on Boubyan Island have finally charged up to power the main obelisk. Play today to discover (and promptly escape) the outlands. Watch the Kuwait Escaping Outlands Trailer Here Read the Full Kuwait Changelog Here To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat. Two challenging new achievements with free rare items have been added in a final questline:
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:
Watch the Escaping Outlands Cosmetics Trailer Here These bundles from the initial launch of Kuwait are also still available: Watch the Original Kuwait Trailer Here Biohazard Zombie Plush:[]We have collaborated with Makeship to bring the Biohazard Zombie to life in the form of a limited-edition collectible plush toy!
Edit: the campaign has concluded after being successfully funded! Thank you to everyone for your interest and support, we are looking forward to sending them out in September! Base Game Changelog:[]Added:
Changed:
Fixed:
Patch #1:[]We have gotten reports that many players are experiencing BattlEye issues on Mac. Unfortunately the cause is still a mystery because I have not been able to reproduce it on my test Mac, and there still seem to be lots of Mac players online BattlEye protected servers. We are working with BattlEye to narrow down and patch as soon as possible. This patch only fixes a few mistakes in the vanilla HWID ban support. Patch #2:[]New version of BattlEye macOS and Linux clients, and speculative fix for the failed to load BattlEye kick on macOS. |
May[]
April[]
March[]
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.4.0 | Feb 25, 2022 |
Changelog:[]Added:
Removed:
Changed:
Fixed:
Russian Invasion of Ukraine:[]We stand with the Ukrainian community. Our hearts go out to all of the innocent people affected by this appalling and unprovoked attack. Please keep safe, and stay healthy.
|
3.22.3.0 | Feb 11, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Official Wiki:[]There's a new official wiki for Unturned, and all other things Smartly Dressed Games (SDG)! Welcome to the SDG Wiki – the official Smartly Dressed Games reference written and maintained by the community. For all things Unturned, and anything else we do. With 4,000+ pages and 2,000+ media files, the SDG Wiki is roughly on par with its predecessor in terms of content coverage, while also managing to provide many higher-quality pages and templates. Perhaps most importantly: we are hosting the SDG Wiki ourselves. Just like with our official forum, there are no third-party advertisements on the wiki. This also means that we can directly tailor the various features available to readers and editors. For more information, view the full announcement on our blog. Especially huge thanks to MoltonMontro for the massive amount of time and effort he put into this overhaul of the wiki! It has been one of his main projects at SDG for the past several years, so reaching this milestone is a big accomplishment and achievement! |
January[]
2021[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.34.0 | Dec 18, 2021 |
Arid, the new map from Renaxon, danaby2, and Dug, features a complete overhaul of the game's style and gameplay. Featuring multiple tiers of deadzones and over 800 new items, with unique bartering, looting, and crafting systems that will make you rethink the way you play Unturned. A gasmask isn't the only key to progression on this map, you will require numerous keys hidden around as well as a full biohazard suit and NVGs to unlock the full potential of the deadzones. (Powerful firearms, tough armor, hardened base materials) NPC quests will allow you to unlock blueprints for unique items and open the door to a wide range of new shops and barters. Barters are also a new way to get good items, allowing you to exchange junk in exchange for something more exciting. Zombies won't be the only threat to your existence, watch out for military grade explosives left over by armed forces (and brick-wielding nakeds). The map's layout is barren and fierce but worry not, the Bus Driver can take you anywhere out of the kindness of his own heart! Don't forget to thank him though. Weapons and protective equipment will have important information within their descriptions, so make sure to pay attention to those! Especially to the ammunition and sights which specific types of guns accept. To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat. This project was created by Renaxon, danaby2, and Dug. If you enjoy the map and would like to support them, consider checking out the Arid Mystery Box or Arid Bundle on the Stockpile: Watch the Arid Map Trailer Here Changelog:[]Added:
Changed:
Fixed:
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3.21.33.0 | Dec 11, 2021 |
Holiday Festives:[]
PEI, Washington, the Yukon and Russia all feature new festive quests created by danaby2! This event includes achievements with unlockable skins, craftable Christmas decorations, seasonal makeovers for the NPCs and maps, and more! You can disable these changes by unchecking "Allow Holidays" in the singleplayer config, or change "Allow_Holidays" to false in the server config. Changelog:[]Added:
Changed:
Fixed:
Vehicle Decay:[]In order to help clean up forgotten vehicles in the far corners of the map, each vehicle now has a decay timer. The timer is saved/loaded, and resets whenever a player drives the vehicle more than one meter, refuels, or replaces the battery. When the timer passes Vehicle.Decay_Time seconds (default 7 days) it will begin to take Vehicles.Decay_Damage_Per_Second damage (default 0.1). |
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.32.0 | Nov 27, 2021 |
Changelog:[]Added:
Chaned:
Fixed:
Teleport Bug:[]The problems using teleporters since the previous update were an embarrassing mistake. When it was first reported I included a speculative fix in the .1 patch. Or so I thought. After much testing on different maps, with 250ms fake lag, with forced low server tickrate, etc., unable to reproduce it I realized the fix did not actually make it into the .1 patch, but I had been testing using the fix. Sorry for all the trouble! Patch #1:[]Improved "missing barricade/structure (guid here)" kick message for hosts experiencing the error frequently after this update. Previously the client could not show the name of the missing asset because, well, the asset is missing/unknown. After the .1 patch the client will notify the server of the missing asset, and from there the server can kick for one of two reasons: 1. Guid read/write error. This happens if the missing asset reported by the client does not exist on the server either, indicating a packet was corrupted somewhere. (because the asset had to exist on the server originally) The most likely reason for getting this error is if a plugin is patching/modifying the netcode for sending barricades and structures to the client. 2. Missing critical asset. Here the server can display both the guid and file name to help track down which asset packs are not installed on the client. |
3.21.31.0 | Nov 20, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Special thanks to MoltonMontro for the fixes to inconsistent item stats, categorization of various crafting recipes, and copyediting for the localization files. Multiplayer Movement Improvements:[]Movement rubberbanding has been a frustrating problem for a long time in Unturned multiplayer. The issue was that when the server position did not match the client position, the client would get teleported back to the server position to prevent cheating. Many servers would turn this off which then allowed cheaters to noclip and fly. Now after this update when the positions do not match, the client can locally re-simulate inputs that have not been acknowledged by the server yet, sort of rewinding and replaying time, which eliminates the rubberbanding. Servers with custom anti-movement-cheat plugins can disable them now. (not for vehicles yet however) As part of rewriting movement it was a good opportunity to replace special cases for falling and sliding with actual velocity. This restricts the annoying midair dodging in gunfights, and enables fun velocity-related items like the new bounce charges! (and inevitable rocket-jumping mods too) Game Server Login Tokens[]Setting a Steam game server login token (GSLT) is now required for listings to be visible on the internet server list. Previously server listings could be spoofed or faked, whereas now a valid Steam account with a GSLT is used to verify the server. View Official GSLT Documentation Here Patch #1 Changelog:[]Fixed:
|
October[]
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.28.0 | Sep 18, 2021 |
Changelog:[]Changed:
Fixed:
|
3.21.27.0 | Sep 11, 2021 |
Changelog:[]Added:
Changed:
Fixed:
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3.21.26.0 | Sep 4, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Barricade and Structure Changes:[]This update expands on the base-building optimizations from the 3.21.24.0 update by pooling barricades/structures that have been previously loaded. Rather than destroying these items when an area is unloaded they are now recycled (pooled) and reused in the next loaded area. Many changes and optimizations were made to the code for each barricade type (e.g., generators, mannequins, signs) in order to take advantage of this performance improvement, so there will probably be some unusual bugs to track down. Modded barricades/structures with custom logic may need editing before they become compatible with pooling. To work around this, pooling can be disabled per-item by adding the line "Eligible_For_Pooling false" to their .dat file. Read about the motivations behind this rewrite here. Patch #1[]Fixed:
|
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.25.0 | Aug 21, 2021 |
Changelog:[]Added:
Fixed:
Patch #1:[]Fixed:
|
3.21.24.0 | Aug 7, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Barricade and Structure Changes:[]Rather than freezing for several seconds when loading or unloading large bases in multiplayer, the work is now spread over multiple frames at a slightly lower framerate. This is hopefully better, but certainly not perfect yet. These improvements depended on the netcode rewrites from earlier this year, and likewise further improvements will depend on this update. For more technical details: Read about the motivations and priorities behind this rewrite Big thanks to PandahutMiku for extensive help testing and providing feedback on these changes! Server Monetization Rule Addition:[]There was a minor addition to the server monetization rules: "Fictitious and deceptive pricing is not allowed. For example, lying that a discount is nearly expired, or pretending the price is discounted when it has never been at full price. We would strongly advise following Steam's discounting rules to help avoid breaking any real-world laws." Unlike the previous rules there was no prolonged advanced warning period because this seems like an obvious rule that should not have needed explicitly stating. |
July[]
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.21.0 | June 19, 2021 |
Changelog:[]Added:
Changed:
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3.21.20.0 | June 12, 2021 |
Chef Zombie Plush:[]We have collaborated with Makeship to bring the Chef Zombie to life in the form of a limited-edition collectible plush toy! You can order this lovable monster from the Makeship campaign here: View Unturned Chef Zombie Plush on Makeship Edit: the funding goal of 200 orders required for production was met! Thank you to all the early customers for your interest and support. For anyone still interested, the campaign will remain open to orders until the 1st of July, 2021. More details here: 3.21.20.0 Change Notes:[]
During the Unity upgrade there were some instances where serialized material and texture references needed to be reassigned. Hopefully all of these have been caught, but if there is a weird new visual bug it is probably related to this, and should be an easy fix. Server Hosting Rule changes Reminder:[]The rules announced on 2021-05-14 are now in full effect. Read more details here. Over the warning period these past two weeks twelve server networks were reported. Every notified host graciously cooperated, and at this time there are no reported servers in bad standing. Patch #1:[]Unfortunately as predicted some visual bugs crept through with the Unity upgrade. Namely some NPCs not wearing clothes, and a variety of decals not working in deferred rendering mode. These should be fixed now. |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.19.0 | May 29, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Server Hosting Rule Changes Reminder:[]The new "Monetization" field in each server's Config.json file defaults to "Unspecified", but can be set to "None" or "NonGameplay". If configuring this field please ensure to be truthful. "None" is for unmonetized or donation-only servers, and "NonGameplay" is for servers with purchases that do not provide a gameplay advantage. Players filtering the server list by "NonGameplay" will also see "None" servers. Warnings will start being sent to server hosts breaking the new rules scheduled to take effect on June 11th. Read more details here. |
3.21.18.0 | May 22, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Server Links Config:[]Servers can now include links to their websites, support, forums, etc., in the lobby screen. The "Links" field in each server's Config.json file is an array, each entry has a richtext "Message" and "Url" field. For example: "Links": [ { "Message": "SDG Website", "Url": "https://smartlydressedgames.com/" } { "Message": "SDG Forum", "Url": "https://forum.smartlydressedgames.com/" } ] |
3.21.17.0 | May 14, 2021 |
Watch the Kuwait Map Trailer Here Kuwait:[]An unforgiving desert where basic necessities are scarce, weapons are even scarcer, and everything is trying to kill you. A mix of Yukon, Russia and Elver, the map mixes up the status quo of survival, making it more engaging, fun, overall less grind-y. Want to speedrun to the deadzone? You will have to craft your gasmask. Want to get straight into shooting things? Craft yourself a trusty rifle. More of the laid back PvE type? Try your hand at the available 200 quests. All playstyles are accommodated in Kuwait. Besides the inherent difficulty that comes with the setting of the map; in which you cannot grow your own food on the land, your thirst depletes quicker, and visibility is on either end of the extreme spectrum depending the weather, you may notice several other changes that will impact the way you play the game. Most guns you will come across are Semi or Burst, with the occasional Auto firing weapon. Recoil will also not be on your side. You will have to really pick your shots or risk wasting precious ammo. Watch out for straw baskets that can drop anything from basic food and water, to life saving medicines and crafting supplies. A lot of conventional features in Vanilla Unturned may have been abandoned in Kuwait, from freeform buildables to metal structures; you will have to seek out the alternatives provided. To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat. For the next two weeks a variety of exclusive new free items will be dropping: This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:
Assorted Hats Bundle Watch the Kuwait Item Showcase Here Server Hosting Rule Changes:[]Changes to monetization rules for server hosts are scheduled to take effect on June 11th. Read more details here. |
3.21.16.0 | May 8, 2021 |
Changelog:[]Added:
Fixed:
Kuwait Curated Map Trailer:[]Watch the Kuwait Map Trailer Here Kuwait, Unturned's first desert map, is set to release on the 14th of May. Lighting:[]Dark grey fog signals the danger of lightning during a rain storm. The damage from a lightning strike is similar to a rocket launcher explosion, so protecting valuables with a roof is recommended. In multiplayer lightning strikes are always within half a kilometer of a player. |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.15.0 | Apr 24, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Yukon Snowfall:[]In early versions of Yukon the blizzarding weather was permanent, but it was brutal not having any respite. A later change introduced periods of clear skies, but the unrestricted sight-lines interfered with the balancing. This update replaces the clear skies with gentle snowfall which limits sight-lines, but not as much as the blizzard, and does not freeze the player. Existing saves will cycle the scheduled weather before taking effect. Voice Chat Normalization:[]Most players should have the same apparent loudness now. This replaces the inbound voice chat gain option. Depending on feedback there may need to be some further adjustments, so please share your thoughts. Bullet Audio:[]Bullet impact, bullet casing bounce, and shell casing bounce sounds have been replaced on most surfaces. These may need some tuning, so please share your feedback. In particular the bullet casing sounds were designed towards the metallic sounding bounce which might be a little too loud? For modders please note that the *_NoAudio effect variants are temporary until the visual effects are upgraded. Older *.content Bundle Deprecation:[]Terrain materials, along with a few miscellaneous other file types, were still being kept in an older asset bundle format. Unlike the newer format these files did not have integrity tests in multiplayer, so players could delete the terrain materials for an advantage. All vanilla usage of the old format has been replaced, as well as on the Hawaii and Greece maps. Support for the old format will be kept for the foreseeable future, but please consider upgrading. |
3.21.14.0 | Apr 10, 2021 |
Update Notes:[]Added:
Changed:
Fixed:
|
3.21.13.0 | Apr 3, 2021 |
Update Notes:[]Earlier this year the lower-level network data packing and messaging systems were rewritten. This update builds upon those by rewriting the gameplay-level netcode systems. All features should work the same, but with improved performance especially on the server side. These changes unlock many possibilities for the coming updates that were previously limited by poor netcode restrictions. In particular the voice chat should perform noticeably better now. Items under active consideration are listed on the roadmap, excluding ideas without a solid plan yet: View Unturned Roadmap The upgrades should be backwards compatible with most server plugins, but in some cases adjustments are necessary. Thanks to many plugin developers for working with us to update their code in advance of this update! For details about the decisions and thinking behind this rewrite consider reading the accompanying blog post: View March 2021 Development Update Patch #1:[]
This bug broke login for both singleplayer and multiplayer, and was caused by order of initialization changes that improved login performance. Unfortunately it was not found earlier during testing because it only affected certain quests tracked in the HUD on the first login, i.e. tracking an item-related quest and then logging back in would not cause it. Patch #2:[]
Sorry about this late-night second patch, but preventing the turret item dupe was important. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.12.0 | Mar 27, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Footstep Sounds:[]Most of the original footstep sounds were amateur recordings of me jumping around the neighbourhood. There was not much variety and the quality was dubious, so they have all now been replaced by professional recordings. One of the noticeable areas of improvement is walking in and out of the ocean: what was previously two clips is now separated into four depths with numerous clips each. Netcode Preview:[]The work-in-progress gameplay netcode rewrites went up on the preview branch last week. At this point all of the client->server code has been upgraded, and most of the server->client code. It should be stable for release in a week or two. Highly recommend plugin developers to take a look. Read more details here. |
3.21.11.0 | Mar 20, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Netcode Preview:[]The work-in-progress set of gameplay-level netcode upgrades went up on the preview branch earlier this week. It is highly recommended for plugin developers to take a look. Read more details here. |
3.21.10.0 | Mar 13, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Up Next:[]Most of the development time this week was focused on the next set of netcode improvements. They will hopefully be available on a beta branch sometime next week. |
3.21.9.0 | Mar 6, 2021 |
Weather:[]Rain and snow have been built-in for a long time, but not in a way that was customizable or extendable. There were even some old comments in the code for "todo: heavy rain storms". They have no been rebuilt in a moddable fashion so maps can customise them or add new weather events, and lightning storms on official maps are planned for a future update. Update Notes:[]Added:
Changed:
Fixed:
|
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.8.0 | Feb 27, 2021 |
Update Notes:[]Added:
Changed:
Fixed:
Network Messaging Changes:[]Following the network packing rewrite from earlier this month the code responsible for low-level network messages like the queue, authentication, BattlEye, etc has been rewritten. These systems are now more performant, resilient, and sets the foundation for the next step: game netcode improvements. Important notice for plugin developers: the next set of network changes will remove support for RPC onTriggerSend and onTriggerReceive. If your plugins are using them please discuss here and we will find an alternative: Issue Tracker Patch #1:[]Older plugins manually sending RPCs were causing players to get kicked because of an oversight when changing some messaging constants. For the common case these older values are remapped to the new ones now, however recompiling with the 3.21.8.0 or 3.21.8.1 update is recommended. Note that manually sending RPCs is not officially supported. Fixed:
|
3.21.7.0 | Feb 20, 2021 |
Watch the Elver Update Teaser Trailer Here This marks the final major expansion of the Elver map: a mind-bending endgame questline that greatly surpasses the Russia Mk. II easter egg. Elver has received hundreds of quality additions since its initial release such as fortifiable bunkers scattered throughout the forests, so now is a great time to come back and check out the newest version. Read the Full Update #10 Notes Here To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat. For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Map Mystery Box II or Elver Map Bundle II on the Stockpile:
Watch the Elver Item Showcase II Here Watch the Original Elver Map Trailer Here Base Game Changelog:[]
Update Notifications:[]If you would like to be notified of Unturned Steam updates on Twitter or Facebook, accounts have been created. Twitter @UnturnedOnSteam Facebook Page In order to make it easier for server owners to get notified of updates a Discord web hook and RSS feed have been created. Read details in the documentation here. |
3.21.6.0 | Feb 13, 2021 |
Update Notes:[]Added:
Changed:
Fixed:
Edit: ironically the Stockpile went offline shortly before the update went out, in which case it still falls back to using the overlay / browser. []Watch the Elver Map Teaser Here The Church doors will open on the 19th. |
3.21.5.0 | Feb 6, 2021 |
Network Packing Changes:[]The main goal for Unturned this year is to rewrite the netcode, and this update lays the foundation for that by rewriting the code for converting game data (e.g. position, rotation) to and from bytes sent over the network. Client and server performance should be slightly improved by this replacement, and since packing is done at the bit level rather than byte level now more data can be sent with less bandwidth. This is only the beginning however! Update Notes:[]Added:
Changed:
Fixed:
|
January[]
2020[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.18.0 | December 19, 2020 |
Old HUD Optional:[]Support for switching between the older (IMGUI) and newer (uGUI) HUD implementations has been added. This is intended for players experiencing visual artifacts and flickering with uGUI until an engine fix is available, or if you really prefer the old one. Note that some menus like crafting and the inventory behave slightly differently between the two. If you would like to use the old HUD:
Click here to read further details. Changelog:[]Added:
Changed:
Fixed:
Edit: a bug with cooldowns when changing stances was introduced in the update. Previously there was a 0.75 second cooldown on standing up, i.e. you could go prone, stand up and then go prone again before hitting the cooldown. After the update this cooldown was accidentally applied when going prone/crouching as well. In the patch this has been fixed, the cooldown has been decreased to 0.5 seconds, and the server-side handling of crouch/prone inputs was improved to feel more responsive. |
3.20.17.0 | December 12, 2020 |
Overview:[]This update aims to address the feedback following the patches to the HUD update last week. One of the major points was text legibility. In large part because the softer shadows could make it appear blurry. The shadowing has been revised, and much of the UI has been adjusted to only use them where necessary, for example on colored text and against colorful backdrops where the contrast is needed. Otherwise menus have been reworked to contrast with the text without shadows, and colored text usage has been reduced in favor of other indicators like disabling buttons. Performance was another big concern, so there have been a lot of optimizations to the UIs that were causing hitches. As an example opening a storage locker with hundreds of items in IMGUI could spawn all of the UIs in a single frame because there was no overhead, whereas with uGUI there is a lot of setup required - to mitigate this there are a certain number of item UIs created per frame now, and all of the components needed (e.g. images, text, buttons) are recycled between usage (pooled) to reduce the setup time - this extends to all the UIs in the game. Holiday Festivities:[]
Throughout the winter holidays each level is sporting some seasonal decorations. In particular PEI is temporarily covered in snow. Gifts containing high-tier weaponry can be found under christmas trees on official maps, and the NPCs have donned their santa hats. Changelog:[]Added:
Changed:
Fixed:
|
3.20.16.0 | December 5, 2020 |
HUD Update:[]If you have been playing Unturned for a long time then you know that the menus and HUD have rarely changed. And at first glance that is still the case. Nevertheless there has been a major rewrite of the UI systems which has released with this update. I always find it annoying when software changes the UI for seemingly no reason, so preserving the existing (albeit questionable) appearance, design, and functionality was a top priority. Across the board the menus and HUD should look and feel "better". Some players will notice a performance boost: in particular the compass, hotbar, and map overlay were optimized. Rich text in the chat fades out properly. Crosshair animations finish properly. Tons of Mac and Linux bugs have been fixed (e.g. the wonky gamma on Mac). Lots (but not all) of the UI spaghetti code has been untangled. On the technical side: prior to this update the game was still using IMGUI from Unity 4. Unity replaced IMGUI with uGUI in 2014-2015, and are now even planning to replace uGUI with "UIElements". With this in mind I decided to abstract the underlying Unity UI implementation, so it will be easy to integrate UIElements once it is stable. I had been wanting to upgrade from IMGUI for years, but with the amount of work required it kept getting pushed down the road. In the end if took one month of refactoring, and then one month of intermittent development on the beta branch. Update Changelog:[]Added:
Changed:
Fixed:
Patch #1 Changelog:[]This patch prioritized all the game-breaking bugs that had been reported so far, as well as some color preference issues that made the HUD look really bad. Rest assured that there will be a 2nd patch relatively soon addressing the minor issues like alignment differences and inconsistencies. I know there has been some negative feedback like "I hate this update!", but chances are that the issue was unintentional or will be adjusted based on your feedback, so if you dislike something please describe what it is. Fixed:
Patch #3 Changelog:[]Remember in 2018 when the crafting buttons were split into two smaller buttons? (unpopular change) That was to workaround an issue with the nested checkbox. Thanks to the rewrite the smaller buttons can be merged back into the main button again. Thank you to everyone who has shared constructive feedback about the HUD issues so far. I will continue reading it, and there will be further refinements and improvements in the next patch/update. Added:
Changed:
Fixed:
|
November[]
October[]
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.11.0 | September 26, 2020 |
Overview:[]This update is mostly behind-the-scenes preparation for making Steam Networking V2 the default. There is a fix on the Steam client beta for the dedicated server certificate expiry for any hosts using the beta. Update Notes:[]Added:
Changed:
Fixed:
Unity 2019 LTS Beta:[]The game has been updated from Unity 2018 LTS to 2019 LTS on the "unity-2019" Steam beta branch. There are still a few bugs to sort out, but it takes advantage of several new performance optimizations if you are curious to test it. |
3.20.10.0 | September 19, 2020 |
Update Notes:[]The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. In order to narrow down bugs with the rewrite this update still defaults to the old Steam network, but contains a huge number of changes to the game-level netcode to support the transport refactor. If there are big issues with the update it will be rolled back, but it has been stable in beta so far. Where possible, backwards compatibility with plugins has been maintained, but plugins doing unsupported things like modifying the network buffers will need to be fixed. This is an unfortunate side effect, however this rewrite is important for future netcode improvements. If you host your own server and are feeling adventurous, you can try out the new Steam Networking V2 by including "-NetTransport=SteamNetworkingSockets" in your server command-line arguments. |
3.20.9.0 | September 12, 2020 |
Update Notes:[]
Changed:
Fixed:
(Beta) Transport Layer Netcode Rewrite:[]The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. If you are a plugin developer or interested in trying out the beta, read more here: GitHub Issue |
August[]
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.7.0 | July 18, 2020 |
Elver provides a unique experience not just through a fictional setting, but also by changing the way the game is played. Survivors must scavenge the entire map to construct horde beacons and gas masks for a chance at the highest tier equipment, or sell gear at the NPC safezone in exchange for currency to buy it. The only lootable location on the map, the city of Elver, is surrounded by a dense forest dedicated for base building. Zombies are a threat across the entire city. Keep an eye out for any TVs with static: they mark the presence of hidden ranger crates containing unique weapons and items. To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat. This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Mystery Box or Elver Bundle on the Stockpile:
Watch the Elver Map Trailer Here Watch the Elver Item Showcase Here Update Notes:[]Additions:
Changes:
Fixes:
|
3.20.6.0 | July 11, 2020 |
Elver:[]Watch the trailer for danaby2 and Renaxon's upcoming curated map "Elver" releasing next Friday! Update Notes:[]Vehicle Building: Several settings have been added to Config.json for limiting the size of vehicle bases:
In particular, the trap settings are intended to help prevent roaming walls of death. Emissive Materials: Following the recent Unity upgrade and post-processing upgrade, the bloom threshold has been raised to only affect pixels with >1 emission. This prevents bloom from interfering with bright surfaces like beaches. The emission colors on a few hundred materials have been adjusted to match, and especially the bloom on fire looks nicer. If any materials were missed or look odd feel free to report them as a bug and they will be adjusted. Rocket: Servers using old versions of Rocket will now be required to update to a newer version. There was a warning about this in the server console in the previous update, but now it is mandatory. This is important because there are fixes for legacy Rocket issues like multithreading exceptions and teleportation exploits. General Additions:
General Changes:
General Fixes:
Visual Fixes:
|
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.5.0 | May 16, 2020 |
Overview[]This update brings improvements to all aspects of the game from fixes to features. Highlights include:
Update Notes:[]Gameplay Changes:
Miscellaneous Changes:
Server Hosting:
Custom Modding:
Level Editing:
Plugin Development:
Miscellaneous Fixes:
Exploit Fixes:
Visual Fixes:
|
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
Dying Light x Unturned - 3.20.4.0 | Apr 2, 2020 |
The Global Relief Effort (GRE) as seen in Dying Light are airdropping humanitarian aid:
Strategically placed blue garbage bags absorb fall damage:
Players of Dying Light on Steam will receive a skin of the infamous Korek Machete 2.0:
Rumor has it that Volatile mutations are forming in the darkness:
Links: Watch the YouTube trailer for Dying Light's in-game event featuring Unturned content. |
March[]
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.2.0 | Feb 8, 2020 |
NEW Easter Island Curated Map:[]
Welcome to Easter Island - now available in-game! From an unprecedented number of unexplored underwater relics to the unrelenting lava flow destroying the Northern shore, this map is quite an adventure. To host a server running the map add its workshop file ID (1983200271) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Easter Island in Commands.dat. This project was created by Steven "MelonCat" Nadeau, Thom "Spebby" Mott, Ben "Paladin" Hoefer and Nolan "Azz" Ross in collaboration with Smile Dev and with thanks to Doug Soderstrom, Danaby2, Madison "Froggo" Wilder and Timo987. If you enjoy the map and would like to support them, consider checking out the Mystery Box or Bundle on the Stockpile:
Recent Changes:
|
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.1.0 | Jan 18, 2020 |
Foliage:[]Official maps using the newer foliage system have all been updated to improve file IO performance. Beforehand each map had many separate files for individual regions. Afterward each map has only a single file combining all of them. This significantly speeds up the "validate game cache" process, downloading updates and downloading workshop maps. For details on upgrading custom maps: Read Docs General:
Fixes:
Modding:
Translation Tools:[]
|
2019[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.19.0 | Dec 7, 2019 |
Holiday Festivities:[]
Throughout the winter holidays each level is sporting some seasonal decorations, from gifts of weaponry under trees to NPC outfits. Cosmetic present boxes are also dropping for a limited time. Unlike past years where certain maps had a separate decorated version, PEI is using a new "redirector" feature that changes the map for the duration of the event. This allows saves to transfer, and for the map to be replayed in subsequent years. Fog Density:[]
Historically height fog and distance fog have been configured separately, and were optional. Creators can now enforce fog from a thin morning mist to a thick soup. Vendor Currencies:[]NPCs trading for experience does not exactly make a ton of sense.
Originally the idea with the Liberator was a somewhat socialist mix of "helping out the community builds experience" and redeeming favor for items. Starting with P.Riso however, NPCs can instead trade for arbitrary "currency" items whether that be the Canadian ones, or a custom set. For more details: Read Docs Steam Inventory:[]Upgrades for the in-game Steam inventory view.
Respecting the Geneva Conventions:[]Unturned has been unwittingly misusing the Red Cross symbol in-game, which has now been corrected. The Red Cross is a humanitarian organization, and preserving the meaning of the symbol is important to protecting their personnel and patients. For more information: Read Here Affected in-game assets include the healthbar, ambulances and medical tents which have been converted to hospital H's. If you find other uses in-game please let me know. Quality of Life:[]Pressing the Up and Down arrow keys in chat cycles through previously sent messages. This is intended to make it easier to send repeat commands. Maps in the Singleplayer menu have links to browse internet servers running that level. For maps with complex names this should make it easier to find matching servers. The minimum level of detail (LOD) screen size has been doubled, and player models maximum draw distance matches structures. Raising the minimum LOD seeks to prevent players from being seen before structures are drawn in. Likewise the maximum distance can no longer be raised separately. Official proper documentation for server hosting has begun, and is linked from the Servers menu. Resolution Overrides: To help avoid miscellaneous issues that occasionally arrise related to resolution, several overrides have been added.
New Gameplay Options:[]Allow_Per_Character_Saves is enabled by default, but can be disabled to prevent multiple characters per account from being used to store items offline. Group_Player_List can be disabled to hide group alliances from the in-game player list. Friendly_Fire allows groupmates to damage each other when enabled. Modded Content:[]Vehicle Physics Profiles: Increased control over vehicle settings can now be done in bulk with this new asset type. In particular most of the vanilla vehicles have been changed to front-wheel-drive for stability. One of the goals introducing profiles is to improve the handling of vanilla wheeled vehicles. Feel free to experiment with the default profiles, and propose changes to them. For more details: Read Docs New Event Scripts: Several new scripts have been added to the built-in package. These allow custom interactable objects to run extra commands now, and for chat messages to control objects similar to the Russia easter egg quest. For more details: Read Docs General Improvements:
Reload Command: When tuning assets in singleplayer the "/reload" chat command can be used to quickly reload changes to a single file. It accepts a GUID or a specific directory path to reload. For example /reload a gun asset and then equipping the gun will use the new values. Consumeable Changes:
Weapon Changes:
Level Editor Searches:
For more details: Read Docs Code Plugins:[]Events and improvements for plugins.
Fixes:[]Editor:
Exploits:
Multiplayer:
General:
|
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.18.0 | Nov 9, 2019 |
NEW California Curated Map:[]
We hope you enjoyed these postcards from the new map! California is now available in-game, and is the first return to the United States mainland since Washington in 2015. To host a server running the map add its workshop ID (1905768396) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to California in Commands.dat. This project was created by clue and Renaxon with special thanks to Letgalian and Vilespring. If you'd like to support them consider checking out the Journalist and Mercenary bundles on the Stockpile:
Miscellaneous Changes:
|
3.19.17.0 | Nov 2, 2019 |
Update Notes[]Text Contrast Preferences: Settings for outlines vs shadows on text have been added to the Preferences.json file. They are split into text with colorful backdrops like the game world and map, and text with inconspicuous black/white backdrops. Values are "Default", "Outline" or "Shadow". Door Collision: Animated colliders on doors, hatches, shutters, etc are now disabled while playing the animation until nobody is overlapping them. This is a more drastic approach aiming to prevent remaining physics exploits involving doors. -ValidateAssets Improvements: More checks have been added, and miscellaneous core content has received fixes. Key warnings have been documented here: Read Should_Delete_At_Zero_Quality: New option for useable items. Intended for disposable melee weapons that break after a certain amount of usage, but compatible with all equippable items. Can be set to true, defaults to false. Misc:
Fixes:
|
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.16.2 | Oct 26, 2019 |
3.19.16.1:[]Thank you for your patience, and to everyone who reported these issues! There were some pretty silly bugs related to the engine update.
Several of the wheeled vehicles were unexpectedly influenced by the physics changes between engine versions, causing them to drive significantly slower. Tuning up how the game uses the physics system to fix this took longer than expected, but in particular the racecar feels more reliable to drive now. One major underlying change here is to how the game overrides the center of mass, but individual assets can still override the default. After testing all of the vanilla vehicles these were the ones affected, and seem to be working correctly now:
A few assets slipped through the cracks between imports preventing them from displaying properly. The worst offenders were probably the walls around the PEI prison being completely invisible, yet blocking bullets and collision.
Original Pre-Patch Discussion |
3.19.16.1 | Oct 26, 2019 |
3.19.16.2:[]
P.S. The 2019 Steam Halloween Sale is now live, and for the first time Unturned item bundles are discounted in the Stockpile! Browse Discounts Here |
3.19.16.0 | Oct 25, 2019 |
Halloween:[]Autumn leaves coat the ground, the smell of pumpkin spice lingers in the air, and literal green zombies are stampeding around breaking car physics, stacking on each others heads and eating solid objects... it must be Halloween!
Until November 1st the event is active:
Enjoy your Halloween, and happy trick-or-treating! Edit: The 2019 Steam Halloween Sale is now live, and for the first time Unturned item bundles are discounted in the Stockpile! Browse Discounts Here Unity 2018.4 LTS:[]Unturned has upgraded from 2017.4 to 2018.4. This change should be mostly behind-the-scenes, but I'll be keeping two eyes out for the bug reports. Some of the direct benefits include:
For more details on the update: Read More Here In the future this will allow us to update the outdated post-process effects, and take advantage of the scriptable render pipeline for superior performance. Miscellaneous Changes:[]
|
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.15.0 | Sep 21, 2019 |
Dango Map:[]Danaby2, creator of several wildly different maps such as the wild-west Canyon Arena, has now released his latest creation: Dango This map is set on a series of flying islands inspired by Japan, and intended to be played as a multiplayer deathmatch. It features a suite of insane new weapons like a fish launcher which fires backwards, and is definitely worth a visit in-game. Mystery Box Changes:[]As you may well know, it's been about two years since the last mystery box was added. Given the controversy around random items we focused instead on individually purchasable item bundles, however the older mystery boxes are still in high demand. To try and offer the best of both worlds, the new Dango Map Mystery Box is different from past boxes:
|
3.19.14.0 | Sep 14, 2019 |
Version Numbering:[]Going forward version numbers will follow a 3.{year}.{update}.{patch} pattern. In the past updates were split between "major" and "minor", but this lead to huge skips in version numbers when releasing several maps in a row. Unturned had been following the previous scheme for slightly more than 5 years, so this style was experimented with for map versions and Unturned II prior to commiting to it. Workshop:[]
General Improvements:
Modding:[]
Fixes:[]
Recent Events:[]MoltonMontro, a friendly and helpful guy you may have met in the community over the past few years, is now working with SDG in an official capacity. He's going to be helping out with a variety of projects like curated map quality control and community blog posts, as well as behind-the-scenes work he's been helping with for some time like maintaining the wiki and forum servers. Documentation for 3.0's modding features is now available from a main repository, and will be expanded over time for new features and write-ups on older features. This includes both plugins and assets. Most recently the level config properties have been documented. See Here Edit: The .1 patch fixed an issue with LODs on a few items (e.g. dragonfang and bayonet) that was preventing them from being used due to the viewmodel changes. Canyon Arena has also been moved to the workshop, but is automatically subscribed in order to avoid breaking any dependent maps. |
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.30.6.0 | Aug 17, 2019 |
France:[]Last week the France map team released a sizable patch with a variety of interesting balance changes e.g. new scrap item for Focus weaponry. For more details: Read Here Maps:[]
Hosting:[]
Plugins:[]
Modding:[]
Fixes:[]
Curated Map | Rio de Janeiro:[]Travel to South America with Rio, now available in-game! It features iconic destinations such as the redeemer statue, and has future updates planned. For more details check out the map's workshop page: Read Here You can also install the map from in-game by navigating to Play > Singleplayer > Curated and clicking subscribe, or searching for "Rio de Janeiro" on the server list. After Steam finishes downloading the map, Unturned will detect it and install the map without needing to restart. Going forward curated maps are being distributed through the workshop - more details in the previous 3.30.5.0 update notes. This Rio section is at the bottom of the update notes because at the time of writing the map is featured prominently at the top of the main menu. |
3.30.5.0 | Aug 3, 2019 |
Curated Maps:[]If you're reading this from the in-game menu within a week or two of the update coming out then you can see that Rio is featured above! In order to reduce load times and keep the installation size reasonable, curated maps have typically been transitioned to the workshop after several months. This was problematic for a variety of reasons however, such as suddenly having to subscribe to the map in order to keep its assets, or for hosts needing to switch the server to the workshop version. With the recent improvements to the game's workshop integration (e.g. auto-detecting workshop dependencies, installing while in-game), my hope is that taking this featured article approach will improve all aspects of the curated maps system:
If you have any feedback on these changes please share! Update Notes[]
|
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.30.4.0 | July 26, 2019 |
Client Workshop Improvements:
Server Workshop Improvements:
Quality of Life:
Map Creation:
Asset Creation:
Plugin Development:
Game Config:
Server Console:
Fixes:
Miscellaneous:
|
June[]
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.30.1.0 | May 8, 2019 |
Additions:
Fixes:
|
3.30.0.0 | April 5, 2019 |
Welcome to Belgium! | NEW Curated Map:[]
Created by Ben "Paladin" Hoefer, Ethan "Cyllek" Brookman, Nathan "Wolf_Maniac" Zwerka and Nicolas "Putin3D" Arisi with thanks to Nolan "Azz", Husky and Noobyfish, Belgium is newly released for exploration! This map features modernized yet medieval cities, beautiful vistas and boating through active waterways.
If you'd like to support this team in their creation of future maps you can check out the Belgium item bundles on the Stockpile here: Belgian Infantry Lil' EBR Acid Trooper Revenue from map items and bundles are split 50% to the map team, 30% to Steam and 20% to Unturned. Change Notes: Additions:
Tweaks:
Fixes:
|
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.29.5.0 | April 4, 2019 |
Additions:
Improvements:
Tweaks:
Fixes:
Mythic Crafting: Bet nobody saw this coming! Details:
Voice Relay: Previously voice chat was sent from the speaker to the appropriate players using Steam's P2P network, however this had the downside of opening clients to voice packet spam, likely abused by cheats. Now this data is validated through the dedicated server, and plugins can set allowVoiceChat to enable/disable voice for specific players. Greece: File:Greeceworkshopversionhistory.png Greece has now been retired to the Steam Workshop, and can be downloaded here: Other mods that use Greece assets can add Greece as a "Required Item" from their owner controls to show players it's a prerequisite. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.29.4.0 | March 26, 2019 |
Additions:
Tweaks:
Fixes:
|
3.29.3.0 | March 13, 2019 |
Additions:
Improvements:
Tweaks:
Fixes:
|
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.29.2.0 | February 24, 2019 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Misc Info: Was surprised at the number of questions about using the ragdoll effects following the last update (particularly for freezing), so I implemented the Zero Kelvin kit right away. The bronze, silver and gold effects will still be used for contests, and if you're planning on running an Unturned community contest let me know and maybe we can use them as rewards too! |
3.29.1.0 | February 22, 2019 |
Additions:
Improvements:
Tweaks:
Fixes:
|
3.29.0.0 | February 8, 2019 |
Welcome to Canyon Arena! | NEW Curated Map:[]
Update Details:[]The latest and greatest arena map from Danaby2, Renaxon and SirAdy Unleashed, Canyon Arena, is now available in-game! It features an entirely new setting with era-appropriate items and weapons. If you'd like to support this team in their creation of future maps you can check out the new bundles on the Stockpile here: Cowboy Bundle Bounty-Hunter Bundle
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Gun Jamming. Gun assets can include the "Can_Ever_Jam" flag to enable jamming. Guns start to have a chance of jamming once their quality % drops below "Jam_Quality_Threshold" which is a value between zero and one. Once they reach 0% quality they will have a "Jam_Max_Chance" chance of jamming on each shot. Chances of jamming are blended between 0% and "Jam_Max_Chance" based on the gun's quality percentage. The "ChamberJammed" AudioClip is played when a jam occurs, as well as the animation "UnjamChamber" if present. Cobra_Jam [1521] is included as an example. |
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.28.0.0 | January 18, 2019 |
Explanation: For a while Unturned has been using version 5.5 of the Unity engine (from 2016), but it's come time to upgrade. In recent years Unity has made stability a higher priority, and have been updating a "long term support" LTS version. The game is now upgraded to this 2017.4 LTS version. While not particularly glamorous, some of the primary motivations are:
The downside is that workshop content will need to be upgraded to this new Unity version as well. I don't take this lightly, this engine transition has been in the works on and off since early 2018 and I don't want it to be painful for devs, so I've worked to make is as easy as possible detailed below. If you want to continue playing some workshop mods that haven't been updated yet, you can opt-into the previous version (3.27.2.1) from Unturned > Properties > Betas > unity-5.5. This older version will remain available indefinitely similar to the antique and classic branches. Workshop Devs: For mappers: Maps with a /Bundles folder will be detected by the game as requiring an engine update, but other maps without custom content are unaffected. For translators: Translations and localization are not affected by the engine update. For content creators: Good news: there's a new tool to make bulk-exporting the .unity3d asset bundles much faster. I've updated all of the vanilla content to use this new system so I had to go through it as well, and Vilespring was kind enough to update all of the France bundles. I've written up a guide which explains in-depth how to transition your content from 5.5 to 2017.4 LTS. Feel free to post questions and I'll update it accordingly! 'Unity Upgrade Guide' For programmers: The LTS version experimentally supports .NET 4.6 which seems to be working correctly in vanilla and rocketmod plugins, but this may be rolled back if unfixable issues related to it pop up. 3.28.0.1 Patch: Incredibly, the majority of issues in the initial update were caused by the use of decimal points vs commas. Due to a change in how .NET read fractional numbers, all of them were set to 0 for players in cultures that use commas! Reverting this should have fixed the water, icons, gun stats, etc. |
2018[]
December[]
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.27.0.0 | Nov 23, 2018 |
Welcome to France! NEW Curated Map[]
Paris is lovely this time of year. Come explore the warm countryside!
Relax in a cozy private villa... after clearing it of infected. Climb the snowy alps!
Remember to bring warm clothes for the blizzarding weather. Enjoy the local culture!
This oughta warm you up again! Update Details:[]Now available in-game, France is a curated map that's been under development for over a year now by the talented team of long-term modders Vilespring, SluggedCascade, Renaxon and paper_walls84. This has been a labor of love for them, a passion project that they continued polishing until they felt it was perfect - originally slated for the end of August, they delayed it to continue adding that extra touch. France is also the first map to take advantage of several features added for it during its early development. For example, having both snow and temperate climates in different regions across the map. If you would like to support this team's work consider checking out the France bundles on the Stockpile here: View NEW France Items
They've also put together a quick teaser overview of the map here: View France Map Trailer Update Notes:[]Additions:
Tweaks:
Fixes:
Important news for workshop creators: Sometime before the end of January 2019 I will need to update Unturned to Unity 2017.4 LTS. When that happens, the new version will be available on a beta branch for a couple weeks before transition to the default release branch. Unfortunately this will have the side effect of requiring workshop content to be re-bundled using the new version of Unity, so to make that a less painful process as well as for performance improvements I've introduced a new feature: Master Bundles Master Bundles allow content (textures, meshes, audio, etc) for multiple game assets to be bundled at the same time, rather than into individual .unity3d files. (This is probably how it should have been in the first place, but anyway...) While slower to build, they have the benefit of updating many bundles at once, and are more RAM-efficient because any common files between the bundles are shared rather than duplicated. When Unturned finds a MasterBundle.dat file it will assume all child folders are using this bundle with paths relative to the .dat file, unless Exclude_From_Master_Bundle is specified in the individual asset .dat file. For an example of this, check out the Greece/Bundles and Hawaii/Bundles folders. Another effect of this change is that it will be easier to separate some maps from the game to free up space for more future maps. Specifically, I'm planning to move Hawaii + Germany and then Greece + Cyprus, to the workshop rather than in the main download in a future update. All Germany assets will continue to be bundled with the game, only the map itself will be moved. Hawaii and Greece assets will be available as a separate download on the workshop for maps which would like to add them as a dependency. Trying out this feature at least for the performance benefits is definitely encouraged. Simply copy MasterBundleTool.cs and MasterBundleHelper.cs to your Assets/Editor folder. Let me know if you run into any issues! Note that per-platform bundles (multiplatform checkbox) are supported in-case of special shaders, but generally shouldn't be needed. |
October[]
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.26.3.0 | Sep 22, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Chroma: If you have any Razer Chroma enabled devices, try adding -RazerChroma to the command line options to test out game integration! A few days ago they asked if I'd be interested in adding support, and sent over a couple test devices. It was quick and fun to do, and features stuff like the reload key fading from green to red or everything flashing white when you're flashbanged. I'm curious to hear if you have any suggestions/ideas on this. |
3.26.2.1 | Sep 11, 2018 |
|
3.26.2.0 | Sep 7, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Carpat:[]
Carpat has now retired from the official map pool, but you can still play it by clicking the link under the in-game curated maps list, or by visiting the workshop page here: Apologies for the late news. This was originally scheduled for the end of August. Right now the finishing touches are going into the next curated map. |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.24.1.2 | Aug 26, 2018 |
|
3.24.1.1 | Aug 26, 2018 |
|
3.24.1.0 | Aug 25, 2018 |
This patch is primarily unlisted network improvements, both to fix some recently discovered exploits and to prevent some potential undiscovered ones. BattlEye has also just released some upgrades which are now live, too. Miscellaneous other changes:
|
3.24.0.2 | Aug 2, 2018 |
|
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.26.0.1 | Jul 31, 2018 |
|
3.26.0.0 | Jul 30, 2018 |
Carpat | NEW Timed Curated Map:[]
Battlekot and his crew of Unturned modders have just released their latest creation set in the Carpathian Mountains into the curated maps pool: Carpat
Carpat is designed as a hardcore vanilla survival map meant to be played without kits/tpa/etc similar to Yukon. It's one of the most challenging maps in the game to date, for example traders will judge you based on your reputation - with a low rep you'll only be able to trade with the marauders. If you'd like to support this team while sporting some thematically appropriate garb then check out the Carpat Bundle on the Stockpile here: Athens Arena:[]
Athens has now retired from the official map pool, but you can still play it by clicking the link under the in-game curated maps list, or by visiting the workshop page here: |
3.24.0.0 | Jul 24, 2018 |
3.25.2.0[]Why the weird timing?:[]Recently some exploits were discovered which some cheaters began abusing to crash clients. The vast majority of netcode had individual checks to ensure it was allowed to be called, but there were a few that were incorrectly implemented. Rather than only fixing these cases I reworked how these checks are performed across literally all of the netcode, so that the same mistake can't be made again. In the process of reviewing the ~350 network message types I actually found another ~3 similar exploits which are now patched as well. There may be some strange side effects of all these changes, in which case I'll try to get a patch out quickly or roll-back the update. Edit: It seems the crash / log spam some players have been experiencing only happens if Discord is running, and is related to the latest version of the Discord API which Unturned updated to. I'm going to reapply the patch and disable the Discord Rich Presence integration for now. Update Notes:[]
Additions:[]
Improvements:[]
Fixes:[]
|
3.25.1.0 | Jul 13, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks: Fixes:
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.24.0.0 | Jun 29, 2018 |
Athens Arena | NEW Timed Curated Map:[]
Danaby, the creator of Bunker Arena among several other popular arena maps on the workshop, has just released his second curated arena map: Athens This map is a big step up from Bunker Arena, and is now available in the official pool of arena maps! If you'd like to support Danaby in his creation of future maps you can check out the Athens Arena Bundle on the Stockpile here: Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
3.25.0.1[]
3.25.0.2[]
3.25.0.3[]
3.25.0.4[]
3.25.0.5[]
What was in the patches?:[]3.25.0.2: Initial version released today. The patch number was due to it receiving some changes on the preview branch prior to launch over the previous few days. 3.25.0.3: Fixed loot tables issue. Their spawn chance wasn't getting sorted properly on servers that weren't using the new workshop downloads feature. 3.25.0.4: BattlEye requested a small change to the 64-bit Windows version which required increasing the patch number. |
3.24.0.0 | Jun 15, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Ireland:[]
Following a popular run as a curated map Ireland has now moved on to the Workshop. Saves and progress will carry over to the Workshop version if you decide to download it. There are several other exciting curated projects coming up - more info on them soon! |
3.24.0.0 | Jun 8, 2018 |
Update Notes:[]Additions
Improvements:
Tweaks:
Fixes:
|
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.24.0.0 | May 25, 2018 |
Greece Update 3 of 3:[]
Spyjack, well known for his incredible use of NPC features in his "Tales of Terror" mod, has been hard at work since the initial launch of Greece on this huge NPC update! Now available in-game these are some of the highest quality quests yet - from critical thinking puzzles (that still challenge him from time to time), to multi-stage construction, to some questlines with many alternative endings.
You can now make use of the rally racing tracks across Greece! Two Rally Car vehicle skins are now up on the Stockpile for purchase, the sales of which support the creators of Greece. The Greece Mystery Box has also been updated with a few new items. Ireland:[]
By popular request Ireland has been extended to June 15th! The Ireland team has been hard at work these past few weeks improving the map through smaller patches. For further details view the Ireland specific patch notes on the steam discussions: View Previous Ireland Patch Notes Ireland changes in the 3.24.0.0 update: Tweaks:
Fixes:
Main Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Behind-The-Scenes Changes:[]In response to requests to improve the stability of updates, and in part to learn more Continuous Integration (CI) best practices for Unturned II this is the first update to use a new build process using CI: my laptop is now set up to download changes as I make them and check the changes for issues, for example whether the game is still able to load all of the maps, or if any asset errors are reported, or if some files are missing. If any of these steps fail the update can't be released, and I'll get an email notification that something is amiss. I've also improved the update release process to be more automatic and less error-prone. With the addition of server thumbnails and short rich text descriptions I've decided to hide the icons that used to clutter up the server browser, instead allowing hosts to specify what they consider important information. The thumbnail should be a 32x32 .png and makes network affiliation recognition quicker. You can also use rich text formatting e.g. < b >, < i >, <color> in the short description underneath the server name. The in-game chat now supports plugins using 32x32 .png icons as well. Several post process effects, specifically those for sun shafts and hallucinations dated back to Unity 3 and were written in JavaScript. These have been ported to C#, and the hallucination effects have been revamped to look more appealing. Up Next:[]This update has been a long time in the making! It's been a while since I've worked on 4.0 now, so I'll probably be putting some more focus back into that - especially to get the roadmap up soon. I've still got some important planned updates for 3.24.1.0 that I'll be prioritizing as well, such as re-investigating upgrading to a newer version of Unity. |
3.23.9.4 | May 11, 2018 |
Development Status Report:[]After taking some time off over the last week I'm feeling less burned out, and have been getting lots of stuff done for 3.24.0.0! Once that releases (likely next week) I'll be putting some more time back into 4.0, and hopefully finally getting the roadmap up - the delay there is around figuring out the actual details of things like the survival mechanics, but I'll be reviewing more community feedback and getting an initial plan all filled out. Update Notes:[]Improvements:
Tweaks:
Fixes:
|
3.23.9.3 | May 4, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.23.9.2 | May 1, 2018 |
Update Notes:[]Tweaks:
Fixes:
|
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.9.1 | Apr 30, 2018 |
Ireland Timed Curated Map:[]
Storm_Epidemic, Th3o, Diesel_Sisel and Misterl212 - creators of a ton of popular workshop content such as The Driftless are excited to unveil their latest project: Ireland! Now available to play in-game officially for its debut, Ireland is very visually impressive with lots of new content and NPC questlines to explore. It will be featured until May 28th before becoming available on the workshop, though this may be extended pending your feedback!
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.23.8.0 | Apr 5, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
March[]
February[]
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.4.0 | Jan 19, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.23.3.0 | Jan 12, 2018 |
Craftable Stat Counters:[]You can now use your Crafting Materials introduced from the previous update to make Stat Counter tools! These can be attached to any weapon skin in your inventory to begin tracking your prowess with that item, for example how many players you've killed with it. You can then show off your insanely high killcounts to friends (or envious enemies) both while holding your skin, or in any trophy case type storage. Currently there are two types of stat counters:
Make sure to leave your feedback on other stat counters you might want, and if there are any items you feel the stat counter positioning should be adjusted on. Update Notes:[]Additions:
Fixes:
And yes, you can attach a stat counter to your canned beans. If you somehow manage to directly kill someone while holding the beans it will be tracked. You guys are crazy! |
3.23.2.0 | Jan 5, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Crafting Materials:[]In the skins inventory you can now switch to the crafting tab to view available recipes. At the moment you craft random cosmetics and skins from the normal drop tables e.g. colored hoodies, arctic camo, shoreline camo. Soon additional recipes will be added for special item modifiers. Note that all items grant 1 Crafting Material, even mythics - which will prompt to make sure you don't accidentally scrap them. Bunker Arena:[]Bunker Arena has been transitioned to the workshop after being featured in the curated maps section, and the associated bundle on the itemstore is no longer available for sale - though it can be traded and marketed. You can find the map here: View on Workshop |
2017[]
January[]
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.1.1 | Feb 25, 2017 |
Patch Notes:[]Additions:
Fixes:
Game Developers' Conference:[]I'll be away all next week in San Francisco for GDC, so there won't be an update. With these fixes the game should hopefully be relatively stable however. If you're in the area/attending GDC and would like to meet up let me know! |
3.18.1.0 | Feb 21, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.18.0.0 | Feb 18, 2017 |
Hawaii Map:[]
Hawaii is Unturned's first Curated map and now available in-game! It's been built from the ground up by the following community workshop creators:
If you are enjoying the map and would like to support them consider checking out the new Hawaii Mystery Box! We're trying something a bit different - this past week I've been involved cleaning up and fixing the map, but the continued development remains in their hands (although I will still help with fixes, making sure it fits the artstyle, etc) and they'll be able to upload updates to the map. You can submit your feedback/bug reports to them through the feedback link in the map selection menu. Here's the launch post on their team's blog: Hawaii is here! Screenshot Contest:[]Thanks for all your submissions - the response was overwhelming! I scanned through a couple thousand and accepted many winners, but unfortunately couldn't cover them all. It's obviously been very popular however, so it will continue through the community screenshots section. I will consider screenshots following the same rules uploaded to Steam with the Screenshot key [default Insert] sorting through the highest upvoted posts and picking winners each week. Update Notes:[]Additions:
Improvements:
Fixes:
|
3.17.17.0 | Feb 11, 2017 |
Screenshot Contest:[]Edit: There's been an overwhelming number of submissions, so many so that the e-mail server has been up and down! I've started accepting winners, but it's too many for me to individually parse through. The contest will continue through the next update with more info on a better submission process then. Are you a survivor with an eye for photography? You're in luck - this week we're running a contest to update Unturned's loading screens! If your screenshot is selected it will be used in the background art and you'll win a special in-game item! Requirements:
Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.17.16.0 | Feb 4, 2017 |
Vehicle Changes:[]All vehicles now spawn with a battery. The battery charges while the engine is running, and drains down if the headlights/siren are left on with the engine off. If the battery runs out while driving the horn, headlights, taillights and sirens will stop working. If the battery is dead when entering the vehicle the ignition will not function. You can remove the battery in the vehicle context menu, and add one by using a replacement found at mechanics/gas stations. Caltrops and weaponry now damage most wheeled vehicles' tires. Handling is significantly impacted by lack of wheels, but they can be replaced by attaching a new tire found at mechanics/gas stations. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.4.0 | Mar 25, 2017 |
Update Notes:[]Additions:
Improvements:
Updates:
Fixes:
Featured Workshop Slot:[]The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve. Devkit Objects:[]File:Devkit Objects Update 3.18.4.0.png If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in the map config. I'd recommend making a backup first though because this is still probably a bit wonky. If you're using the new landscape features this will speed up iteration significantly rather than swapping between the editors, and the new selection tool is far superior even in its unfinished state. Skin Tools:[]While not publicly useful I did put a couple more days this week into improving the skin accepting tools, so future stockpile waves/crates will be much faster to setup on my end. |
3.18.3.0 | Mar 18, 2017 |
Skin Tools:[]You can now open a level in the devkit and use the Skin Creator Wizard under Windows -> Wizards to create and preview skins in-game.
Once your skin is looking good you can output it to a folder and upload it with the new UGC Upload Wizard to the Curated Workshop. Skins created with this tool will get the "Verified" label and be prioritized for acceptance into the game because I've also added the Skin Acceptor Wizard which is able to import them very quickly. Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.18.2.0 | Mar 11, 2017 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Workshop Changes:[]Under Windows > Wizards in the devkit you can use the UGC upload wizard to publish your content to the Steam workshop. It's very similar to the old tool at the moment, but has a basic file browser to make setting up the paths easier. Next up I intend to add a tool to make creating skins easier and faster to import. Each server instance now has a WorkshopDownloadIDs.json file which the server will automatically download those items before starting up. It works similarly to the clientside downloads, but unfortunately it doesn't seem to be going through properly at the moment. I've asked Valve about this and will hopefully get it corrected soon - but for the moment it probably doesn't work. |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.9.0 | Apr 29, 2017 |
Update Notes:[]Additions:
Fixes:
Next Official Map:[]This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out! It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser:
|
3.18.8.0 | Apr 22, 2017 |
3.18.8.1 Patch Information:[]In this patch I reverted the Unity 5.5->5.6 upgrade due to numerous issues and reduced performance. All the other changes and performance improvements from 3.18.8.0 are still in effect. Update Notes:[]Additions:
Improvements:
Updates:
Tweaks:
Fixes:
Tutorials:[]This week I also uploaded two new video tutorials: Creating Custom Songs Uploading Skins to the Curated Workshop Unity 5.6[]My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with the old system for the moment. Here's hoping Unity will add support for getting/setting the navmesh at some point in the future! Note there's still a bug with canvas sort override in this version of Unity, so while dragging/dropping items in the Devkit still works you won't be able to see them. |
3.18.7.0 | Apr 14, 2017 |
Groups Changes:[]You can now set your character's main group from the survivor screen which uses the Steam groups system. When joining a server it will automatically place you into your Steam group, or a group with the friends from your lobby if you're in a lobby. From there you can choose to form/join groups using the new dynamic group features, or rejoin your Steam group using a persistent invite at the top of the queue. For servers which rely on groups for teams or don't want players able to manually join/leave groups (e.g. using a plugin that automatically places you into a group) you can set Allow_Dynamic_Groups in the Gameplay config file to false. This will keep the player in whichever Steam group they have selected or the group your code/mods set PlayerID.Group to. Update Notes:[]Additions:
Fixes:
|
3.18.6.0 | Apr 13, 2017 |
Lobbies:[]Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game. Matchmaking:[]To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps. Groups:[]Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members. Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros of the old system like managing huge groups across multiple servers. If you have suggestions on how to merge the two systems post your ideas; right now I'm considering bringing back Steam groups as a default group when you first join the server with lobbies overriding that, and then the ability in-game to leave or rejoin your Steam group. Update Notes:[]Additions:
Updates:
Tweaks:
Fixes:
|
3.18.5.0 | Apr 1, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Stereo:[]For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs. |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.13.0 | May 26, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:
Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves. |
3.18.12.0 | May 20, 2017 |
Map Progress:[]
All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc. I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself. Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.18.11.0 | May 13, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming! One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it: Link |
3.18.10.0 | May 6, 2017 |
Map Progress:[]This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting. If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines. My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types. Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again! The goal for next week is to continue new objects, start on the landscape details and potentially begin making new items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.1.0 | Jun 24, 2017 |
Map Progress:[]
Everything in the new map is coming together. Next up the polishing steps such as lighting, balance adjustments, story notes, etc! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.19.0.0 | Jun 19, 2017 |
Hawaii Expansion Release:[]File:Hawaii Expansion Update 3.19.0.0.png The community team which created Hawaii has been hard at work on an expansion to the map with tons of new content and locations to discover! It's now available to play and includes 30+ new quests. Update Notes:[]Additions:
Tweaks:
Fixes:
Map Progress:[]This week I finished detailing all but one of the locations on the new map and am aiming to finish that and the spawns next week. |
3.18.15.0 | Jun 10, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]
Flooded portion of town beginning to develop overgrowth This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto detailing the smaller locations. |
3.18.14.0 | Jun 3, 2017 |
New Weaponry:[]Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture. |
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.3.0 | Jul 29, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Upcoming Events:[]Through some weird scheduling that shifted things around it's looking like I won't be home for most of August, so the next update will probably be later in the month. Next week on the 3rd I'm off to Toronto to look at apartments for rent, and then several days later leaving to Italy for a holiday. I'll be getting back home on the 22nd. I'm excited - this is my first vacation since I started work on Unturned 2.0! Around the end of August/beginning of September I'll be making the move to Toronto assuming an apartment is found. (Wish me luck!) While I'm away I think I'll have a hard time stopping myself from still reading your feedback in the evenings, so in the meantime during the break it'd be nice to give you something to discuss: I've been toying with ideas for 4.0. It's been on my mind recently and already I've got tons of features/improvements/changes I'd love to implement but just aren't possible in 3.0 at this point, and I've been catching up with Unreal Engine 4 considering whether it might be a good match. My hope is that the quality jump from 3.0 to 4.0 would be even bigger than the leap from 2.0 to 3.0 considering how much I've learned over the past 3 years. Note that I have no plans to begin 4.0 yet, and even if we were to go ahead with it there are many more updates to 3.0 planned. What are your thoughts on all this? I'm curious to see your response and especially if you have wishlists for 4.0 - nothing's off the table and if everyone's interested I might put together a new Trello board for 4.0 to group all your suggestions. |
3.20.2.0 | Jul 22, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Serverside Workshop Content:[]Server operators can now automatically update the workshop content on their servers rather than downloading it manually. To make use of this you can put together a list of workshop file IDs (e.g. [4190, 8265]) and save it in Servers/YourServerID/WorkshopDownloadIDs.json. |
3.20.1.0 | Jul 18, 2017 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Feedback:[]Thank you to everyone who's been posting feedback and bug reports around Germany! I've been trying my best to read through all of it and as always it's been a big factor in the changes this update. My intention is to focus on more general changes next update. |
3.20.0.0 | Jul 8, 2017 |
Germany Map:[]
The new Germany map is finally here and available to play under the Official maps tab! Germany is a new large sandbox survival map trying out several gameplay twists. It's more vertically oriented than any previous map with medium cliffs in the East blending into towering mountains in the West. It's more spaced out than Russia and has increased military presence similar to Washington including Coalition encampments. For the first time the military is using a mix of Military and Ranger grade weaponry. It also makes use of the features I've been adding the past couple months through areas like a submerged town with the most useful loot deepest underwater, cascading waterfalls, a burning crash site with primarily burning zombies, pathfinding for zombies over the city rooftops and quite a few underground locations. 3 Year Anniversary Event:[]Today marks 3 years together on Steam and Unturned's transition out of Early Access! To celebrate anyone that plays over the next 3 days will have a chance to be dropped the Anniversary Gift Bag and everyone who's helped out over the course of Early Access will receive some special cosmetics! These past ~4.5 years have been a crazy journey and I'm very proud to see how far we've come from the first version of Deadzone to Unturned 3.20 now. It's been a pleasure and lots of fun evolving the game this whole time alongside you. It boggles my mind how long some of you have been with me and I can't thank you enough for your support, but a huge thank you nevertheless. This community has changed my life and opened up so many cool opportunities, and I'm incredibly excited looking to the future with all the awesome updates and directions I want to take the game. I hope you enjoy the update and as always I'm eagerly awaiting your feedback to improve Germany! Update Notes:[]Additions:
Workshop:
|
3.19.2.0 | Jul 1, 2017 |
3 Year Anniversary Event Upcoming:[]Next Friday 07/07/17 marks Unturned's 3rd year on Steam! I can't believe it's been so long already. The time has just flown by, I've loved every second of it, and I'm excited to continue working on Unturned in the years to come. As part of the event Unturned will finally be transitioning out of early access, and to celebrate it will be accompanied by the 3.20.0.0 update containing the new map I've been working on these past months! (Spoiler warning!) Click below to watch the trailer for 3.20.0.0: New Map Trailer The main release trailer for Unturned has been updated as well: Unturned Trailer Thanks to the Hawaii team for acting in these new trailers! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
August[]
September[]
October[]
November[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.1.0 | Dec 31, 2017 |
Greece Patch Notes:[]Additions:
Tweaks:
Fixes:
Happy new year from myself and all the curated map teams! |
3.23.0.0 | Dec 25, 2017 |
Welcome to Greece:[]It's a holiday miracle: a brand new large survival map set in Greece from the team that brought you Hawaii!
Now available to play in-game, Greece is launching with a completely different architectural style to any of the other maps and NPCs right out the gate! This is only the beginning as well - you can expect an expandalone arena map set on the nearby isle of Cyprus and the full NPC questlines coming in January! If you'd like to support the team behind this map and get your hands on some stylish Greek cosmetics check out the: Greece Mystery Box on the Stockpile As with every Unturned project your feedback is much appreciated and critical to its direction, so please be vocal with your thoughts, suggestions and ideas! You can e-mail the team directly at [modz2much@smartlydressedgames.com modz2much@smartlydressedgames.com] or post on the Greece-specific Steam subforum, but chances are they'll see it no matter where you post. Update Notes[]Additions:
Improvements:
Tweaks:
|
3.22.1.0 | Dec 16, 2017 |
Holiday Update:[]Winter is coming to Germany! Festive Germany is now available featuring the Coalition's decorations prior to their downfall and blizzards to spice things up. You can also dress up for the holiday season with several curated cosmetics now available on the Stockpile, and the Holiday Gift Present now dropping with a special new skin. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.22.0.0 | Dec 9, 2017 |
Bunker Arena Timed Curated Map:[]
Danaby, the creator of several popular arena maps on the workshop, has just released his latest creation: Bunker Arena! It's now available in the official pool of arena maps so hop on a server and battle to the death! If you'd like to support Danaby in his creation of future maps you can check out the Bunker Arena Bundle on the Stockpile - get it quick, those items are available for a limited time only. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.21.5.0 | Dec 2, 2017 |
Blimps:[]You can now find blimps anchored at Kent Raceway in Washington ready to spectate the race!
They're the first air vehicle in the game that remains at their set cruising altitude without a pilot. You exit the blimp on top which makes it easier to build on. Update Notes:[]Additions:
Tweaks:
Fixes:
Development Progress:[]Admittedly this patch is pretty small - most of my focus has been on 4.x this week, however there are some fairly big exciting updates to 3.x planned for December and January coming up! Since I've been working on boring stuff e.g. controller support, AI, menus, custom editors, etc the next devlog will likely be someday the week after next. |
2016[]
December[]
November[]
October[]
September[]
August[]
July[]
June[]
May[]
April[]
March[]
Version | Publish Date | Additions and Changes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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3.14.10.0 | Mar 26, 2016 |
Update Notes:[]
Improvements:
Tweaks:
Fixes:
Item Asset Upgrades:[]You can now use rich text in your item descriptions, and add more context actions. Right now blueprint actions are supported in the following format: Actions 1 Action_0_Type Blueprint Action_0_Blueprints 1 Action_0_Blueprint_0 [Index] Action_0_Blueprint_0_Link [Present if the blueprint should be linked to.] Action_0_Text [Button Name] Action_0_Tooltip [Button Tooltip] Action_0_Key [If no name/tooltip, use this translation key e.g. Repair] If no actions are available the game will automatically add some for repairing, refilling and salvaging. Analytics:[]Last week I mentioned Unity 5's new analytics system, so here's the data gathered so far! Performance: Note: One source of error in this table is that running with vsync enabled caps the max framerate to monitor refresh rate which is usually 60.
Lifespan:
Death Causes:
Screenshot of analytics site death cause pie graph: Skillset:
Screenshot of analytics site abilities pie graph: Customization:
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3.14.9.0 | Mar 19, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Gameplay Config:[]The values previously controlled by the gamemode [e.g. easy, hard] are now available for you to choose! Clicking the "Advanced" button on the singleplayer menu will take you to the configuration screen where you can adjust everything. This uses reflection which means it will be straightforward to add more options in the future, and is shared with the server. You can manually modify these values in "Config.json" found in your server folder, or set it up with the tool in the menu and copy it over from the singleplayer worlds folder. Rain:[]You can configure the frequency and duration of rainstorms with the Rain command. Remember that you can type "help rain" to get some info on how it works! Note however that the changes won't be able to apply until the next rain cycle. You can start/stop the current rain cycle with the Storm command. To enable rain for your custom map you'll need to copy over the latest Ambience.unity3d and tick the "can rain" checkbox under lighting in the editor. Analytics:[]Unity recently added built-in analytics support, so I hooked up a few events in Unturned:
Once a bit of this data is recorded I'll hopefully be able to upload it somewhere so you can see! Should be interesting to get an idea of what specialities are often used, how players die the most and what the average framerate is. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3.14.8.0 | Mar 12, 2016 |
Update Notes:[]Additions:
Fixes:
Roomscale VR Support:[]The main focus this week was getting the VR support ready. For more details check out last week's post here, but today we have a short video demo: https://youtu.be/6JemlC6Mc9o If you'd like to see the full original video prior to commentary it can be found here. What do you think of the VR editor? If you give it a try let me know, I'd love to try and improve it! As for the next update don't worry, 3.14.9.0 will be normal with new features/content as usual. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3.14.7.0 | Mar 5, 2016 |
Update Notes:[]
Improvements:
Tweaks:
Handcuffs[]You can now passively restrain other players! Using handcuffs on a surrendered player will lock up their hands preventing them from using items and punching. Only the one who arrested them in the first place can unlock the handcuffs using a handcuffs key. You are able, however, to wiggle your way out of handcuffs by quickly leaning left and right for several seconds. Roomscale VR Support:[]Right after putting out the update last week there was a ring at the doorbell, and suprise it was a Vive devkit from Valve/HTC! I spent a couple days this week getting started with support in the Unturned editor for this roomscale virtual reality, and I think it's shaping up to be a lot of fun. Right now I've got the movement and object systems mostly integrated, so you can be anywhere between person size exploring a building or a giant stomping around the whole map. Alongside the normal editor object features like dragging transform/rotate handles/lasers you can also pick things up to move them around, and even throw them! I must admit I spent quite a while just throwing Stratford around the level watching it explode. Next week I'm going to prioritize working on these VR features because I think I can get all the tools working nicely in that time, and considering they sent over a devkit I want to make sure it's prepared before the full Vive launch. Once it's ready I'll also try and get a video together to show you what it's like! |
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.14.6.0 | Feb 27, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Prototype Horde Beacon:[]The horde beacon is a new buildable that when placed draws in waves of zombies. Once they are defeated you get several rare items, but if you die, run away or disconnect it gets destroyed. Ideally this will provide an interesting risk/challenge to gear up, an easy way to summon zombies to attack the awesome base you built or perhaps bring the horde to someone else's doorstep. In the future some new super rare guns/items may be added as rewards for winning this horde mode. What are your thoughts? Curated Workshop:[]A few community-created workshop cosmetics/skins were accepted! Feel free to check them out here: Stockpile Going forward curated items will be accepted in smaller batches at a more frequent pace. Asset Hash Verification:[]When equipping items/getting in vehicles the server now verifies that the client's asset configuration, for example recoil, matches its own configuration. This prevents several clientside exploits, but also means that servers which modify buildable item health can't be equipped. For now to work around this you can use a mod which globally decreases barricade/structure damage, but one goal for the next update is to add an official command for multiplying buildable damage/health. |
3.14.5.0 | Feb 20, 2016 |
Additions:
Improvements:
Tweaks:
Fixes:
Tip for level creators: You can customize the colors used for your road map by overriding the Charts file with either your own bundle or one copied from the other default maps. If you have created some custom workshop content please check out the new logs tool on the main menu! It will let you know if there are any potential issues/misconfigured files. |
3.14.4.0 | Feb 13, 2016 |
Additions:
Improvements:'
Tweaks:
Fixes:
|
3.14.3.0 | Feb 6, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Building Decay:[]One issue on large public servers is players who join, place a few buildables and leave forever. With the decay command you can now specify a delay before these items will no longer be saved. By default the timers last 7 real-life days, and are reset whenever the owner or group who placed the buildables joins. You can disable them by using 0 as the timer length, or for example 604800 to restore the 7 day timer. To avoid issues with losing bases on private servers or servers which only boot up every few days the timers also reset when the server has not been launched in half of the duration of the decay. Loadouts:[]Skillsets have made a return from 3.0.0.0! By default they do not spawn with loadouts, but you can configure this on your server by using the ID of the skillset in front of your normal loadout commands. To give the items to all players similarly to how loadouts worked before this update use 255 as the ID, or for a specific skillset the following are supported: 0 - Civilian 1 - Fire Fighter 2 - Police Officer 3 - Spec Ops 4 - Farmer 5 - Fisher 6 - Lumberjack 7 - Worker 8 - Chef 9 - Thief 10 - Doctor 255 - All Skillsets |
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.14.2.0 | Jan 30, 2016 |
Seafaring:[]
You can now explore the waters with nautical vehicles! PEI and Washington have spawn points for several of each new transport, so all you need to do is hunt them down and launch without sinking. Similarly to cars/aircraft you can expand on the existing ones with in-game buildables, or create your own custom sailing contraptions using mods! The documentation and workshop have been updated to accommodate boats and other floating vehicles. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.14.1.0 | Jan 23, 2016 |
Aviation:[]
You can now take to the skies with airplanes and helicopters! Each official map has spawn points for one of each, so all you need to do is hunt them down, fill them up and take off without crashing in an explosive mess. Similarly to cars you can expand on the existing ones with in-game buildables, or create your own custom flying contraptions using mods! The documentation and workshop have been updated to accommodate these new vehicle types.
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.14.0.0 | Jan 16, 2016 |
Additions:
Improvements:
Tweaks:
Fixes:
|
3.13.11.0 | Jan 9, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Vote Kicking:[]Vote kicking is back with more information/options, but disabled by default. You can use the votify command to configure it. Here are the default values: Pass Cooldown: 5 // seconds delay for vote caller after a successful vote Fail Cooldown: 60 // seconds delay for vote caller after a failed vote Vote Duration: 15 // seconds length for the vote to time out Vote Percentage: 0.75 // multiplier of the server population required to pass Players: 3 // minimum players needed to call a vote |
3.13.10.0 | Jan 2, 2016 |
Additions:
Improvements:
Tweaks:
Fixes:
Edit: Vote kicking has been temporarily kicked from the game by popular vote! Worth a try, but maybe doesn't work well with this sort of game for now. Happy new year![] |
2015[]
December =[]
November[]
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.13.4.0 | Oct 31, 2015 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Multiplayer Improvements:[]The multiplayer input system has been overhauled, and should lead to both much lower latency on servers and smoother movement for players/vehicles. Interactable Objects:[]Several objects in the world can now be interacted with! In the future you can expect many more objects to receive interactability. This feature is also available for modders on the workshop! |
Halloween Update | Oct 24, 2015 |
Halloween Event:[]PEI is now haunted! Explore to find some new loot and easter eggs like pumpkin pie or jack-o-lanterns! File:Halloween 2020 Update 3.20.14.0.jpg As you play you'll also receive new Halloween Gift Presents which can be unwrapped (no keys/etc needed) to get cool Halloween themed cosmetics and skins. These will stop dropping after the event, but can be used year-round. Thanks for all your great suggestions in the teaser comments! While playing in-game you may run into some of the new content/features you suggested. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Steam Economy:[]The Red and Blue mystery boxes have been removed from the drops list meaning there is a limited supply of all the items inside. While playing you might now find the Carbon Fiber or Chrome Plated mystery boxes! Multiplayer:[]The multiplayer code is now a bit cleaner, and some new movement-related code was added. In multiplayer anything that moves should now appear much smoother. Edit: It looks like a bit more work needs to go into the new player/vehicle movement networking, so I will make that my #1 priority for 3.13.4.0. For the mean time I've rolled back these changes to player/vehicle but not zombie/animal in 3.13.3.1. |
Haunted Forecast | Oct 17, 2015 |
File:Halloween 2020 Update 3.20.14.0.jpg Spooky events are beginning to take shape on PEI! The trees are losing their leaves... the water is drying up... the birds are quieting down! It can only mean one thing: we're approaching a scary Halloween! Next Friday (23rd of October 2015) marks the release of the Halloween update! It will contain [among other things like upgrades to the skills system] some special Halloween content. Is there anything in particular you'd like to see as part of this update? Let me know in the comments! |
3.13.2.1 Patch Information | Oct 10, 2015 |
This week I worked on separating out various Steamworks related features from one another (which should have been done from the start of development, if you have a time machine go tell Nelson to fix that). This will make working on the networking easier because it uses Steam's multiplayer API, and previously I had it entangled with other Steam features like workshop and achievements. Hopefully this cleanup will be finished with each service abstracted nicely for next week's patch. Rocket mods should be functional with these changes, as Sven [developer of Rocket] was kind enough to patch it with an early version of the update. There were also some minor fixes alongside improvements such as:
|
3.13.2.0 | Oct 2, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
Sorry about the super early update! Something got mixed up and some parts of the update were distributed incorrectly, so may as well release everything else as well. :) One of the time consuming parts of this update is the tools upgrade for the economy. This is not really visible, but will make it a lot easier to quickly fix bugs or adapt to updates to the inventory service like tags. Today I got a new AppID on Steam named "Unturned Experimental" which is very useful to test upcoming Steamworks-related updates without messing with the release version, for example adding the new Workshop tags! In the future it may be used for closed testing of networking improvements (it has its own listing on the server browser) which leads into the next topic: Which of these would you like me to work on in October? Originally my intent was to create a huge Halloween event with Horde mode, but I think it may be more important and better for the future to really focus hard on optimizing the networking. I've been reading up on as many networking articles as I can find, and while 3.0's networking is better than 2.0's there's still plenty of room for improvement. Either way at the very least I will add some cool Halloween easter eggs/items! |
September[]
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.12.3.0 | Aug 29, 2015 |
Upcoming:[]When PEI first came out it had to balance every different playstyle from hardcore survival to casual combat. With the addition of the Yukon map those hardcore survival players have a huge harsh location to explore and build bases, and it is the perfect location to begin adding more complex survival mechanics such as temperature and aggressive animals in the future. Next up I would like to create a map set somewhere in the USA for the opposite side of the playstyle spectrum which will have a much stronger military presence fit for lots of fun PvPing as well as crazy locations to find like a racetrack with racecars. With those two maps PEI can then be balanced to somewhere in between the extremes, more hardcore mechanics can be added to the Yukon and new weapons can be added to the USA. What do you think of this plan? What sort of things would you like to see in the USA map? Warning: Today's update contains some of the new items/vehicles intended for the USA map, so if you want to experience it all for the first time when this map comes out make sure not to spawn in the sabertooth, peacemaker, heartbreaker, golfcart or taxi. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Gold:[]One thing I'm considering right now is making it so that Gold members can toggle Gold versions of their weapons as an extra bonus. For example on the Timberwolf the main black body part could become shiny Gold, or the barrel/bolt could be Gold accented. What do you think of this idea? |
3.12.1.0 | Aug 22, 2015 |
Steam Economy:[]The Steam economy is now fully integrated into Unturned spanning from trading cosmetics to selling them on the Community Market! This allows you to give your character a unique appearance and keep that appearance between servers regardless of what loot you find. The easiest way to get cosmetics into your Steam backpack is to play the game! After playing a certain amount of time you will occasionally see a cosmetic drop notification showing what has been given to you. The rarest drops are Mystery Boxes which, when opened, will give you a random mystery item, or if you're extra lucky you might get a super-rare one with a mythical property like fire or sparkles! These require a key to open which cost $0.99 USD or your currency equivalent. While in-game if you find an item you would like to show instead of your cosmetics, for example a ghillie suit, you can click the button underneath your character preview to toggle them on and off. If you would like to get your own cosmetics into Unturned's economy you can submit one to the curated Workshop! More details on how to do that can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=460136012 Update Notes[]Additions:
Improvements:
Tweaks:
Fixes:
The in-menu patch notes now show just the changes portion of each announcement, and should fit better on most screens. Originally the quad was going to be part of the USA map update, but it was too much fun to make so I did it a couple days ago! |
3.12.0.1 | Aug 18, 2015 |
Improvements:
Tweaks:
Fixes:
|
3.12.0.0 | Aug 15, 2015 |
Yukon Map:[]A new map set in the Yukon is available to play now! It's much harsher than PEI, with the snow making finding clothing a much higher priority. The increased separation between locations means that building a base is highly recommended, and log cabins found intermittently throughout the woods provide places to fortify for the night. Feel free to leave any feedback about the map, as you probably have some amazing ideas on how to improve it! I fully expect that there are some bugs which need fixing and spawns that need balancing. In the future it will hopefully be expanded on further with hostile animals like wolves and more survival elements such as traps and a better warmth system. If the Yukon is not your cup of tea rest assured because PEI is still available, the workshop is full of awesome community created maps which can now use the new items/vehicles/models/animals and additional official maps should be completed within the next month or so. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.12.0.0 Preview/Progress Report | Aug 8, 2015 |
It's about time that some new official maps are implemented into the game, and it looks like the first one is going to be set in the Yukon! Far in the Canadian North you can expect a harsh, cold climate with few signs of civilization. Where PEI offers an easier survival experience the Yukon is all about scavenging, improvising and struggling against the wilderness. You find yourself in the wreckage of a massive crash and must quickly find clothing and supplies to protect yourself from the freezing weather. You're not the only one up here however, Scorpion-7 seems to have been working on something in collaboration with their maniacal PEI division! Right now the map is visually close to completion, but some areas still need detail, spawns need to be placed and hopefully some new vehicles/items/animals will be added, too. If all goes well 3.12.0.0 will be ready for next Friday (the 14th of August), but if not there will be a progress report to let you know. |
3.11.10.0 | Aug 1, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
To see rangefinder distances in yards swap from metric to imperial in the options menu. |
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.11.10.0 | July 25, 2015 |
Additions:
Tweaks:
Fixes:
Updates for the most part will now be coming out on Fridays (voted for here) to avoid downtime and help server owners by not worrying about getting the patches at crazy times. |
3.11.9.0 | July 22, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
The curated Workshop is now available for cosmetic items to be uploaded. This can be swapped to by changing "ready-to-use" in the submit tab to "curated". Right now the focus is on clothing as in shirts, hats, masks, etc. |
3.11.8.0 | July 21, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
Note: This should fix the crash when loading Linux singleplayer on 64-bit machines. |
3.11.7.0 | July 20, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
|
3.11.6.0 | July 16, 2015 |
Additions:
Improvements:
Fixes:
Every single type of content in the game is now documented! This means you can replace or create your own of anything you see. |
3.11.5.0 | July 13, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
Note: The Trello page has been re-organized to offer a better idea of what's being worked on and how to get involved. If something seems to be missing be sure let me know! |
3.11.4.0 | July 11, 2015 |
Hello! Additions:
Tweaks:
Fixes:
Sorry about the delay with this update, I had my wisdom teeth out which fortunately went well. There are some formatting issues with the news feed on the title screen, but those will be tidied up with the update to Unity 5 UI (hopefully soon!) Thanks for reading! |
1 Year Anniversary | July 8, 2015 |
Hello! == Today, the 7th of July 2015, marks the 1 year anniversary of Unturned's release on Steam. It seems fitting to celebrate this by putting Unturned 3.0 onto the main branch! == While 3.0 still has plenty of room for improvement the majority of the playerbase has been enjoying it for months and at this point it far surpases 2.0 in quality. Going forward there are definitely many more goals to achieve, bugs to fix and rough edges to smooth (particularly the networking), however even with all its issues 3.0 is far superior to the archaic 2.0. Over the coming months I can't wait to continue developing 3.0 with all of you, it's been a blast and can only get better in the future! Here are just a few of the highlights from the past year of development:[]
For users wishing to continue playing 2.0 or go back for nostalgia sake it's still available by visiting the steam library, going to Unturned's properties and joining the "classic" branch under the betas tab. Thanks for reading! |
3.11.3.1 | July 8, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Improvements:
Tweaks:
Fixes:
Today is the one year anniversary of Unturned 2.0 releasing on Steam! Wow. Thanks for reading! |
3.11.3.0 | July 7, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Note: There are no crawlers/sprinters in easy mode. Please post your feedback on the new zombie types! They're certainly open for change, personally I think the sprinter animations are a bit silly. Thanks for reading! |
3.11.2.0 | July 2, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
There will not be any updates on the 2nd to the 5th, as I'll be away visiting relatives in Vancouver. Happy Canada day! Thanks for reading! |
3.11.1.0 | July 1, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Tweaks:
Fixes:
Heads up in-case there's no patch tomorrow: I'll be away from the 2nd to the 5th. Thanks for reading! |
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.11.0.5 | June 28, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Tweaks:
Fixes:
If you have a moment I'd appreciate if you could check in with this poll so I can get a bit of an indicator as to how well the transition to Unity 5 is going: http://strawpoll.me/4760497 Thanks for reading! |
3.11.0.4 | June 27, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Note: The character inspect screen in the inventory should be the only unfixed aspect of swapping to the linear color space (it's very dark). Soon the game should be upgraded to use Unity 5's UI system which will solve this among other things. Right now the big focuses are to solve as many bugs as possible, improve the code to be more maintainable and upgrade all elements of the game to Unity 5. After testing with some helpful users the issues with 32-bit windows have been narrowed down a bit, but if you find anything be sure to let me know. Several players have found that upgrading their graphics drivers resolved issues they were having with launching the game correctly, so give that a try as well. Fortunately all of my exams are now finished and I'm completely done high school! The limitless potential of summer awaits. Thanks for reading! |
3.11.0.3 | June 24, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
There seems to be some confusion over the addition of 64-bit support. This does not mean that 32-bit computers cannot play, but rather that players who have a 64-bit operating system will install the 64-bit version of the game. Edit: It seems there are some issues for users running 32-bit Windows. I'll do my best to get this sorted out as soon as possible. This Wednesday and Thursday I have my last two final exams. After that it's summer break and tons of progress! :D Thanks for reading! |
3.11.0.2 | June 23, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This patch does not resolve all the issues due to the recent engine upgrade from Unity 4 to Unity 5, but over the next several days I'll hopefully get it working much more smoothly as I learn what's causing problems and how to fix them. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.11.0.1 | June 22, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This patch does not resolve all the issues due to the recent engine upgrade from Unity 4 to Unity 5, but over the next several days I'll hopefully get it working much more smoothly as I learn what's causing problems and how to fix them. Fixes:
If you're experiencing an issue loading into the game it's possible that one of the workshop files you're subscribed to is not compatible for whatever reason. If you unsubscribe you should be able to load in correctly, and the mod creator will hopefully update their content soon. Thanks for reading! |
3.11.0.0 | June 21, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Update Notes:[]Upgrades:
Additions:
Improvements:
Tweaks:
Fixes:
Custom Maps:[]Several updates to maps are recommended to keep up to date:
Custom Content:[]Unity 5 is now entirely open and supports the asset bundles Unturned uses for custom content out of the box. If you're interested in creating your own workshop mods you can check out Unity 5 personal edition. For authors of existing custom content you will need to re-export your bundles using Unity 5 to get them fully functional with the game again. They should work as is, but the shaders will likely appear odd and the audio might not play. It is recommended to swap over to the new standard shader. Proper documentation for creating these will be available soon, although there are currently some very helpful user-made guides and tutorials. Bug Reporting:[]Upon first converting to Unity 5 the game was a crazy mess to see. Vehicles were flying around the sky, the graphics were barely recognizable and the audio was a cacophony of strange noises. For the most part everything is working fine again, but if you notice any weirdness going on be sure to report it. Quite likely it's something I didn't notice when upgrading the game. Thanks for reading! |
3.10.9.0 | June 15, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Existing assets can still be replaced if put in the same spot as they were previously. Thanks for reading! |
3.10.8.5 | June 12, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Tomorrow is the most challenging of my exams: English essay writing! Once that's over with I won't need to study so much and progress will ramp up. Thanks for reading! |
3.10.8.0 | June 11, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Hunting:[]File:Hunting Update 3.10.8.0.png You'll now start to see some wildlife roaming the fields of Prince Edward Island! They're easily spooked, so bring some binoculars to observe from a distance. Update Notes:[]Additions: Added hunting. Added full moon alerts and zombie respawning in singleplayer when full moon. Added global stats to the main menu. Added animal spawns to the level editor. Added deer. [ID 1] Added raw vension. [ID 514] Added cooked venison. [ID 515] Added leather. [ID 516] Added leather top. [ID 517] Added leather bottom. [ID 518] Tweaks: Tweaked civilian rifle and crafted bow damage a bit lower. Tweaked effects to have "Static" flag which prevents audio pitch change. Fixes: Fixed explosion damage dropoff. Fixed grayscale applying before sun shafts. Fixed server not turning off zombie collider on death. Fixed server loading clothing. Fixed tree in radio tower. Fixed missing gate on warehouse. Fixed pine post. Fixed zombie spawn offset. Fixed needing fire to repair items. Fixed minor zombie performance issue. Fixed item/vehicle enter exploit. Sorry about the massive delay between the last update and this! Most likely the next update will add a few more animals and AI improvements. Note: Any custom weapons will need to be updated with animal damage values. Thanks for reading! |
3.10.7.5 | June 3, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Tweaks:
Fixes:
This is the last week of classes before exams so there's a lot of essays/tests to do, but assuming some progress is done every day there might be hunting by the weekend! Thanks for reading! |
3.10.7.0 | June 1, 2015 |
Hello! Fishing:[]
You can now get out your fishing gear and relax on the shoreline, enjoying the view while you wait for the fish to bite! Any water at least 4 meters deep is valid for fish to swim in. When you see bubbles around your bob they are near, so prepare to reel them in! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.10.6.0 | May 28, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Fixes:
Yesterday's update focused heavily on optimization, however there were a few issues that caused performance to drop on some computers. These have been tracked down, and performance should now be even higher than it was before. All graphics settings have been reset. This is because of confusion over the new off-ultra scale. What you were able to run on before is not necessarily what you can run on now, so see what works before cranking up to your previous settings. Thanks for reading! |
3.10.5.0 | May 27, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.10.4.0 | May 23, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Thanks to everyone providing help crushing bugs on Linux! Keep it up! This weekend I'll likely put out a networking test, heads up. Thanks for reading! |
3.10.3.0 | May 19, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Priorities:[]You may have noticed several updates that were switched on and then back off the last week or so, as the current major goal is to improve networking performance. I still have several things to test, but hopefully it will get much better in the future. To help with this I've also added Linux support which should lower hosting costs and open up access to higher quality servers. There are still some issues to work out though, so the client is not yet in tip-top shape. When testing it on your server run it with ulimit -n 2048 as it currently opens too many files as part of mod support. Post any issues you find to the Bug Reports section! Other than that I want to try and fix up the game as much as possible before moving onto new content and features such as hunting/fishing/the next map. Trello:[]The to-do list page found here is now a lot more organized! If you want to see what is currently being worked on you can check back there. 3.10.3.0 Patch:[]Additions:
Improvements:
Tweaks:
Fixes:
On a personal note this Wednesday is graduation! :D (Although there are still exams to do.) Thanks for reading! |
3.10.2.0 | May 13, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
To clarify what I meant by "disabling 3.9.9.6 network change" is that there was a major networking change patch put out only on Saturday for a couple hours adding some network optimizations which was disabled to improve it a bit more. Any previous optimizations are still in place. Thanks for reading! |
3.10.1.0 | May 12, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". []Additions:
Improvements:
Tweaks:
Fixes:
Unfortunately yesterday's update was a little bit rocky from all the major changes, but everything should be back to normal now. Thanks for reading! |
3.10.0.0 | May 11, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This update adds Steam cosmetics and cloud support! There is currently no definitive plan regarding Steam cosmetics, so what would you like to see?[]Personally I think that Steam cosmetics should be chosen from the workshop, and only ones that wouldn't make sense to find in-game like an astronaut suit or pirate clothes. Additions:
Improvements:
Tweaks:
Fixes:
Regarding the network optimizations in 3.9.9.6 that were taken down there was definitely promise there, but it looks like some tweaks might be required first. Optimization and networking improvements are still a big focus, but with the new features in this update it made sense to enter the next big version. Thanks for reading! |
3.9.9.5 | May 9, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.9.9.4 | May 8, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This update should drastically improve your multiplayer experience, although there are many more optimizations to do to try and bring down ping and improve connection reliability.[]Improvements:
Tweaks:
Fixes:
With all the changes to hit detection there are quite likely some issues. Be sure to report them! There was no update the last few days as I had my AP exams, but I think they went quite well! No more exams until June now. Thanks for reading! |
3.9.9.3 | May 4, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions: Added blueprints for salvaging guns into scrap metal. Added blueprints for making supplies such as tape and rope. Added icon on the server list to servers with workshop content. Improvements: Improved day/night commands to take into account fade duration. Improved clothing tab to show that changes take effect upon respawning. Improved looking around code to use less memory. Improved server logging performance. Tweaks: Tweaked smoothing speed a bit lower. Tweaked ranger weapon/attachment spawn rate a bit lower. Fixes: Fixed wheel turning direction across network. Fixed crosshair when entering vehicles in third person. Fixed look update send rate. Fixed vehicle not waiting long enough before stopping. Fixed opening in-game menus when the cursor is free. Fixed compound bow repair blueprint. Fixed repairing orange juice. Fixed some classes/shaders getting misincluded. Fixed using time related commands when starting up. Fixed saving buffer size. Fixed barricades not showing on newly spawned vehicles. Just to clear up confusion: The plan is to use 3.9.9.0 -> 3.9.9.X to polish up existing content, fix bugs and improve performance. Thanks for reading! |
3.9.9.2 | May 3, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
By default servers are first person only and singleplayer allows both. Thanks for reading! |
3.9.9.1 | May 2, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Tweaks:
Fixes:
Since there were quite a few bugs needed fixing the 1st/3rd only option will be added once 3rd person has been thoroughly tested. It seems that the "no damage" issues on the server should be fixed, but report it if you find that still happening. Thanks for reading! |
3.9.9.0 | May 1, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. 3rd person view is now in 3.0!
Press H to swap to 3rd person view and Q/E to swap shoulders. If you have a mouse the middle mouse button works very well as a view swap key. Additions:
Improvements:
Tweaks:
Fixes:
Right now 3rd person is only disabled on hard servers for the sake of more people to test, but in the future it will be a server option. Note: When using melee weapons in 3rd person it won't use your cursor position, rather it hits where the melee looks like it hits. Be sure to report any issues you find! I fully expect there to be some pretty wacky ones as a ton of code was re-written to integrate 3rd person. Thanks for reading! |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.9.8.0 | April 27, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. This update adds the ability to build on your vehicles!
Vehicle storage is now only limited by how unstable you want your vehicle to become! This upgrade required tons of changes to everything related to building which means there are quite likely some issues, so be sure to report them! Additions: Added chainsaw. (ID 490) Added asset classes for more item types so properties such as storage size, trap damage and growth time are configurable. Added seperate singleplayer saves for different characters. Your first character will have the previous singleplayer world. Added ability to combine ammo boxes of the same type together. Improvements: Improved menu and game dashboard understandability a bit. Improved hitboxes on many vehicles to better fit building on them. Improved crafting to show total amount of crafted ammo. Tweaks: Tweaked smoothness of movement on server. Tweaked ambulance turning radius a bit higher. Tweaked boost cost a bit higher. Tweaked gun spawn rates a bit lower. Fixes: Fixed equipping items as a passenger in singleplayer and swapping back to the driver's seat wrecking vehicle physics. Fixed not being able to craft rifle clips. Fixed some spots not to go to. Fixed repeated melee impact. Fixed bow blueprints to require rope. Fixed missing aid animations on pill items. Fixed missing polygon on the bottom of crates. Various ways of implementing animals were also tested. There is some added complication compared to 2.0 now that the navigation data does not cover the entire map for performance reasons, but it looks like hunting will make its way in eventually. Keep in mind that electrical items only power others that are on or not on a vehicle the same way as themself, as in a generator on a vehicle will only power lights on that vehicle but not ones on the ground. Thanks for reading! |
3.9.7.0 | April 22, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
The update is a little bit later than I thought since last night the partner site servers were down, but as a result some more content is in than expected. Thanks for reading! |
3.9.6.0 | April 19, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Tweaks:
Fixes:
Thanks for reading! |
3.9.5.0 | April 17, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Now that healing others is more open hopefully more people will see their silly animations. [Check them out!] Next update you can expect more food crafting items such as milk and cheese, for right now a lot of recipes would not make sense. Sorry about the lack of progress the last few days, with the release of GTA V on PC I got very sidetracked. On that note with the April roadmap I did not take into account my AP exams coming up very soon, so rather than a huge undertaking like overhauling the networking quite yet I'll be focusing on more features such as hunting and fishing! Thanks for reading! |
3.9.4.0 | April 13, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.9.3.0 | April 12, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. This update makes Stratford and Kensington more interesting, unique locations. Originally according to poll results they would be turned into medium sized urban areas, however this proved even worse so in the end they are a large town and a campsite. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.9.2.0 | April 11, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Achievements and statistics are now in 3.0! You can view a list of all the achievements here: http://steamcommunity.com/stats/304930/achievements Most likely you can expect more achievements in 3.0, and if you have ideas be sure to suggest them! For now all 2.0 achievements are still available, but once 3.0 is moved onto the main branch they will be removed. The main menu will now display one of your random statistics as well as the global total, although it seems as though the global total has somehow become inaccurate. Thanks for reading! |
3.9.1.0 | April 9, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Until 3.0 joins the main branch you will need to join this beta group to gain access to the workshop: http://steamcommunity.com/groups/304930_Workshop If you are hosting a server using community maps/content please consider swapping to the workshop system to make it easy for users to join your server and get that content. Additions: Added automatic workshop downloads from servers. Any workshop files in Content and the current map in Maps will be downloaded. Until Valve implements server workshop downloads hosters will have to manually copy any files they want into these folders. Read the instructions at the bottom to see how to set these up. When joining a server you will see a "Syncing..." loading screen as it checks for workshop content, and a progress bar if it subscribes to any files. Added any map filter. Added new iron sights aiming positions to make them take up less screen space. Added some rock models underneath the bridges. Improvements: Improved gun damage balance against zombies. Tweaks: Tweaked item spawn chance and spawn rate. Tweaked availability of firearms. Tweaked position of tab buttons. Tweaked menu alert box position. Fixes: Fixed suicide/exit buttons upside down. Fixed missing space message. Fixed crafting menu disappearing when re-connecting. Fixed spotlight placement direction. To put workshop content onto your dedicated server for users to download:[]
Thanks for reading! |
3.9.0.0 | April 6, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Several designs were experimented with for everything, so at this point everything should take full advantage of the screen space available and scale well. Make sure to leave constructive feedback if you have any issues with the new style! Note: Remember that you can only hotkey items in your hands page. Sorry about the delay for this update, I hope you have a great Easter weekend! Thanks for reading! |
April Roadmap | April 1, 2015 |
Hello! Going into April the majority and more of features and content from 2.0 are in place, but the game still needs some polish. The steps this month to improve the game and get it onto the main branch are as follows:
Note: As some of you may have noticed a previous version was reverted to. Once both the menu and game UI are again in tip top shape you can expect the next update. Thanks for reading! |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.8.9.0 | March 30, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Note: Servers using the 3rd party mod "Rocket" are currently not functioning. Until the mod is updated hosts should use the vanilla version of the game. Additions:
Improvements:
Tweaks:
Fixes:
Next up are menu improvements and enchancing the skill system! Thanks for reading! |
3.8.8.0 | March 28, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Keep an eye out for weird server bugs. Due to the player savedata changes there will likely be a ton of issues and some (should be only inventory, otherwise bug) was lost although you can recover it if you want, but on the upside server performance should be a lot better. Going off of the polls from yesterday it looks like the vast majority of you guys play multiplayer with about half preferring the cooperative aspect. Going forward hopefully this can be improved to have better networking and support for working together more! Thanks for reading! |
3.8.7.0 | March 26, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
The hit detection fix for those items should resolve all the reports about canteens not filling, fertilizer not doing anything, etc. :) I'd appreciate it if you provided some feedback on the following polls to help judge what part of the game is currently most popular and what needs to be worked on the most: (Don't worry, co-op and multiplayer will both be counted as network focus however it will change what aspect of it is most important to you.) Thanks for reading! |
3.8.6.0 | March 24, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. The PEI map has been refined and introduced into 3.0! There are many changes compared to 2.0, however the general structure of the map is maintained. The areas that were modified or added are based on feedback from the Canada map and comments to try and make everyone as happy as possible. The Canada map is still available for you as well though! Additions:
Improvements:
Tweaks:
Fixes:
Fear not, the next few days I hope to expand electricity with fuel requirements and some new powerables. If you find any building missing a garage slot be sure to report it! Also, how do you think the city offices can be improved? Right now the loot is boring and they are not really worth checking out. Thanks for reading! |
3.8.5.5 | March 22, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Improvements:
Tweaks:
Fixes:
Mainly small changes today. The rest of the month will be put towards improving workshop, enhancing PEI and whatever sort of content/features are popularly requested. Thanks for reading! |
3.8.5.0 | March 21, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. The PEI map has been refined and introduced into 3.0! There are many changes compared to 2.0, however the general structure of the map is maintained. The areas that were modified or added are based on feedback from the Canada map and comments to try and make everyone as happy as possible. The Canada map is still available for you as well though! Additions:
Improvements:
Tweaks:
Fixes:
Literally all of the spawns/tables were created/placed over the course of today so most likely there are some weird issues, not to mention floating objects! :) Thanks for reading! |
3.7.9.5 | March 10, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. The other day on the stream we discussed what to do to resolve the design issues with the Canada map in terms of better layout, better balance, etc and it turned out the majority of people preferred a revamped PEI with some new additions. After talking with the stream we came up with layouts and ideas on what needs to change for both the Canada map or PEI if that ends up happening. Before going further than the prototype (made over the last day or two), however, I'd like to confirm that anyone who wasn't at the stream also agrees. In the event that a PEI remake is the more popular choice we could perhaps have a contest to see who can make the best community created Canada map? Vote here: http://strawpoll.me/3841917 (The prototype of PEI2 is not in this quick patch.) Improvements:
Fixes:
If some Workshop content you downloaded is not showing up in game it is most likely misconfigured, the creator will need to update it. You may have noticed some of these changes already, as a few were put up to fix some minor issues. Thanks for reading! |
3.7.9.0 | March 7, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. With this update the majority of core Workshop features are implemented! If you head on over you'll soon find tons of new content to play with. To view it you will need to join the Unturned Workshop beta group here: http://steamcommunity.com/groups/304930_Workshop Additions:
Improvements:
Tweaks:
Fixes:
I would recommend backing up your map before you use the editor/Workshop, you never know what could go wrong. Today's community feature is /u/SkootypuffJr's beautiful map "Lanton": http://imgur.com/a/muTwc Thanks for reading! |
3.7.8.0 | March 6, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Fixes:
Was sort of busy, this weekend tons of time to work on the revised Canada map though! First thing on the stream will be figuring out the layout with you guys. :) Thanks for reading! |
3.7.7.0 | March 4, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Workshop is now available for uploading/downloading localization files (translations)! To view it you will need to join the Unturned Workshop beta group here: http://steamcommunity.com/groups/304930_Workshop EDIT: Again, for now this is ONLY for translations. Do not spam the Workshop. Here is a temporary video demonstrating how to use the current Workshop uploading tool, once the proper interface/options are out there will be documentation instead: https://www.youtube.com/watch?v=llsnXLlQpYE&feature=youtu.be Over time you can expect more and more content for Unturned to be supported by Workshop, starting with maps! Unfortunately Workshop installing does not work quite like I expected it to, so some modifications will need to be made to the game first. This update also fixes a few minor things and tweaks the scale of a few items such as the Fedora. Something was enabled serverside that may cause some issues, if need be it will be fixed in a hotfix. One last note, I've noticed some of you linking to a facebook account claiming it is mine. I'd just like to clarify that it is NOT me, I do not have a facebook account. Thanks for reading! |
3.7.6.0 | March 2, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tomorrow work begins on integrating workshop! Thanks for reading! |
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.7.5.0 | Feb 28, 2015 |
Hello! March Roadmap: This last month a ton of new content has been added, much of it at your request/suggestion! Going forward into March not only will more content be added similarly, but two main goals will be also aimed for: Workshop support. With the level editor, custom content and localization support already in it is a natural step to allow you to easily upload/download them. This will likely begin with localization and work its way up to other types of content. The beta group required to view the workshop can be found here. Finalized Canada map. Based on the changes discussed in yesterday's update the Canada map will hopefully be finished. Rather than putting all the changes out at once, which was a bad idea in some ways because it reduced feedback, updates will come out one at a time and maybe even be streamed to get maximum community involvement. 3.7.5.0 Update Notes: If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Fixes:
|
3.7.4.0 | Feb 27, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.7.3.0 | Feb 26, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.7.2.0 | Feb 25, 2015 |
Additions:
Tweaks:
Fixes:
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3.7.1.5 | Feb 23, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.7.1.0 | Feb 22, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.7.0.0 | Feb 21, 2015 |
Additions:
Improvements:
Tweaks:
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3.6.9.0 | Feb 20, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.6.8.0 | Feb 19, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.6.7.0 | Feb 16, 2015 |
Additions:
Tweaks:
Fixes:
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3.6.6.0 | Feb 14, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.6.5.0 | Feb 14, 2015 |
Additions:
Improvements:
Fixes:
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3.6.4.0 | Feb 12, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
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3.6.3.0 | Feb 8, 2015 |
Additions:
Improvements:
Fixes:
Fixes:
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3.6.2.0 | Feb 4, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
|
January[]
2014[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.4.9.0 | Dec 31, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Added new structure placement system to snap buildables based on look direction as oppposed to looking at the floor. Added ability to press F1-F8 keys in editor to toggle visibility. Improvements:
Tweaks:
Fixes:
Happy new year! Edit: 3.4.9.1 Fix
Thanks for reading! |
3.4.8.0 | Dec 30, 2014 |
Hello! January Roadmap:[]Last month the majority voted to focus on adding new content to 3.0, and as a result over 300 new items, vehicles and objects were added! This month it's time to focus on the other side, creating a proper map to play on. Starting tomorrow work will begin on the Canada map, spanning from the East to West coast containing many national landmarks and interesting locations to visit. You can even expect the return of Prince Edward Island! New items and vehicles will also accompany the update to fill specific roles, such as clothing for the RCMP or stuff for military installments. Since this map will be so huge it will take a significant amount of time to complete, however frequent updates will be maintained providing information on the state of the level as well as bug fixes and optimizations. Fortunately I get a large portion of January off for diploma exams (which some time will have to go into studying for) so completing it within January seems like a reasonable target. 3.4.8.0 Update Notes:[]If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
So much for taking the week off from working on Unturned. Yesterday I got bored and started adding these features! :) Thanks for reading! |
3.4.7.0 | Dec 24, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Tomorrow there may be a small silent update to fix whatever major bugs emerge from this update, but I am now taking my week off so don't expect any new content until January. The last day of December will be a recap post and the January roadmap. Have a nice winter break and merry christmas if you celebrate that! Thanks for reading! |
3.4.6.0 | Dec 23, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.4.5.0 | Dec 21, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.4.4.0 | Dec 20, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
What do you think of these new vehicles? I decided to hold off on military vehicles until the Canada map since some of the ideas in that category would be ridiculous for Devtest. Since the civilian vehicles outnumber the emergency response ones right now 48:2 you'll probably have to spawn them in for any luck getting them onto Devtest. Thanks for reading! |
3.4.3.0 | Dec 17, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements: Tweaks:
Fixes:
Now I'm excited for the inevitable "8 people jacking a car all at once" videos! Thanks for reading! |
3.4.2.0 | Dec 16, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Originally 2 days were scheduled for throw-able items, but seeing as this update got all of the important ones in tomorrow is getting re-purposed for adding some of the stuff that got left behind! (Vaccines, anyone?) Thanks for reading! |
3.4.1.0 | Dec 14, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Make sure to check out the new vehicle physics, and keep an eye out for those new dangerous zombie specimens! Additions:
Improvements:
Tweaks:
Fixes:
For now I've decided to exclude crawler zombies from 3.0 since most people found them annoying in 2.0, but what sort of other special zombies would you like to see? Thanks for reading! |
3.4.0.0 | Dec 13, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements
Tweaks:
Fixes:
As you can see there's one or two new clothing items, and tomorrow you can expect a few more! The remainder of today will be spent working on some new zombie animations, as right now there certainly isn't enough variety. Thanks for reading! |
3.3.9.0 | Dec 11, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Now that there's a decent number of weapons and attachments what do you think? The next few days we'll be seeing tons of new clothing! Thanks for reading! |
3.3.8.0 | Dec 9, 20' |
There're now tons of attachments to pick up near the tunnel! Today's shipment is mainly sights, grips and barrels, but tomorrow's will contain some nifty tactical tools. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.3.7.0 | Dec 8, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Once again items are appearing in weird places! You can find all these new weapons on the hill between the farm and town. Note: This update also enabled a really weird network change that might either completely destroy server performance, or make them run way faster. If it destroys servers it will be disabled next update. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.3.6.0 | Dec 7, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. It seems someone opened the washing machine crashed into the road, it was a Ranger weapon carepackage! Grab them before some other survivor does. Additions:
Improvements:
Tweaks:
Fixes:
Of all the new 3.0 weapons these went through the most revisions, so be sure to let me know what you think! Tomorrow will be a bunch more melees and a gun or two. Thanks for reading! |
3.3.5.0 | Dec 6, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Keep an eye out for some pink berries near the farm! I hear they're great for your health, and are way better than 2.0 since all the effects are randomized. Additions:
Improvements:
Tweaks:
Fixes:
It seems it didn't take you long to figure out the honeybadger ID, so it's back in the normal range now and spawns commonly. This will not the be case on the final map, however. For those who didn't realize it's in a new carbine weapon class that take up smaller space, are more "tactical" and have really neat equip animations. Thanks for reading! |
3.3.4.0 | Dec 5, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. If you're looking for some of these new items check out the fire station roof! Who knows why they put them up there. There's also a super rare new gun not mentioned in these notes you might be lucky enough to find! (It'll be one of the end-game type guns in the final version.) Additions:
Improvements:
Tweaks:
Fixes:
Questions: Tropical: "I have been working on a insane map for a long time, even after you said that we can't create such maps anymore. Please, tell us if these kind of maps will be deleted in the future or not." > Don't worry, no maps are getting deleted. Insane is just disabled for creating NEW maps until more optimizations are found. Spectral_Force :"Maybe if a character has shirt and/or pants on, you could hide those weapons' viewmodels on the char." > You can hide weapons inside your clothing, but the whole point of the recent weapon slots system is to allow you to do hide things at the disadvantage of time as well as allowing other players to determine if someone is an immediate threat. Thanks for reading! |
3.3.3.0 | Dec 5, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
For some reason or another there is no school tomorrow, so this weekend tons of weapons will be getting added to 3.0! I'll try and record a tutorial video as well at some point so that anyone interested in getting their items into 3.0 and do so as well. Also sorry for not having the Questions section enough, just sometimes it's hard to find a coherent question that hasn't been asked before. Questions: Daniel Kay :"You changed them to look more like log cabin walls which makes sense as they are made of log. However you could still use the old models of them being flat paned for walls made out of boards." > I definitely like the idea of having some structure variety even inside the material category. This will most likely be implemented in the future, although the models will be more details than the old ones. Thanks for reading! |
3.3.2.0 | Dec 3, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.3.1.0 | Nov 30, 2014 |
Hello! December Roadmap:[]From the results of the vote yesterday it looks like December is going to be the leap that takes 3.0 up to a 2.0 level of content! You'll be able to utilize all of these on either your custom maps or the Devtest map:
This is taking into account that I'll be taking a week off this month for the holidays. If there's some spare time after all these things are done I'll add some new models and objects, or begin work on the Canada/America map. 3.3.1.0 Update Notes:[]If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Additions:
Improvements:
Tweaks:
Fixes:
To clarify about the item quality update from yesterday:[]Repairing will NOT be a frequent operation, and with simpler items it will be easy to do. The main reason to have repairing is to prevent people from camping with the same powerful items killing hundreds of people by forcing them to find rare parts. Thanks for reading! |
3.3.0.0 | Nov 29, 2014 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. The addition of item quality into 3.0 is going to add tons of new dynamics to the game, and opens up tons of possibilities such as having to repair clothing when shot and either maintaing gear or swapping it out with the stuff you find. Some of the really high tier military weapons may be harder to keep in shape due to using rare parts, or maybe your axe starts breaking down after bashing it into thousands of zombie skulls. Low quality weapons will not stop being use-able, but may have lower accuracy, damage, etc. If it isn't completely obvious: in the future there will be items for repairing other than jeans. Don't worry though, it takes hundreds of shots to actually be impacted by this. Additions:
Improvements:
Tweaks:
Fixes:
Tomorrow heralds the December Roadmap! Vote here on what you'd like to see first! Thanks for reading! |
3.2.9.0 | Nov 29, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Additions:
Improvements:
Tweaks:
Fixes:
What do you think of the new wooden structures? Personally I think it will really help differentiate wood and metal bases as well as feel a lot more homey. Thanks for reading! |
3.2.8.0 | Nov 27, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Crafting is now in 3.0, and way easier than 2.0! It's much more user friendly and designed to be more customize-able and expansive. One example of new opportunities with this is that each ammo box contains a certain number of bullets, and only the bullets needed to fill up a magazine are used. Additions:
Improvements:
Tweaks:
Fixes:
What do you guys think of the new crafting system? How would you like to see it improved? The next few days I'll be cleaning up some of the new features from this month and doing a massive overhaul to the appearance of wooden structures! Unfortunately skills won't be getting added this month due to the time constraints these last couple weeks, but regardless December will be epic. Also: Happy thanksgiving to those of you that live in the United States! Thanks for reading! |
3.2.7.0 | Nov 23, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" After a poll yesterday it was determined about 50% of people want an in-game map, but to compensate the folks who didn't this will not show up in hardcore mode, rather being replaced with static. Some of the huge benefits of having this new map system:
Additions:
Improvements:
Tweaks:
Fixes:
Originally this update was going to have terrain cutting instead of all this, but after spending many hours today and yesterday working on it unfortunately a solution that didn't compromise on graphical quality/cause loads of issues was not found. It is now highly unlikely that this feature will ever be added to the game. Thanks for reading! |
3.2.6.0 | Nov 21, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" You can now harvest resources in 3.0! They're significantly improved from 2.0:
Additions:
Improvements:
Tweaks:
Fixes:
Ultimately, however, logs currently do nothing and are probably have some bugs yet to be found. What do you think of the idea of showing death messages to everyone? Vote here. Thanks for reading! |
3.2.5.0 | Nov 20, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Additions:
Improvements:
Tweaks:
Fixes:
After experimenting with barricading vehicles it seems that a better solution will be to have an entirely separate type of barricade that snaps to points on the vehicle, such as a cattle catcher. Tomorrow work will begin on harvesting wood from trees and the crafting system. Thanks for reading! |
3.2.4.0 | Nov 17, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" The most basic aspects of the structure building system are now in! Going forward not only will things from 2.0 such as doors be added, but new ways to build and other materials such as logs and metal. Additions:
Improvements:
Tweaks:
Fixes:
What sorts of ways would you like to see the building system improved? Also just as a heads up: the next two weeks my dad is away on business, which means I can't stay at our house and therefore the time to work on stuff is slightly reduced. A reasonable amount of features should still get done though, starting with crafting! Thanks for reading! |
3.2.3.0 | Nov 15, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Your base is going to need to be fortified! The zombies are getting more ruthless by the day. The new feature of hammering boards onto windows is going to lead into many new options for base customization. You may also notice that zombies are much smarter than 2.0 when it comes to attacking barricades, as they will only do it when it is actually obstructing their path. Additions:
Improvements:
Tweaks:
Fixes:
In the end I decided not to use the navmesh cutting for individual barricades as it made defending less interesting, however it will still be used for structures coming soon. Tomorrow I'll be working on that as well as the ability to destroy vehicles. Thanks for reading! |
3.2.2.0 | Nov 14, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" The implementation of navmesh cutting is a really exciting addition for the zombie AI, as it allows them to find a route around dynamic obstacles. This means, for example, that now when a driveable car is parked they will walk around it rather than bumping straight into it. Now that this is in you can expect building soon. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.2.1.0 | Nov 14, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" The vehicles are now a little bit less like toboggans with jet engines, and most of their features are now working correctly and in place. The physics are not as good as I want them to be yet (skidding, drifting, etc), but in the interest of getting this month's roadmap done a lot of those half-finished features are disabled for now. Additions: Fixes:
For now vehicles can't be destroyed and zombies do not fully walk around them yet, however these require features that go along with barricading which will be implemented next. Thanks for reading! |
3.2.0.0 | Nov 11, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Edit: Again, let me re-iterate: The vehicles are NOT complete. This update coincidentally includes vehicles because a patch needed to go out for a lot of the editor bugs people were reporting. This update is mostly to get out a ton of fixes, as vehicles are not finished yet. They are, however, mildly functional and available to start testing: Additions:
Improvements:
Fixes:
Rest assured that all of the obvious problems with vehicles as of now such as flying around, being unable to destroy and not requiring fuel will be fixed soon. With that in mind be sure to report bugs and provide your feedback! Barricades might possibly be added before this though since the vehicles need one of their core features related to pathfinding. Thanks for reading! |
3.1.9.0 | Nov 7, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Now that the boring stuff is out of the way November truly begins! Vote here to determine what gets started on tomorrow! Additions:
Improvements:
Fixes:
Be sure to voice your opinions on all these new features, especially swimming underwater and the audio! Thanks for reading! |
November Roadmap | Nov 2, 2014 |
November is going to be a huge month for 3.0, in that the majority of features from 2.0 will be getting brought in now that the foundation is in place. These are the big things that are being aimed for:
There are not in any specific order, however it is most likely that crafting and vehicles will be added before building. |
3.1.7.0 | Nov 2, 2014 |
These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Additions:
Improvements:
Tweaks:
Fixes:
Thoughts: What do you think of the zombies climbing through windows? I think it will really add onto the barricading aspect of the game because you'll need a place to stay, and if the zombies can get in the windows you've got a problem. Today I was also looking into the possibility of rain and snow in 3.0, and I gotta say it's really promising. Thanks for reading! |
October[]
Version | Publish Date | Additions and Changes |
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3.1.6.0 | Oct 31, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" It's hard to believe, but we're at the end of the October roadmap. Tomorrow you can expect the November roadmap which will detail the addition of the rest of features from 2.0! Additions:
Improvements:
Tweaks:
Fixes:
I hope you all have a great Halloween! :) Thanks for reading! |
3.1.5.0 | Oct 26, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" EDIT: Oops, this accidentally overwrote the 3.1.4.0 Update Notes from yesterday. 3.1.4.0 added a ton of features such as voice chat. The new server performance tools added in this update will make it a lot easier to determine what needs to be optimized most, and hopefully even after the tweaks in this one you'll notice some boosts especially regarding zombies. I believe I've tracked down one of the core issues, but it's something to do with Steamworks library that I'll have to ask Valve about. Additions:
Improvements:
Tweaks:
Fixes:
From the sounds of things you guys like the zones idea! I'm not sure if I'll have one in my maps, but certainly it should be a feature at some point either in the editor or perhaps something buildable in game? The next few days are shaping up to be quite busy with non-Unturned stuff, but hopefully a reasonable number of things can get done. Specifically I really want to get the grouping system in before the end of the month! :) Thanks for reading! |
3.1.3.0 | Oct 25, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" One thing I'm excited about that was worked on today is the ability to cut navigation data. It's not finished yet, but what it is it means that when barricading is added the zombies will be able to navigate around barricades rather than just eating them every time! Additions:
Improvements:
Tweaks:
Fixes:
If you're having issues getting zombies to spawn on your map make sure to add a navigation graph in the environment tab. This basically provides the zombies with the information they need to chase you. Thanks for reading! |
3.1.2.0 | Oct 24, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Roar! Zombies are now in 3.0! They are far superior to the 2.0 zombies in many ways such as gameplay, customization, pathfinding and optimization: Zombies in 3.0 are built to be expanded over time for a much wider variety of zombie types, and are open to many new features such as how you can now sneak up behind them, or how the full moon increases their strength and swarming capabilities. With the editor, for example, you can fully customize what they look like for whatever zombie you need for your map! Astronaut zombies here we come. (If nobody makes a Mars map I'm adding one when Workshop is fully ready!) In terms of optimization they use a much better suited pathfinding library for increased performance, and are networked in such a way as to dramatically reduce bandwidth and cheating. Additions:
Improvements:
Tweaks:
Fixes:
The last bit of October will be spent ticking things off the miscellaneous list on Trello, fixing bugs with zombies and getting the rest of the communication features such as voice chat in. You can expect November to be a very exciting month for Unturned 3.0. Please keep in mind that the zombies currently have no audio and very few animations, but this is just the first iteration to test their core gameplay. Questions: GamerGuy "Is there a date for when unturned will update or 3.0 is finished?" > You can expect updates to 3.0 every few days, and now that the core aspects of the game are in you can expect the full release of 3.0 sometime in the next month or two with even more content than 2.0! Thanks for reading! |
3.1.1.0 | Oct 18, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Additions:
'Improvements:
Tweaks:
Fixes:
You can now begin laying out the pathfinding regions to your level (Which is automated and very easy, super exciting!) and placing zombie spawnpoints, however zombies are not in yet. This patch was focused on adding the navigation graphs required for zombies to actually pathfind, so probably next update. The saving takes a bit longer now due to the way the navmeshes are saved, but this performance will improve with optimizations. Regarding the numerous questions as to why 3.1.0.0 did not mean the full release of 3.0: The version number system is set up as [Major Update].[Large Update].[Medium Update].[Small Update/Patch]. As for the initial public version you can probably expect it to be coming up in the next month or so, as once the next few large features are in it'll be quick to start adding content and smaller features. Questions: LYY "All kinds of the gun is too large, resulting in the shortcut key accounts for all the 5/4." > The current inventory system will be vastly expanded on, for one there will be specific slots for primary/secondary weapons that will appear on the character model. This way the 1 and 2 keys will be bound to a weapon and the other hotkeys to whatever is in the hotbar. collin1158 "Nelson can you make a tutorial on how to add an object from blender to unturned? That was be soooo great, thanks in advance!" > I will personally make a few videos on how to make specific types of things (buildings, guns, etc) much further down the road, but for now there are a few nice tutorials on the /r/unturned subreddit. For people looking to convert their files I believe someone was posting the other day about a tool that lets you package them into a .unity3d file. Thanks for reading! |
3.1.0.0 | Oct 16, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" Additions:
Improvements:
Tweaks:
Fixes:
The hit detection is now way better than it was in the last update, and a big thanks to Gray and Lhyme for being a huge help testing on proper servers! Unfortunately it's late and I have to go in a minute, but rest assured that the hit detection can only get better as time goes on and that work on pathfinding will begin tomorrow!
Thanks for reading! |
3.0.9.0 | Oct 14, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" I'll also be working on swapping a lot of the file writing related things to a new class specifically for handling large amounts of data, as well as fixing some issues with packet routing that result in odd behavior such as teleporting. Work on the last bit of the October Roadmap (Pathfinding/Zombies) will start after these three things are done, which should be sometime in the next few days. Additions:
Improvements:
Tweaks:
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Updated to a Unity 4.5.4p3 to fix some Unity related issues. (Losing connection when tabbing out of fullscreen.) A big thanks to you guys for reporting so many bugs, and to Shadow for putting them into a nice list! I hope you all had a nice thanksgiving! :) (Assuming you live in Canada, it's a different day in other parts of the world.) Today to wrap up there's a special video: Thanks for reading! |
3.0.8.0 | Oct 11, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" This patch fixes a lot of the bugs from yesterday, but I'm not sure that it fixes the mass-disconnection issue. Be sure to me know when you find any bugs that may have resulted from the server side input processing! :) Additions:
Improvements:
Tweaks:
Fixes:
One other bug that a few of you have reported is one where some of the buttons on the menu get disabled. If this happens to you please post a bug report with your output_log.txt file in Unturned_Data, as well as what things you did leading up to this issue. Questions: BencuriouszHUN Thanks for reading! |
3.0.7.0 | Oct 10, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF" This update really solidifies the anti-cheat for 3.0. Beforehand things like verifying who people were was implemented, but it was still possible to fly, go through walls, speedhack, etc. As of this update the majority of cheats are not possible anymore. Likely a few exploits will be found, but these will be fixed as they're reported. I'd appreciate it if you would test literally everything game related in 3.0 now because a few things will probably be broken especially in multiplayer. The hit detection may also still be a bit iffy, so be sure to comment on it. Now that everything is server side properly the bugs from the last update such as sliding around should not happen. Additions:
Improvements:
Tweaks:
Fixes:
I'd also appreciate any feedback you have on the new inventory icons! Are they better, worse, or should only specific items use this style? The next few days will be patching this update up as bugs are found, then onto the zombie pathfinding! Fortunately everything still seems on the track of the October Roadmap. Questions: Dr. Pan Technickel Thanks for reading! |
3.0.6.0 | Oct 5, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. Additions:
Improvements:
Tweaks:
Fixes:
This update was mostly to fix some issues and have fun making new foliage assets for the full 3.0 map, but tomorrow work will resume on the lag compensation meaning that hopefully the next update will resolve issues such as hit detection and the movement sliding. One side effect of the update is that material and item spawns are reset, but I doubt I will ever modify anything related to them again. I'd recommend simply copying over the new default details, materials, etc. Thanks for reading! |
3.0.5.5 | Oct 4, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. Additions:
Improvements:
Tweaks:
Fixes:
You will likely notice some issues with movement on servers now, but these will be fixed and smoothed out over time. This initial test of the server side input is to make sure that it's no longer possible to speedhack, flyhack, noclip, etc. The hit detection is also a bit iffy right now as the lag compensation is not implemented yet. While it was still nice out I recorded a ton of new footstep audio which should be in-game soon as well! The rest of the input things will be fixed first, however. Questions: Mister Manager Kemrick maksimw3w2 Thanks for reading! |
3.0.5.0 | Oct 2, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. The attachment and ammunition system is now functional in-game, however the silencer and the vertical grip do not do anything yet. Unfortunately it's very late right now and I'm pushing this out at the last minute, but you can expect proper patch notes for the next update. Off to bed in the mean time! Thanks for reading! |
September[]
Version | Publish Date | Additions and Changes |
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October Roadmap | Sep 30, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. Today I've been working on getting reloading and attachments into 3.0, but that will not be fully complete until tomorrow. (Sorry for not updating the Trello!) These are the goals for 3.0 over the next month:
This list is erring on the side of caution, as at this point I am highly uncertain about how long the server side input and navigation will take to add. If all goes well way more than these will get done, but this is the worst case scenario. Questions: Jagulev VHDnewvegasguy Thanks for reading! |
3.0.4.0 | Sep 29, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. Additions:
Improvements:
Fixes:
Tomorrow you can expect the October roadmap. Questions: Dragon: edUpBB: Thanks for reading! |
3.0.0.0 | Sep 28, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. Additions:
Tweaks:
Fixes:
The water is now looking more like the intended style, but it will inevitably change a bit more over time. Tomorrow I'll be working on knocking some things off the to-do list, and as usual you can view them on the Trello! One other thing I'd like to mention: Right now when you bake on a large map it takes a bit of time because it has to go through every single grid cell. In the future this will be improved by only baking areas that have changed or after modifying the material settings, but for now I'd recommend using the 2048, 1024 or 512 sized maps. Questions: CrisChip: joedirt111111: Thanks for reading! |
3.0.2.0 | Sep 27, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. Additions:
Improvements:
Tweaks:
Fixes:
Singleplayer likely is more buggy than multiplayer at this point, so be sure to report weird things. Hopefully it will make map creation easier because you can quickly hop in-game. One side effect is that the "Singleplayer" ServerID is now reserved. Perhaps sometime in the future we will see the return of in-game hosted servers, but that would require even more radical changes than occurred today. Water is temporarily disabled as I was experimenting with its asthetics, but tomorrow there should be some new things related to that. Now that the comments section has cooled down a bit it's time for the return of the feedback section! Every day I choose several interesting comments and post my replies: Questions: Endercreeper: Hasan: ShadowPulse: Thanks for reading! |
3.0.1.0 | Sep 27, 2014 |
Hello! These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update. Additions:
Tweaks:
Fixes:
The server filters sort of work in-game, although it's a really messy workaround. The creator of Steamworks.NET is looking into a bug that prevents the proper filters from getting sent to the master server, so hopefully that will be in tomorrow! My current primary focus is investigating the possibility of the return of singleplayer. Thanks for reading! |
Black Box | Sep 25, 2014 |
Hello! Information recovered from the black box on board the downed helicopter suggests that its crash was actually caused by unidentified broadcasts from the radio tower, not a zombified pilot as previously suspected. Intelligence obtained by the military before the apocalypse suggests that the tower is being hijacked by someone on the mainland, and used to convey an unknown message. It's up to you to decode this message. Warnings:
Edit: here's a tutorial on how to host servers for 3.0: https://www.youtube.com/watch?v=uA7rLSyN16U&feature=youtu.be One thing I forgot to mention in the tutorial is that the server also uses the ports +1 and +2 from the one you choose for the steam and query ports.
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3.0 Overgrowth | Sep 9, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which is not currently on the public branch. 3.0 refers to said upcoming update, and 2.0 to the existing version of the game. Just to be clear: the following features are in 3.0, not 2.0. The past couple days several thousand of you showed up the the development streams and provided amazing feedback to help shape the initial test level for 3.0. One highly requested change is that the levels become more apocalyptic, so the map is experimenting with things like overgrowth, wreckage and broken objects. This should also provide interesting new gameplay aspects like climbing through the wreckage of destroyed buildings. Some other huge new changes are related to the amount of detail in the level: there shouldn't be as much repetition of assets (for example seeing the same house all over P.E.I) and the amount of object clutter is much higher and interesting. It seems that school is turning out to be more busy than I expected, but hopefully everything will stabilize soon. In the mean time I'll be working on this map when I can, and occasionally streaming to get more ideas from you guys. You can expect the next news post once the map is nearing completion. Thanks for reading! |
3.0 Development Stream | Sep 5, 2014 |
Hello! Tomorrow (Sunday 7/9/14) I'll be streaming work on the 3.0 test map starting at 2:00 PM Mountain Time on my Twitch.TV channel! I'll be doing my best to respond to all the questions in chat, and the entire design of the level will be dictated by those of you that show up! Today's community feature is FC's FANTASTIC dune buggy advertisement:
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3.0 Menu | Sep 3, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which is not currently on the public branch. 3.0 refers to said upcoming update, and 2.0 to the existing version of the game. Just to be clear: the following features are in 3.0, not 2.0. The last few days I've been working on getting all of the functionality into the main menu with some of the following key new features: (The menu is not finalized and will likely change dramatically over the next few months, but for now it's structured similarly to the editor interface.) -After posting a query on twitter the majority of community suggested specialty ideas are now in, but for now I'm staying away from things like military/bandit/police classes. -If you have a Gold account you now have complete control over your hair/skin colors with RGB inputs. -You can choose from a list of resolutions now rather than dragging a slider. If people want the slider can make a return in accompaniment to the list, however. -The server list is available underneath the Play menu. Some things such as filters and icons still need to implemented for this. I was originally planning to have a video for you today, but this post is sort of last minute and it turns out school actually starts tomorrow! Fortunately I think that school will re-motivate me to get more stuff done for Unturned, as lately I've been slacking off playing some other games. : ) The next several days I'll be focusing on improving gameplay. You can expect more news on Friday. There was a minor patch today to 2.0, it fixed a few things as well as an exploit with garage doors. Thanks for reading! |
August[]
Version | Publish Date | Additions and Changes |
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3.0 September Roadmap | Aug 30, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. To start off here's my approximate list of things to do before 3.0 testing comes out: That said, new things could pop up, but hopefully that gives you a bit of an idea of what has to happen before you can first try 3.0. Here's some of the things I worked on over the last few days: More assets are available in the editor all with more fidelity to them such as windowsills and crosswalk lines: The trees are now much more optimized, tested with 16,000 destructible trees on the 64km² map: Most of the other stuff is optimization and infrastructure, but I promise the next post will have more to properly show you! (Perhaps another video?) You can expect news about the 3.0 menu on Tuesday. Today's community feature is Killsinoo's animation: Thanks for reading! |
3.0 Editor Demo | Aug 27, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. Edit: It seems something messed up and the video is quite low resolution, but hopefully any future videos should turn out better. Here's a video of the 3.0 editor in action and some information on initial release: A lot of features in that video are actually newly added in the last few days such as texture painting, copy/pasting objects and adjusting the sun color. One thing not shown is the new fog shader that makes fog accumulate closer to the ground adding a more eerie effect when standing on hills. The new few days I'll be working on wrapping up all the currently implemented game mechanics in 3.0, and you can expect more news on Saturday. Thanks for reading! |
3.0 Spawns | Aug 24, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. The last few days I've been working on polishing existing features as well as the introduction of the resource and spawn table tools: -You can now build up loot tables for your levels by adding a table, creating tiers for it and then assigning items to the tiers. You completely control the percentage chances of each tier per spawn, and can then place nodes representing tables around the level! -You can import trees into the terrain tool and generate them onto the terrain automatically checking to make sure they aren't in places they shouldn't be. The physics are also in place to allow you to actually fell a tree when you chop it! Currently the trees need optimizing for the 64km² map, but I'll do that over the next few days. -It's now possible to create maps as small as 500x500 meters which will allow groups to create clan headquarters, or even a stronghold base! -Items can have a "quality" attribute applied to them that represents their current wear and tear. A rotten fruit, for example, would now just be a normal fruit with a low quality value, or an ax could eventually become so battle-scarred that it needs maintenance. This will allow a repairing skill to be implemented. (More below.) -All of the level related files take up a fraction of the size, however this upgrade still needs to be done to player data. -I built a new tool directly into Unity that creates OSX/Windows builds, splits out the shared content and uploads to Steamworks. This should bring patch times down significantly from ~30 minutes to ~5 and reduce bandwidth for Valve! (Since files used in Windows and OSX are now put together.) The rest of the changes aren't very interesting, so I would like to bring up a topic for discussion: character specialties: Character specialties will allow each character you create to have a unique skill tree that nobody else can perform. A mechanic, for example, would be significantly better at repairing items. They could also lend special abilities such as doctors using medical supplies on other players for increased healing, or chefs being able to craft proper meals rather than eating individual ingredients. In my opinion this will make PvE more fun, increase replayability and reduce kill on sight mentality because there is a reason to take people hostage. What are your thoughts? Let me know in the comments! The editor related things are so close to completion that the next few days I shall focus solely on them, such as the aforementioned tree optimizations. You can expect more news on Wednesday, and perhaps a video of the editor in action! You may have noticed a small patch to 2.0 last night, it was a few fixes to help prevent some cheats. Thanks for reading! |
3.0 Day/Night | Aug 21, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. These past several days I've been working on some huge improvements to the day/night, roads/objects and inventory systems: -You now have complete control over the day/night cycle with the editor, the cycle looks nicer and moon stages are supported. (Zombies will be affected by the full moon!) The time in the editor is represented from 0-1 so on your server you can decide how long the day should be and what time it currently is. -The road tool is in and very useful, I wish I had it for the roads on PEI! It allows you to use any road texture you want and produce paths that conform to the terrain. You can even adjust it to suit things like 4 lane highways and train tracks! -Objects can now be imported through the editor and spawned into the level. -Items have physics now which is possible due to the new way servers handle them. You can literally have a loot pile in your base! -While still be expanded on, the inventory is way better than it was on Monday! Item icons are now rendered from the actual model which means you can see your attachments even in the inventory screen, as well as the ability to scale for any use. Please post any ideas you have for how to make it better in the comments! The next few days I'll be working on cleaning up existing features, adding the ability to create loot tables as well as harvesting resources. You can expect more news on Sunday. (Swapped "news" with "update" because it was confusing.) I'd also like to respond to questions about the next development livestream: Once all the editor functionality is in and the initial preview features are ready I'll be streaming the work behind the test map so that you can see how it works, etc. Thanks for reading! |
3.0 Inventory Mapped | Aug 18, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. The last few days I've been worked on the following new things: -The public editor supports 8 ground materials (2 splatmaps) at a time now with 4x the resolution, as well as the abilities to mark which ones should have grass and rock details on them. The details tab allows you to configure all your grass and rocks. -The inventory has gone from a slot-based system on Friday to an entirely new grid-based system today! It allows you to store items in your clothes that have storage, and will add a whole new dynamic to looting. The UI is completely placeholder, however, and I'll be working on some new aspects for it over the next few days. -Rather than only having one character you can now create several and customize each one individually with a name, appearance and specialty. Gold members get extra character slots! -Every player on the server gets allocated a unique 16-bit identity that will making moderating even easier because it is associated with your SteamID, username, etc. This means someone can report a player by username, and even if the offending player leaves the host can easily look them up and investigate them. The next several days I'll be working on improving the inventory even more, upgrading the day/night cycle and adding the ability to construct roads/buildings in the editor! (Right now that new barn was directly imported.) You can expect the next update on Thursday. Thanks for reading! |
3.0 Stylish Characters | Aug 15, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. To start off I'd like to address fears that your 2.0 savedata is going to be lost: 3.0 is going to on a Preview branch to start off (Sometime in the next few weeks or so?), and once it's fully complete it will swap places with 2.0. You'll have the choice to play the default 3.0 experience, or swap to a "Classic" branch that still has 2.0 and all your savedata. This past week I've implemented a ton of core functionality into 3.0, and shifted the scope of the project towards not only the features in the header, but trying to improve the issues people have with 2.0 by doing things that couldn't happen in the existing framework. It's now possible to wear a hat, glasses, mask, backpack, vest, shirt and pants all at the same time. This will allow you to wear your nightvision goggles at the same time as your hat, which was has been a highly requested feature in 2.0 for a long time. Hair and beards aren't in yet, but once they are you'll be able to have both at the same time as well! The mesh quality for everything is much higher than before with better performance, and even the animations are significantly improved. As you can see on this new AR32, attachments can now be seen even on the ground. Those are the main things that have visually changed, but behind the scenes many improvements were made. Here are the more useful features, but if you're not interested skip to the bottom: -Servers can be hosted in Secure, Insecure and LAN mode which will allow hackers to keep playing after they get banned (on Insecure servers), but keep the game safe for legit people. -Hosts can blacklist, whitelist and kick players straight from the dedicated console or by adding their names to the whitelist/blacklist files. Hosts can also choose to give other players Admin powers which will help moderate the server and keep cheaters away. When banning and kicking you can choose how long you want it to last, and provide a reason for the logs. -The rich presence API is integrated allowing you to see what level your friends are playing on, if they're editing or if they're on the menu. You can also join them by clicking join game on the friends list or getting an invite from them. From now on I'm going to be doing my best to get a 3.0 update post out every few days, along with the schedule for what will be added so you know exactly what's going on. Here's the current upcoming roadmap: Saturday -> Revamp existing 3.0 inventory to allow per-clothing storage. And to wrap it all up, here's /u/B3arBrotel's amazing "Enclave" base:
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3.0 Progress Report | Aug 8, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. The 3.0 update is really starting to take shape, and the behind-the-scenes stuff for players is mostly in. I really appreciate all your support with 3.0 and hope to provide exactly what you want! I would show some pictures, but nothing looks very nice yet. In the mean time here's a generalized list of all the stuff I've been working on:
You may have noticed a few silent updates this week, as I've been making little patches to fix bugs and prevent exploits. If you actually read all this I'm impressed, as it's quite the word wall. Today's community feature is this neat cinematic:
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2.2.3.0 | Aug 3, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. The overhaul is getting to be such a huge patch that from now on it will be referred to as the 3.0 Update! Over the last several days a huge amount of progress has been made on this front: -Localization is now completely possible, as all the language files are stored in a folder in the game directory. You can easily copy the English folder and make a translation, or download someone else's from the Steam workshop. -All the backend for external assets is complete. Animations, textures, models, anything you can think of is able to be modded and added to. -Steam cloud and local saves (now stored outside of the registry) use the same easily readable file format meaning it is very easy to iterate upon the saving system, it will be more reliable and it is simple to configure custom data. -The in-game level editor is now mildly functional allowing you to form the terrain, configure textures and move objects! (Thanks to /u/zaph34r for helping with world/screen axis restriction math!) A level can now be up to 64km² if you choose: Now that it's possible to actually load a basic level I can begin working on bringing over player related things (inventory, clothing, health, etc)! Most likely I'll have an update post regarding that later this week for you. The actual patch notes for 2.2.3 are mostly just bug fixes, more rocks in areas that didn't have them, etc, but there is a new addition: You can now mute people by clicking on their name on the player list and selecting "Mute". Thanks for reading! |
July[]
Version | Publish Date | Additions and Changes |
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2.2.2.0 | Jul 31, 2014 |
Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. Porting everything is going really well and I've been learning a ton about optimization and better network security. Right now most of the progress is in code, but here's an example of just how much better optimized the models can get: I'll also be creating multiple LODs of every model when it gets to that stage which will really help. One code related thing I'm excited about is that saving is swapped over from the registry to Steam cloud for clients and save files for servers. This means multiple characters and save slots! Since I can't really show too much while the main effort is in coding, I probably won't make the next update post until there's something visual for you. (Maybe even a preview branch for you to test?) I'll do my best to explain what I did each day on my Twitter, however. And finally here's the actual patch notes: Additions: Tweaks: Fixes: Thanks for reading! |
2.2.1.0 | Jul 29, 2014 |
Hello! The last couple days I've been debugging the new networking system and as far as I can tell everything is working properly now! Even with it being quite similar in structure to the Unity networking, however, actually integrating it into the existing code would take quite a bit of time. For this reason I think a better solution will be to do the opposite, porting bits of the game to the new networking one piece at a time. By doing it this way not only can I push out test builds faster, but I'll be able to go over every single asset in the game optimizing them and converting them to a bundle based loading system. This will allow more data to be stored for everything such as translations of the game into Russian and Portuguese (or whatever language you want to add), as well as the ability for you to mod EVERYTHING in the game. Literally every file will be publicly available to be modded and uploaded to Steam Workshop, or you can add your own custom content with some in-game tools like a level editor! This big push for bundles is inspired by the amazing concept art on the Unturned subreddit: /u/Zyrmox's:
Additions: Fixes: Thanks for reading! |
2.2.0.0 | Jul 26, 2014 |
Hello! Today's big update is that Mac support is now out! Hopefully everything works right out of the box, but if you're experiencing issues with this please let me know on the forums! Also due to popular request you can now rotate your ramps when focusing at the side of an existing platform. (every placeable can be rotated with right click) The Steamworks multiplayer is now close to being 1:1 with the Unity networking, but I'll still have to do a bit more work today/tomorrow to create systems for owning objects like the player. No update tomorrow however, as I'm turning 17! :D Today's community feature by LCBradley3k: Thanks for reading! |
2.1.9.0 | Jul 25, 2014 |
Hello! Tomorrow I'll have more news on upcoming things, this is just a quick fix for the following issues: Fixes: Thanks for reading! |
2.1.8.0 | Jul 24, 2014 |
Hello! Today I'd like to explain EXACTLY what is happening with the Steam networking, but first here's today's patch notes: Additions: Tweaks: Fixes: Alright onto the Steam networking: For those who don't know, right now my top priority is reworking the networking to use Steam game servers. This means replacing all of the existing network code with a completely different way of doing things that will allow dedicated servers, use of the server list and other neat features. At this point I have mostly wrapped the Steamworks networking in a way that can make use of the existing remote procedure call system, but it could still use some polishing over the next couple days. This is a big step because it will be the component that all of the existing networking will communicate with. The next step, after optimizing and improving this system, is to work on getting Unturned Steam servers onto a testing branch for you guys! Thanks for reading! |
2.1.7.0 | Jul 22, 2014 |
Hello! Yesterday and today I got tons of stuff done on Steam networking, and the bugs with Steamworks.NET are now fixed so full steam ahead! (no pun intended) As a reward for all your patience and support while I work on the networking I added a highly requested weapon in this update just for you! Additions: Tweaks: Fixes: And finally today's community features are two channels with amazing Unturned content: Thanks for reading! |
2.1.6.0 | Jul 20, 2014 |
Hello! Today's patch is mostly fixes so I'll start off with the state of Steam networking (not public yet): The server console features an easily expandable command system, and all the commands can be executed through run-time arguments for use on a server box! Right now I can't easily work on the low level networking due to a bug in Steamworks.NET, but rlabrecque is looking into that. In the mean time I'll be working on the higher level things that will make it adaptable to the existing Unity networking. Tweaks: Fixes: Thanks for reading! |
2.1.5.0 | Jul 19, 2014 |
Hello! Today/yesterday I got a ton of things done for the Steam networking which is detailed below the patch notes. I know I said I wouldn't work on the weekends anymore, but I've just been having too much fun hehe. ;D Additions: Tweaks: Fixes: Steam Networking: (not in the public branch) Thanks for reading! |
2.1.4.0 | Jul 17, 2014 |
Hello! Edit: Fixed teleporting tree stumps and thank you so much, we managed to get into the #3 spot on Steam! That's nuts. Today on the stream over 6,000 people showed up to ask questions and help design the new town! It even resulted in the creation of two new buildings, the butcher and the gun shop. Tweaks: Fixes: Thanks for reading! |
2.1.3.0 | Jul 15, 2014 |
Hello! Tomorrow morning at around 10:00 AM Mountain Daylight Time I'll be streaming work on a new town in PEI on my Twitch channel Dev_Nelson, so come hang out and provide some feedback or ask questions! Today I got a ton of progress done on the Steam server integration and learned a lot about how they work which will be really helpful. I even got the chance to talk to rlabrecque some more and he's doing some fantastic work improving the C++ to C# workflow, so thanks to him Steam servers will be coming sooner than originally expected! Note: Steam servers are not in the public branch as of yet. Tweaks: Fixes:
-Fixed zombies to not attack two things at once. And finally today's community feature is Reese Fuhrman's piano solo of the Unturned theme: Thanks for reading! |
2.1.1.0 | Jul 14, 2014 |
Hello! Today 2 dedicated game server companies contacted me asking about getting out massive Unturned servers! The game just needs the Steamworks servers integrated with SteamCMD before that can happen though. Additions: Tweaks: Fixes: Thanks for reading! |
2.1.0.0 | Jul 13, 2014 |
Hello! Today I got to talk to the amazing rlabrecque, coder of the C++ to C# Steamworks.NET wrapper, and he says he's working on improving some of the networking code which will really speed up the integration into Unturned. Hopefully he'll be done in a few days and I'll be able to get it into the game and start running VAC secure servers! In the mean time, however, here's today's patch: Additions: Tweaks: Fixes: Unfortunately Mac support is still proving to be a complete pain to get working with the Steam stuff, but hopefully that can be worked out soon. From now on weekends will be my days off though. ; ) Thanks for reading! |
2.0.9.2 | Jul 12, 2014 |
Hello! Edit: if you experience the no damage bug please report the output log. (instructions in crash logs under bug reports subforum) Additions: Tweaks: Fixes: Networking progress: Thanks for reading! |
2.0.8.0 | Jul 11, 2014 |
Hello! I tried to respond to more e-mail, but it's now pouring in faster than I can reply. Pretty crazy! Also apparently the VPN tool "Evolve" has gone offline since so many of you are using it to avoid portforwarding! Additions: Tweaks: Fixes: Networking progress: Thanks for reading! |
2.0.7.0 | Jul 10, 2014 |
Hello! Additions: -Added sirens to emergency vehicles which can be toggled with the control key. Tweaks: -Arrows, buckshot and slugs spawn in piles of 3 to 5. Fixes: -Plants can be placed in wheat and potato fields. Steamworks networking progress (not on the live branch): I swapped C# wrappers to an amazing one by rlabrecque which will support Windows, OSX and Linux on 32-bit and 64-bit. With this nicer framework I began writing some code to make the new networking more useable. Unfortunately there's practically no documentation on it, but I am hoping to get in contact with someone who can shine some light on how it works. Thanks for reading! |
2.0.6.0 | Jul 9, 2014 |
Hello! Judging by the replies to the polls yesterday you guys really want Steamworks servers, so I'll get right to work on that. In the mean time the server list has been disabled as it just isn't good enough right now, but will return with the new server integration. You can still connect by IP to a portforwarded server running the same version as you. Additions: -Added metal doors, shutters and lockers that are only openable by the person and group who placed them Tweaks: -Previously existing wooden doors and shutters were converted into metal ones. Using the existing recipe creates the wooden variant, and adding scrap metal creates the metal version. Fixes: -The PDW magazine can be refilled properly. Thanks for reading! |
2.0.5.0 | Jul 8, 2014 |
Hello! First off one very important issue is the servers. Due to the massive number of players the NAT facilitator can't be used anymore which is making it difficult to connect to servers, and therefore only port forwarded servers with a good connection can be joined. To help solve this, however, it would be possible to redesign the multiplayer from scratch to use the Steamworks networking API which would enable the following:
The downside is that it would take a while and mean less daily content, and therefore it's entirely up to you what happens. Please vote here. Another thing I'd be interested to know is whether you'd like it if I streamed development. Please vote here. Aside from the usual bug fixes here are some of the cool new things in 2.0.5: The special forces Proninety sub machine gun Craftable barbed wire and electric fences 2 wooden supports + 2 barbed wire = wire fence 1 wire fence + 4 scrap = electric fence There are now also vaccinations to remove disease, bambi mode starts you off with some supplies and dock foundations for building piers. 1 foundation + 2 ladders = 1 dock foundation Thanks for reading! |
2.0.3.0 | Jul 1, 2014 |
Hello! Here are the patch notes for version 2.0.3: Additions -Added water purification tablets. Tweaks -Improved car color system to preserve details. Fixes -Fixed floating item spawns on the bridge. Fixed flickering on blood splatters. -Fixed burned car coloring. Now that we're getting into the last week before release I will focus mostly on bug fixes and tweaks, as well as getting more friend keys out to Gold members. Thanks for reading! |
June[]
Version | Publish Date | Additions and Changes |
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2.0.2.0 | Jun 29, 2014 |
Hello! For those of you who do not know, I like to keep you informed on what is going on with Unturned. Previously all updates were posted to sdgdevelopment.blogspot.com, but from now on those posts will be here on Steam! One major aspect of the posts is that I reply to comments in a feedback section. From now on, however, you can use the forums! I will do my best to frequently check the forums and reply to serious discussions. Now that that is addressed here are the patch notes for 2.0.2: Additions -Added lever action civilian shotgun -Added bolt action civilian rifle Tweaks -Tweaked civilian grade nightvision to see twice as far. -Tweaked damage and range of a few weapons. Fixes -Fixed a crash related to navigation data. -Fixed some areas where navigation data was incorrectly placed. -Fixed some notifications when an action could not be completed. Thanks for reading! |