Hey there prisoners! Hope you're having a great Tuesday! We've got another hotfix today with a significant number of fixes and improvements to make your day even better.
- Fixed the issue with the flickering ground textures.
- Fixed the issue with wrong nutritional values for cooked food.
- Fixed the issue where you were not able to fill containers on wells.
- Fixed base building wells.
- Fixed an issue where the cargo drop would not work as intended in singleplayer.
- Fixed an issue where you could not disarm suicide puppet when the mines and traps setting was off.
- Fixed an issue with the collision on the RIS plow.
- Fixed an issue where the destruction of the roof or walls would destroy base building elements around them.
- Fixed an issue where players could fall through the base building elements if logging out on them while being prone.
- Fixed an issue where you couldn't buy base building expansion kits at general goods trader.
- Fixed an issue where the RPK magazine would change color when the player would check their ammo.
- Lockpicking minigames will now automatically fail when lockpicking a vehicle that moved out of range.
- Fixed an issue where puppets could not reach you when riding a RIS.
- Fixed an issue where prisoners could cut trees from any distance.
- Fixed an issue where bases could be built around the event areas of Novigrad and Primal hunting ground.
- Fixed an issue where jogging with a bow in combat mode with a female character, or standing still with bow in combat mode would make the shoulders look glitched.
- Fixed an issue where players were unable to place a twig ramp on the foundations with walls.
- Fixed an issue which caused walls and roofs to stay morphed even after destroyed.
- Fixed an issue where attempting to change Dial Lock combination would fail when starting the minigame.
- Fixed an issue where suicide puppets would not drop anything when being searched.
- Fixed an issue where players couldn't put Belt Pistol Holster and Melee Weapon holster items into the trade table
- Fixed an issue where the standing torch could be built within existing base building elements
- Fixed various other base building issues.
- Improved flying vehicle cheat detection.
- Replaced finger gun emote with Yusuf pose.
- Increased shark spawn times to 10 minutes if you're in the water and 3 minutes if you're bleeding.
- The dropship will no longer be able to detect players who are at least 3 meters below the water surface.
- Gameplay.log will now print correct success value for the dial lock and the switchboard mini game in the abandoned bunkers.
- The #spawnrazor command now has a location argument, meaning that you can spawn it by either using:
- #SpawnRazor "coordinates" (don't forget the apostrophes!)
- #SpawnRazor steamid
- BB dropship encounters can now trigger even when base damage is turned off in the settings or config.
- Added new sentry spawner preset for basebuilding dropship event (Character-Sentries-SentryDropship.json)
- Player under new player protection will now be invisible to dropships.
- Improved and updated LODs for base building cement foundation and walls.
- Lowered collision damage for the RIS.
- Puppets that manage to climb the RIS will now slide off when velocity reaches 10 km/h.
- RIS wheel armor can no longer be repaired without a car repair kit.
- Tweaked RIS animation while mid air during hang time.
- L-shaped support frame can now be placed on triangle foundation.
- Single doors now get destroyed when their frame is destroyed.
- Lowered the chance to trigger a horde
''World'' category > ''NPC'' subcategory
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scum.DropshipWorldEncounterSpawnWeightMultiplier=0.000000 This setting multiplies base value for a dropship world encounter to spawn. This setting replaces scum.EnableWorldEncounter=0 which was used to just enable or disable world dropship encounter. The base weight values are the following:
Puppets 80
Animal 19
Dropship 1
If Base scum.DropshipWorldEncounterSpawnWeightMultiplier is set to 1 chance for the dropship world event would be:
1/(80+19+1)
= 1/100
= 0.01 (1%)
If the setting was set to 100 then the calculation would look like this:
100 / (80 + 19 + 100)
100 / 199
0.502 - 50%
This value applies to the LTZ (Low Threat Zones) which has 20% chance to trigger the event, after the event is triggered the game will determine which of the 3 events will be triggered (puppets, animals, or dropship)
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scum.PuppetWorldEncounterSpawnWeightMultiplier=1.000000
This setting multiplies base value for a puppet encounter to spawn.
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scum.AnimalWorldEncounterSpawnWeightMultiplier=1.000000
This setting multiplies base value for a animal encounter to spawn.
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scum.EncounterHordePuppetHordeActivationScreamOverrideChance=-1.000000
This setting sets the chance for the puppet scream to be a horde activating one. The range for this setting is from 0 to 100, with the default value being -1, which equals 20%
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scum.DropshipHealthMultiplier=1.000000
This setting sets dropships max health multiplier.
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scum.SentryHealthMultiplier=1.000000
This setting sets sentry's max health multiplier.
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scum.BaseBuildingAttackerSentryHealthMultiplier=1.000000
This setting sets base building attacker sentry's max health multiplier.
"Damage" category
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scum.SentryRailgunDamageMultiplier=1.000000
Adjusts sentry railgun damage.
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scum.SentryGrenadeDamageMultiplier=1.000000
Adjusts sentry grenade damage.
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scum.BaseBuildingAttackerSentryDamageMultiplier=1.000000
Modifies damage from attacker sentries to base structures.
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scum.BaseBuildingAttackerSentryRailgunDamageMultiplier=1.000000
Adjusts railgun damage from attacker sentries to base structures.
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scum.BaseBuildingAttackerSentryGrenadeDamageMultiplier=1.000000
Adjusts grenade damage from attacker sentries to base structures.
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scum.SentryBaseBuildingDamageMultiplier=1.000000
Modifies damage dealt by attacker sentries to base elements.
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scum.DropshipDamageMultiplier=1.000000
Sets the damage multiplier for dropship attacks to characters.
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scum.DropshipRailgunDamageMultiplier=1.000000
Adjusts dropship railgun damage to characters.
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scum.DropshipBaseBuildingElementsDamageMultiplier=1.000000
Adjusts dropship damage to base elements.
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Known issues that are being worked on
- Poop is not visible on the ground after defecating
- Certain characters have mismatched colorations between neck and the rest of the body