Star Citizen Alpha 3.17.2y PTU.8173485 Patch Notes
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
An anonymous source that alleges Hurston Dynamics intentionally manipulated the United Workers of Hurston into becoming the violent group they are today.
What does it take to get to the truth? Does it take a fancy education? No. It takes a willingness to ask questions. To look underneath the few facts those in power choose to share with us. It takes bravery. Because the truth is often dangerous and frightening. But bravery isn’t the absence of fear. It’s conviction in the face of it.
My name is Parker Terrell, and this is the Plain Truth.
Throughout my career I have always been dedicated to rooting out the truth. But I’ll be the first to admit that today’s story tested my resolve. Is sharing this story worth the risk to myself and my livelihood? The risk to all the people who depend on me? The answer? A resounding yes. Nothing should stop the truth.
A little over 60 years ago, a group of Hurston Dynamics employees came together to lobby for better working conditions. These workers were underpaid, overworked, and callously subjected to noxious, hazardous chemicals while on the job, with only the barest safety standards to protect them. They called themselves the United Workers of Hurston, or UWH, and bravely organized peaceful protests in an attempt to open dialogue with Hurston executives.
But these days, the UWH is better known as an extremist group. Their nobler aspirations have given way to campaigns of fear and intimidation. The group have claimed responsibility for numerous violent assaults on Hurston production facilities, several of which have even taken innocent lives. But when did everything change? How did they stray so far from their peaceful attempts at changing Hurston policy?
For many, myself included, the group’s turning point can be defined by a single incident. Of course, I’m referring to the Lastal tragedy of 2937, when a group of UWH members violently seized control of a Hurston cargo transport. During the standoff with local authorities, they quickly paraded their hostages in front of cameras broadcasting across the Empire and made their grievances known. And to demonstrate their conviction, they flew over Lorville and pushed the pilot out of the ship, sending him plummeting to his death below. Shortly after, Hurston Security forces executed a raid on the ship to retake control. All of the UWH members were killed along with three more hostages.
In the aftermath, public sentiment quickly turned against the UWH, and Hurston Dynamics declared the group a terrorist organization. From heroes of the people to the most reviled group across the UEE, just like that.
Of course, the UWH didn’t disband. They simply went underground to avoid further persecution. And when the group would eventually emerge again from the shadows, violence became their calling card. Sure, certain factions within the organization continued to pursue more peaceful methods of protest and attempted to distance themselves from the more militant cells, but the damage was done; public opinion was firmly swayed against them.
Like many others, I remember empathizing with the UWH in the early days. Mega-corporations like Hurston can run roughshod over common folk with few obstacles. I used to think it was brave of the UWH to stand in its way – to fight for better treatment. But after their seizure of the Lastal, I could not condone their actions. They were no longer brave, disgruntled workers suffering under the tyranny of the rich and corrupt. Just like you, I was convinced they were violent and dangerous criminals. That was what I believed. At least, until a few months ago, when I received a comm from a Hurston employee. The contact chose to remain anonymous, identifying themselves only as Canary. And what they told me shook me to my core. According to them, Hurston had manipulated the UWH, intentionally driving the organization to violence in order to give the company the legal foothold needed to ban the group.
It sounded crazy, but the case Canary made was damning. Although this was a bombshell, I still had questions. Who is Canary? They clearly came to me for a reason, so why wouldn’t they disclose their identity? Without that disclosure – without that trust – how could I justify sharing anything I learned? And yet, what if it was all true? I had to know the full story.
Canary explained to me that once the UWH started garnering support from other Hurston Dynamics employees across the ‘verse, the board of directors started to get nervous. But it wasn’t until the group’s messaging began to inspire pressure for change outside of the company that they realized the group’s true danger: such a large number of employees organizing would have a severe impact on their profits! Is it such a leap to assume that a company as callous as Hurston might take steps – even drastic ones – to protect its bottom line? I don’t think so.
Canary said that, in a sort of preemptive retaliation, Hurston Dynamics began to target individuals it knew to be part of the UWH and aggravate them, withholding pay, neglecting safety standards, and even being as petty as to saddle simple procedures with bureaucratic red tape. Even worse, Canary claimed that Hurston escalated its attacks by sending its own loyal agents undercover into the UWH to further radicalize the group from inside. Canary claimed that it was Hurston’s own infiltrators that began to push for the UWH to adopt more violent methods.
Take a moment. Think about that. Think about the ramifications of it. Could this mean that Hurston Dynamics was ultimately responsible for the Lastal tragedy? If we believe Canary, then maybe the empire owes the UWH an apology. How many of the people involved in the Lastal incident weren’t actual members of the UWH? How many were Hurston operatives, intentionally making the situation worse? If the company was willing to incite such violence back then, what about today? Is Hurston letting the angry and violent factions of the UWH operate in order to fulfill some darker agenda? Could it be directing them; choosing the UWH’s targets for them, creating whatever narrative most benefits the company?
Unfortunately, all these questions and more went unanswered; the investigation remained incomplete. I have not heard from Canary since our last conversation and though they provided names, dates, and events that verified they were likely a Hurston employee, I never learned Canary’s true identity.
I realize that sharing this information may seem irresponsible and will likely paint a target on my back. But Canary was brave enough to contact me. And so I have chosen to be brave, too. And I hope you will do the same. The more you share the truth, the harder it is to hide and cover up.
When we come back, we’ll explore Hurston’s history with the UEE and its connections to senators across the ‘verse who have a lot to answer for.
Hello Everyone!
We have another stable patch for Alpha 20.
With the overwhelming majority of the team working full steam on A21, we took some time to merge fixes and changes to A20 for your enjoyment.
Due to Microsoft requirements, custom prefabs can no longer be saved directly to the game folder.
They will be saved to the User Defined Folder (UDF).
This default location is:
\AppData\Roaming\7DaysToDie\LocalPrefabs
To avoid having to re-save each POI one at a time in the prefab editor, all POI's currently located in...
\Steam\steamapps\common\7 Days To Die\Data\Prefabs
...should be manually moved to the UDF.
The UDF can be declared in the game launcher as a command line parameter.
Add the following to the command line:
Format:
-UserDataFolder=<YOUR_DRIVE_LOCATION><YOUR_FOLDER_LOCATION>
Example:
-UserDataFolder=C:\MyUserData
The UDF can also be set in the serverconfig.xml file.
Format:
<property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" />
Example:
<property name="UserDataFolder" value="C:\MyServer\Users\TFP\123456\MyDediSaves" />
A20.6 b9 Changelog
Added
JunkDrone NPC menu entry for toggle ally healing.
News window in main menu
DBS/F11 screenshots are now showing the world gen seed
GiveXp command
Auto ping all found servers once
Changed
Storage and Service sounds to be consistent between vehicles and the drone.
Friends, History and LAN tabs in server browser now ignore filters and show all entries
Vultures don't auto aggro on players in vehicles
Updated repair and harvest items on gas pumps and vending machines to discourage exploits
Fixed
Localization needed for drone ally healing
ModRoboticDroneModCooldown and Desc needs localization
Drone sounds don't affect stealth.
Vehicles storage access not playing sounds or adding to player stealth.
Drone receives buff from charismatic nature, nets +1 hp gain per hit at level 3
Drone will trigger when motion sensor is set to strangers and zombies
Drone pathing NRE when falling in Prefab Editor
Drone can't heal abrasion when using a first aid bandage or kit
Localization needed for drone ally healing
ModRoboticDroneModCooldown and Desc needs localization
Error with the drone with multiple cargo mods on a dedi, after a long play session.
EAC crashing the game on macOS Monterey
Key rack in diner_03 triggers a shutter in the poi next to it.
Seeds cannot spawn in trader loot.
Imposter blocks for poi abandoned_house_03.
Workbench crafting tool mod dupe
Can't pickup nonsquare frames if inventory is full
Store_grocery_03: On/off button on a forge becomes unresponsive
Clients in playtest games receive an NRE after selecting the given LCB
Harvested farm plots vanish when player inventory full
Molotovs are always lit once you light the first one in the stack
Workstations visually disappear when placing motion detecting equipment in the same chunk
Accessing an aimable electrical component after doing a melee attack will make you repeat the attack
BuffPerkGunSlingerBonus cvar doesn't clear during automatic fire if triggered with single shots
Urban Combat Vol. 7 no longer works due to unlinked IsIndoors cvar
Iron and steel spears disappear when thrown too far
Underground crouching and sprinting can result in teleportation to surface
Harvesting animals with full inventory results in lost items
Damage mitigation buffs only give a HP refund to players, not actual damage mitigation
Double XP killing a zombie while it is on fire using torch or any explosives.
Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation
Vehicles collide with Sticky Projectiles
Can not save prefabs on MS Store build Saved prefabs now always go to the LocalPrefabs folder in the UDF
Can not create new worlds on MS Store build New worlds now always go to the GeneratedWorlds folder in the UDF
"Show light performance" setting in the editor carries over to normal game
Mod code being initialized twice if both legacy and new mod location exist and code mod being in the latter
Saving during imposter creation kills POIs
Creative menu stack size number decreases by right clicking single quantities of a grabbed stack into inventory
Not trying to load mods twice if UserDataFolder is set to the game folder
Players with nonlatin characters in their Windows user profile are unable to start game through the game launcher
Typo on special infected group GS1 and GS50 zombieWightRadiated probability
As client on a dedi, buried supplies are always in the South West Quadrant of the circle.
Buried supplies/treasure chests can spawn below bedrock.
Breaking weapon sound is not happening anymore.
"NO TRADER" appears on starter quest if no forest biomes exist or no trader in nearby forest.
ZombieSoldier backpack collision issue
Fixed industrial light 2 lens flare being blocked at moderately low angles
Fixed crawler and spider ragdolls shift back when blending out.
Fixed street lamp LOD group thresholds being too low.
Going from vehicle mod slot to clothing mod slot causes NRE
Switching from drone's mod window to another mod window will transform the drone to the other item
On/off button on a forge becomes unresponsive
Knife harvest can easily hurt other players if they are standing near you
Accepting invites / joining through friends list is not blocked while game is still initializing
XBL invite creates new launcher and game instance if already running
Unable to join servers with some player names
Non-XBL players were not shown being blocked when communication was globally blocked by XBL privacy settings
News screen scroll makes a sound even if you are on the first or last page
Voice chat not always properly disabled
Happy Monday, everyone!
Ship Showdown 2952 - Phase 1 Has Begun!
Hello everyone!
Today we have a small update patch for Alpha 20.6.
We wish all of you a great weekend!
A20.6 b9
Added
Auto ping all found servers once
Fixed
Non-XBL players were not shown being blocked when communication was globally blocked by XBL privacy settings
News screen scroll makes a sound even if you are on the first or last page
Voice chat not always properly disabled
Star Citizen Alpha 3.17.2x PTU.8168029 Patch Notes
Anvil Hornet- Standalone Ship / Prix : 158.4$ TTC
Freelancer- Standalone Ship / Prix : 158.4$ TTC
This update is for the Public Test branch of Valheim, and may therefore be unstable. Before we launch this update to the Default version of the game, we want to make sure to have a chance to discover bugs and adjust the balancing, to give you the best game experience possible.
Access the Public Test branch by right clicking Valheim in your Steam library, and then select ‘Properties’. In the new window, select ‘Betas’ and type in the code “yesimadebackups”. The Public Test branch should now be available for you to choose from.
Please leave any feedback you may have in the appropriate channel in our Discord, or in the subforum here on Steam.
As always, remember to be considerate towards players not partaking in the Public Test, in case they want to avoid spoilers.
As the password indicates, please make sure to make backups of your save files before playing.
This patch consists of an important fix to a bug which would cause the game to crash, often with a reset of the game world in the process. Both the crashing and the resulting reset have now been solved, and we have also added a function to let you automatically backup your saves.
If you have lost a world due to this issue prior to this patch, you can follow this guide to restore your progress.
If you’re playing on a dedicated server, make sure that the server host has updated the game before you play, in order to avoid unforeseen issues.
Fixes & Improvements:
* Autobackup system added that will keep one 2-hour and one 12-hour backup by default and can be customised in misc settings. Default setting on dedicated servers is 4, which can be customised with new parameters (-backups -backupshort -backuplong).
* The game will now save after you sleep, or at 30 minute intervals, and the timer is reset when using the manual save console command. The save interval can be customised on dedicated servers using the new parameter (-saveinterval).
* The dedicated server manual PDF has been updated with the new parameters.
* World save gets disabled if it’s a corrupted world file or if it’s an incompatible world version and the game will return to the main menu. Dedicated servers will shut down if the world is corrupt.
* A change to Steam Cloud saves to avoid a particular crash during saves that could corrupt the world save.
* The game returns to a pause state if a multiplayer host is alone in a multiplayer session if all players leave (like it was previously).
* Players can no longer create a world with the same name when Steam Cloud saves are enabled.
* Characters with duplicate filenames will now be hidden.
* Characters with different names from the filename will be displayed to differentiate between renamed files
* Local and legacy characters will now be deleted properly if Steam Cloud is enabled
* Beehive VFX on-hit fix
Star Citizen Alpha 3.17.2w PTU.8166823 Patch Notes
Hello again vikings!
We hope you’ve all had a wonderful summer thus far, even with the heatwaves rolling in all over the world. The Iron Gate team has taken some time off to get some new energy, as is customary here in Sweden, but now we’re back at our desks and are already hard at work to bring you the next Valheim update.
We are aware that there has been an unfortunate issue with crashing over the past month. A fix for this is underway and is currently being tested, and we hope to have the solution done soon. In the meantime, if you should have your game crash and your save reset as a result, you can follow this guide in order to restore your progress.
We are also working on the Mistlands! It’s going to be quite a chunky update, with a lot of things we haven’t shown yet. Naturally it will have new resources, which also means new recipes. The other week, for example, one of our 3D artists did a lot of work on the food for the biome. The balancing still needs some work, but the menu is mostly set. Any guesses as to what the various meals could be?
Earlier in the summer we showed you a little teaser of the things you can build with the new Black Marble material which you’ll be able to find around the Mistlands. A lot of you seemed pretty excited about that, so we thought we’d show you a bit more! We’re really looking forward to seeing your creations once you get your hands on these build pieces!
Build of the Month
Even though you don’t have the Black Marble building pieces just yet, you all still impress us with your building skills! This time we want to highlight this work by TheFr1endlygamr. Well done! If you’d like a chance to have your building featured here, just use the hashtag #ValheimBotM on Twitter, Facebook or Instagram. You can check out previous winners in this thread here on Steam.
May your axes stay sharp!
The Iron Gate team
Discord
Twitter
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Reddit
Welcome to July’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including updates to Vanduul movement, level design, and character art.
Travel the secret route that successfully smuggled political dissidents out of the Messer controlled UEE and into Xi’an space.
“I’ve never been more nervous. Our network of activists had been completely betrayed, forcing us to flee as Advocacy agents began their raids. I knew some of my friends had made it to Xi’an space, but others just disappeared. People assumed the Messers got them, but I also heard stories of smugglers selling them to the Banu. Still, I had to risk it. Anything was better than one of the Messers’ re-education prisons, so I climbed into that smuggler’s crate and they sealed me up. Next thing I know, some Xi’an was shaking me awake. First one I’d ever met, and I, ah… well, I screamed because it was all very shocking. Then I just broke down and cried because I knew I was finally safe.”
August Dunlow’s vivid firsthand account of fleeing the UEE is one of many that appear in The Bremen Beltway; a book that brilliantly mixes interviews, journal excerpts, and declassified government documents to illuminate the extreme measures used to smuggle activists, journalists, opposition politicians, and others in and out of the Messer-controlled UEE. While the regime made escaping the empire a difficult and often dangerous proposition, one method would come to distinguish itself as the most secure and significant. Nicknamed the Bremen Beltway, the route is not only believed to have smuggled out more people than any other but was instrumental in quickly returning hundreds of significant anti-Messer activists once the revolution began. Their timely return proved key to organizing the various planets to finally topple the totalitarian regime.
Though over time the journey became best associated with Bremen, the route actually runs through five systems: Bremen, Nyx, Tohil, La’uo (Virtus), and Ē’aluth (Eelaus). Bremen earned the namesake because it was the starting point within the UEE and the only system travelers knew about prior to their trip. Strict security measures meant the only information travelers received was a time and a set of bespoke coordinates within Bremen. Arrive there safely and smugglers would provide sleeping pills and a cramped smuggler’s crate. Meanwhile, high-ranking members of the Bremen Defense Force (BDF) would secretly ensure the smugglers could avoid security patrols by the UEE and less sympathetic BDF members while crossing the system and making the jump to Nyx.
Though Levski’s residents also yearned for revolution, they sadly were unable to offer permanent harbor for the revolutionaries fleeing through Nyx. Leaders of the People’s Alliance gladly offered up Levski as a stopping point for refueling, but with significant portions of the old mining facility still badly in need of repairs and life support systems already overtaxed, they were unable to support a larger population at the time. So, most smugglers working the Bremen Beltway hurried through the system to get to Tohil.
A Perry Line system meant to act as a buffer between the two species, Tohil instead drew them together. Tohil became the main exchange point between Human and Xi’an smugglers, who were now tasked with safely transporting the refugees into Xi’an space. Smugglers on both sides nicknamed this meeting point the “Tohil Trampoline,” partly because handoffs often happened on large botanical biomasses floating in Tohil III’s oceans. These exchanges proved so safe and reliable that Xi’an Emperor Kr.ē and Terra Senator Terrence Akari met on Tohil III in 2789. The meeting produced a peace accord that was narrowly approved by the UEE Senate but never signed into law by Imperator Messer XI. Still, the passing of the Akari-Kr.ē Treaty exposed the Messer regime’s waning control over the Senate.
Despite being a part of the Perry line, Tohil’s remote location, combined with mounting economic pressures, kept the Messers from stationing soldiers in-system. Instead, UEE security relied on a vast system of sensors and periodic patrols from fleets stationed in Oya – obstacles easily avoided by seasoned smugglers on both sides. The UEE Military, primarily worried about a large-scale Xi’an invasion, believed these lax security measures were permissible because the system could only be reached through the unclaimed and almost empty Nyx and two other Perry Line systems. The first being Oya, where the closest UEE troops were stationed, and La’uo (then known as Virtus), a system considered inhospitable due to the expanding red giant at its center. That also made the system the ideal next leg of the Bremen Beltway.
The UEE treated La’uo like a Perry Line system in name only. They didn’t bother to patrol or place more than minimal sensors there since those heading to the UEE still had to pass through Tohil. The Xi’an freely roamed the system with little fear of running into a UEE patrol. That meant once in Xi’an hands, travelers on the Bremen Beltway were considered safe and secure. Most were woken, helped out of the smuggler’s crate, and placed in “Humanized” quarters for the remainder of the voyage.
Still, the Xi’an knew how politically dangerous it would be if the Messer regime ever learned of UEE refugees being given diplomatic sanctuary. For political cover, they smartly exploited a culture difference that took advantage of how little Humanity understood their species. In practice, this meant only Xi’an pirate gangs could transport, house, and care for the UEE refugees. That way, if ever discovered, the Xi’an government could truthfully claim that the scheme was carried out by “pirates,” a loaded phrase for both species. The Xi’an knew that Humans considered “pirates” outlaws that acted outside of the government’s purview, and that Humanity didn’t yet know that some “pirates,” like most other criminal organizations, were officially sanctioned by the Xi’an government.
Though UEE forces never ventured as far as La’uo, the Xi’an deemed it unwise to keep refugees there and instead moved them into the Xi’an Empire. Most ended up on pirate-controlled space stations retrofitted for Human occupation in Ē’aluth (Eelaus system). Upon arrival, the refugees would be interviewed by Xi’an officials who were collating data on the current situation inside the UEE. Once released, the refugees could socialize, strategize, monitor UEE news via remote spectrum relay, and more. Encrypted comms could also be sent on rare occasions, as a separate data running pipeline was established to smuggle messages into the UEE. Aboard these space stations, refugees recall comfortable living quarters and a willingness by the Xi’an to adjust conditions and amenities to better suit Human needs. The Xi’an learned much about Humanity during this time and subsequently used those lessons to improve the appeal of ships, foods, and other products now widely available in the UEE.
Years would pass. Some UEE refugees grew restless being confined to a space station and would make the harrowing journey back home, but most were determined to stay ready to aid regime change when the time was right. That patience paid off when the fateful Massacre of Garron sparked riots across the empire. Sensing the fires of revolution, the Xi’an reversed the Bremen Beltway to expedite the return of important refugees to the UEE. Their timely and surprising arrival amidst the uprising cemented the revolution and directly led to the eventual overthrow of the Messer regime.
The Bremen Beltway can be considered key to helping topple the Messer regime and bringing the Human and Xi’an species closer. Together, sympathetic members of the Bremen Defense Force, kindhearted Human smugglers, and loyal Xi’an pirates acting as government proxies created the safest escape route between the two empires. The Bremen Beltway proved that the two species could work together, and that the universe could be better because of it.
Happy Monday, everyone!
Star Citizen Alpha 3.17.2v PTU.8160879 Patch Notes
Ship Showdown 2952 - Get Ready to Rumble
Alpha 3.17.2 - Weekend Compensation
TRAINYARD UNLOADING TOWER[rust.facepunch.com]
The above-ground rail network is now connected up to the Trainyard area, and the Trainyard has a new tower that can unload certain types of train wagons.
Railway sidings will now sometimes spawn unloadable wagons in several varieties
Ore wagons filled with sulfur, iron, or charcoal
Fuel tank wagons filled with low grade fuel
Loot wagons that can be unloaded to reveal loot crates
All of these can be hooked up to a train and taken to the unloading tower at Trainyard for unloading. You'll need a green keycard and a fuse to get full access, after which you can unload as many wagons as you like. Ore and fuel go into an output hopper and fuel tank respectively inside the tower. Loot wagons activate their crates when emptied so you can then go out and loot them.
The above-ground Work Cart train engine has been reduced in power, and is now only able to pull a small amount of train cars at a time. The large new Locomotive provides superior pulling power instead.
FLASH BANG AND MOLOTOV COCKTAIL[rust.facepunch.com]
Two new throwable items have been added to the game.
The Molotov Cocktail is a powerful area denial weapon which slows movement and deals damage over time. It can also be used to damage and destroy wooden structures.
The Flashbang is a short fuse, low damage explosive which will blind and disorient anyone unfortunate enough to be in the blast radius and looking in it's general direction. We're hoping the addition of this tool reduces the benefit of corner camping and shakes up how room clearing is approached
Both are available in the tech tree of the T2 workbench.
QOL[rust.facepunch.com]
Updated Wooden SignsThe Wooden sign has been received a model update
Scrap Tea BuffScrap Tea now yields more scrap and lasts longer
Improved Cliff CollisionA number of cliff colliders have been improved, making them easier to climb
Invalid Projectiles when MountedFixed a long standing bug causing invalid projectiles when mounted to vehicles
CUBEMAP AMBIENT LIGHT[rust.facepunch.com]
The lighting in Rust has been quite outdated for a long time. The primary reason for this have been our highly dynamic environments that prevent us from using any sort of statically baked lighting data. This resulted in flat and boring looking environments, particularly in areas that weren't receiving any direct light. To combat this, I finally implemented our own ambient lighting model that uses a blurred version of our existing reflection data, which is already completely dynamic.
The new lighting model is of course enabled for everybody, but it comes with a few customization options. The previous "World Reflections" quality setting has been replaced with two toggles in the "Experimental" graphics options: Advanced interior lighting, which when enabled includes player bases in the new lighting model, and advanced forest lighting, does the same for trees.
PERFORMANCE WORK[rust.facepunch.com]
I spent a good part of the month looking for client performance optimisations with varying levels of success.
I removed a variety of unnecessary components from all humanoid NPCs (Scientist, dwellers, shopkeepers, etc). This should reduce the performance hit when entering network range of an NPC.
I removed unnecessary components from various static entities that are placed in monuments (think vending machines, chairs, etc). This should make them spawn faster when entering network range.
I made some changes to our LOD system to more aggressively disable shadows in places where it will make no visual difference. This includes any static prop that is considered "small" and parts of the player body (clothing, eyebrows, teeth, etc). These changes should reduce the number of shadow casting meshes when more than a couple of meters away from a prop or player. Both of these changes can be disabled by the graphics.AggressiveShadowLod and graphics.AggressiveShadowLodWearable convars but they will be enabled by default this month.
Underground props that are part of the train tunnels are now more aggressively culled if you aren't in a train tunnel.
Made more potential optimisations to the performance drop when hitting a tree/resource node. This is mostly due to the UI animating in the bottom right of the screen and a lot of the performance cost is happening outside of our control. I've still made a few improvements that should hopefully improve it but there is still a mild performance drop.
MONUMENT LIGHTING & LIGHT SWITCHES[rust.facepunch.com]
I spent some time over the past few weeks adding new lights to a bunch of our older monuments. Now nearly all of them should be covered this pass, aside from a few monuments that are meant to be completely abandoned and should remain dark. This includes monuments such as Harbors, Power Plant and the Trainyard.
In addition, you will find that the monuments covered by the lighting pass will now feature light switches that you can use to toggle the lights on and off. You can now decide whether you want the comfort of seeing clearly in the dark at a risk of being seen by other players, turn the lights off for your safety while exploring, or use them to ambush unsuspecting players.
ADS IMPROVEMENTS[rust.facepunch.com]
We recently saw a video from hJune which helped us identify a long standing issue with the aiming code. Basically, if you when into ADS mode shortly after running, the weapon bob was not immediately disabled, and instead took far too long to gradually dissipate.
This resulted in a disparity between the weapon sight and the true aim direction, meaning you were not actually aiming at your target for the first several shots. This has been fixed and aiming down the sight should feel a lot more responsive and snappy.
OFFENSIVE CONTENT REPORTING[rust.facepunch.com]
Thanks to everyone for taking the time to report offensive content last month, we were able to clear a lot of content on official servers as a result.
To help us quickly act on your reports, I made a Slack tool this month that allows us to remove any reported content directly from Slack, without having to load the game up. If server owners are looking for similar functionality we can recommend the Discord Sign Logger[umod.org] plugin by MJSU.
Please keep sending your reports in!
RUST TWITCH RIVALS 2[rust.facepunch.com][twitch.facepunch.com]
On August 9th at 8:00 pm GMT a team of 160 well-known Twitch creators world around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k.
During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, well-known streamers such as hJune, Mendo, Welyn, Bchillz, Willjum, Panpots and of course the team captains Thegrefg, dhalucard, xqc and Disguised Toast.
Over the course of the 5 days, teams will build up their bases and supplies. Eliminating each other from day 3 onwards with the last man standing on day 5.
We'd like to thank Rustoria for working with us and Twitch to make this event possible.
Learn more at http://twitch.facepunch.com/.
LEGAL UPDATE[rust.facepunch.com]
We updated our legal documents[facepunch.com], to comply with recent consumer protection and data protection law changes since we last visited the documents in 2019. We re-added an IP infringement notice form that had disappeared somehow. You can see all historic versions at https://github.com/Facepunch/Legal.
The changes will take effect in the next 30 days and you can email any questions to legal@facepunch.com.
FULL BLOG DETAILS & CHANGELOGS[rust.facepunch.com]
Welcome to July’s PU Monthly Report! With Alpha 3.17.2 making it to the live servers at the end of July, most teams shifted focus to tasks for the next patch release and beyond. So, this month, you’ll see progress on various dependencies for persistent streaming, Pyro, the economy, and more. Read on for all the details!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
Observist Lifestyle meets the founder of an organization that wants to turn Pyro into paradise.
Greetings, traveler. As enjoyable as the myriad sights and sounds of the universe are, we have found that it’s the people and the stories they tell that truly make our time here exceptional. We at the OBSERVIST LIFESTYLE are eager to provide an up close look at the unique souls that form the tapestry of our universe.
The six planets of the Pyro system spin under the livid glare of a volatile variable star, so life is difficult there on the best of days. The innermost planets are oppressively hot, while the outermost are deathly cold. There are almost no comfortable lodgings where you can spend the night, let alone safely park your ship. Detritus from fruitless terraforming attempts in the 26th century can be found floating in unexpected places, posing a persistent threat to the unprepared traveler. And at the heart of the system beats a star that unleashes hell whenever it flares. It is, in short, inhospitable.
Despite these obstacles – or perhaps in part because of them – Pyro has become a stronghold for pirates, fugitives, terrorists, and other kinds of people you wouldn’t want to run into while flying solo. Settlements abandoned when legitimate businesses fled the system have become hives of criminal activity. The largest of these is a former Pyrotechnic Amalgamated housing platform known among locals as Ruin Station. Its dilapidated halls are packed with squatters and black market dealers who eke a living outside the grasping hand of the law, but beneath the iron fist of whatever gang is in charge. Power struggles on the station are frequent, but violently anti-alien and anti-corporate terrorist group XenoThreat has been the reigning authority on Ruin Station – and thus Pyro – since 2947.
Since then, XenoThreat has used Pyro as a launch point for armed raids on their neighboring systems, especially the corporate-led Stanton system. While the Advocacy and Civilian Defense Force have thwarted XenoThreat’s attacks in the system, they have been unable to significantly hurt the organization. In fact, XenoThreat’s numbers seem to grow with each passing year. Experts say that as long as Pyro remains under their control, it is unlikely that the people of Stanton will see a respite from invasion anytime soon.
Madge Hartford, known as Dash to her friends, hopes to change that.
Inside M&V, the bar is packed from its fortified metal entrance to its neon-lit corners. It’s stuffy and smells of sweat from the press of bodies, but I breathe deep all the same, savoring the filtered air after walking for so long in the Hurston smog. People from ArcCorp, Hurston, Crusader, and even distant microTech have gathered in Lorville today to mix and mingle. A young man with an asymmetrical haircut and vividly-purple reflective sunglasses embraces another man in torn pants and scuffed boots, while at a nearby table three people in high-end suits converse in low voices with a woman in an old set of light armor. Against her hip she holds what appears to be a crumpled plastic bag.
A woman with gunmetal-gray hair spots me and waves me to the bar, where she stands with a glass of whiskey in her hand. I weave my way through the crowd, and when I arrive, she claps me on the back as if we’ve known each other for years.
“Glad you made it,” she says. She lifts one hand to signal the bartender. “Let’s get you a drink.”
This is a meeting of Citizens for Pyro, a concerned group of civilians who have taken it upon themselves to tame the adjoining outlaw system once and for all. What started five years ago as occasional forays into Pyro to hunt down criminals has grown into a full resettlement plan spearheaded by Hartford. A former accountant for Hurston Dynamics, she founded the group after her best friend Kyuwa Endicott was killed near the Pyro-Stanton jump point when a sudden firefight erupted between rival gangs.
“The Advocacy said he was in the wrong place at the wrong time.” She shakes her head. “‘Wrong place.’ ‘Wrong time.’ No. You can’t tell me that. He was exactly where he was supposed to be, in the system where he was born, flying the same cargo route he’d flown for eighteen years. They were in the wrong place. Not him.”
The bartender slides me a tepid beer, and I mount one of the rectangular stools at the far end of the bar, close to the booths. Hartford clinks her glass to mine before taking the seat next to me. The hazy red glow of the sign on the wall lights up her hair like a halo.
“They never caught the scum who did it. For a while, I thought I’d try and get revenge, but that petered out when I realized I had zero chance of finding Kyu’s killers in a system so huge and undeveloped. Almost everyone here has the same story.” She waves her glass at the crowd. I hear the clack of billiard balls hitting one another in the basement, just audible over the din of conversation. “They’ve lost family, partners, friends, pets, property – you name it, some outlaw from Pyro has taken it away. We don’t want that to happen to anyone else. The attacks, the raids, the deaths – we’re sick of it all. It has to end. So we’re going to rip the problem out by the roots.”
Hartford tells me that her organization plans to establish a base of operations within Pyro, preferably on Pyro II or Pyro III, within the next five years. There, she says, they will build a community who will provide economic and cultural incentives to keep the system secure. The hope is that eventually companies will be attracted to the system due to the higher safety levels and will establish footholds there, bringing credits and influence that could transform Pyro from a lawless wasteland to a bustling center of new growth. It may take decades, but Hartford believes this will rid Pyro of its criminal infestation once and for all.
“The idea’s simple: There are more of us than there are of them. And the more of us move to Pyro, the less room there’ll be for them.”
The group has recently gained momentum in light of XenoThreat’s repeated attacks on the Stanton system. They’ve also received substantial donations to their cause, and hundreds of new volunteers have joined, many of whom have begun rigorous training regimens to survive on worlds with extreme environments. When I point out how dangerous this will be, Hartford smiles.
“Outlaws have been living there for years in the exact same conditions. Don’t you think it’s time decent people took over instead?”
A cheer erupts from downstairs. Though it couldn’t be for Hartford’s declaration (I would later learn that the Stanton Knights had just won a close game against the Fora Flames), it feels for a moment like an expression of solidarity.
I tell her that I’ll drink to that. It’s a future I’d like to believe in.
August is here with this month’s Subscriber offerings; Dashboard Flags for decorating your ship’s dashboard, the Drake Cutlass Steel as Ship of the Month, and the Crusader Ares Ion and Inferno available with enhanced insurance till the end of the month.
Happy Monday, everyone! 3.17.2 is now on the Live servers, and we’ve got even more content coming your way this week.
Hey Survivors,
7 Days to Die is now on sale for 70% off from August 1st to August 8th for Steam’s Survival Fest Sale.
Play the Survival Game that came first. Navezgane awaits!
https://store.steampowered.com/app/251570/7_Days_to_Die/
Alpha 3.17.2 - aUEC Stipend Update
Alpha 3.17.2 - aUEC Stipend Update
Hello Everyone!
While Alpha 21's production goes full steam ahead, there are a list of fixes compatible with A20 we did not want you all to wait on any longer!
To participate:
1. right click on the game in steam
2. click on properties
3. click the "betas" tab
4. the drop down menu will have latest_experimental available ← you want THAT
5. select that and wait for the game to download.
Due to Microsoft requirements, custom prefabs can no longer be saved directly to the game folder.
They will be saved to the User Defined Folder (UDF).
This default location is:
\AppData\Roaming\7DaysToDie\LocalPrefabs
To avoid having to re-save each POI one at a time in the prefab editor, all POI's currently located in...
\Steam\steamapps\common\7 Days To Die\Data\Prefabs
...should be manually moved to the UDF.
The UDF can be declared in the game launcher as a command line parameter.
Add the following to the command line:
Format:
-UserDataFolder=<YOUR_DRIVE_LOCATION><YOUR_FOLDER_LOCATION>
Example:
-UserDataFolder=C:\MyUserData
The UDF can also be set in the serverconfig.xml file.
Format:
<property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" />
Example:
<property name="UserDataFolder" value="C:\MyServer\Users\TFP\123456\MyDediSaves" />
A20.6 b8 Changelog
Added
JunkDrone NPC menu entry for toggle ally healing.
News window in main menu
DBS/F11 screenshots are now showing the world gen seed
GiveXp command
Changed
Storage and Service sounds to be consistent between vehicles and the drone.
Friends, History and LAN tabs in server browser now ignore filters and show all entries
Vultures don't auto aggro on players in vehicles
Updated repair and harvest items on gas pumps and vending machines to discourage exploits
Fixed
Localization needed for drone ally healing
ModRoboticDroneModCooldown and Desc needs localization
Drone sounds don't affect stealth.
Vehicles storage access not playing sounds or adding to player stealth.
Drone receives buff from charismatic nature, nets +1 hp gain per hit at level 3
Drone will trigger when motion sensor is set to strangers and zombies
Drone pathing NRE when falling in Prefab Editor
Drone can't heal abrasion when using a first aid bandage or kit
Localization needed for drone ally healing
ModRoboticDroneModCooldown and Desc needs localization
Error with the drone with multiple cargo mods on a dedi, after a long play session.
EAC crashing the game on macOS Monterey
Key rack in diner_03 triggers a shutter in the poi next to it.
Seeds cannot spawn in trader loot.
Imposter blocks for poi abandoned_house_03.
Workbench crafting tool mod dupe
Can't pickup nonsquare frames if inventory is full
Store_grocery_03: On/off button on a forge becomes unresponsive
Clients in playtest games receive an NRE after selecting the given LCB
Harvested farm plots vanish when player inventory full
Molotovs are always lit once you light the first one in the stack
Workstations visually disappear when placing motion detecting equipment in the same chunk
Accessing an aimable electrical component after doing a melee attack will make you repeat the attack
BuffPerkGunSlingerBonus cvar doesn't clear during automatic fire if triggered with single shots
Urban Combat Vol. 7 no longer works due to unlinked IsIndoors cvar
Iron and steel spears disappear when thrown too far
Underground crouching and sprinting can result in teleportation to surface
Harvesting animals with full inventory results in lost items
Damage mitigation buffs only give a HP refund to players, not actual damage mitigation
Double XP killing a zombie while it is on fire using torch or any explosives.
Using auger or chainsaw right before they're done repairing breaks item/hand placement and hand animation
Vehicles collide with Sticky Projectiles
Can not save prefabs on MS Store build Saved prefabs now always go to the LocalPrefabs folder in the UDF
Can not create new worlds on MS Store build New worlds now always go to the GeneratedWorlds folder in the UDF
"Show light performance" setting in the editor carries over to normal game
Mod code being initialized twice if both legacy and new mod location exist and code mod being in the latter
Saving during imposter creation kills POIs
Creative menu stack size number decreases by right clicking single quantities of a grabbed stack into inventory
Not trying to load mods twice if UserDataFolder is set to the game folder
Players with nonlatin characters in their Windows user profile are unable to start game through the game launcher
Typo on special infected group GS1 and GS50 zombieWightRadiated probability
As client on a dedi, buried supplies are always in the South West Quadrant of the circle.
Buried supplies/treasure chests can spawn below bedrock.
Breaking weapon sound is not happening anymore.
"NO TRADER" appears on starter quest if no forest biomes exist or no trader in nearby forest.
ZombieSoldier backpack collision issue
Fixed industrial light 2 lens flare being blocked at moderately low angles
Fixed crawler and spider ragdolls shift back when blending out.
Fixed street lamp LOD group thresholds being too low.
Going from vehicle mod slot to clothing mod slot causes NRE
Switching from drone's mod window to another mod window will transform the drone to the other item
Iron and steel spears disappear when thrown too far.
On/off button on a forge becomes unresponsive
Knife harvest can easily hurt other players if they are standing near you
Accepting invites / joining through friends list is not blocked while game is still initializing
XBL invite creates new launcher and game instance if already running
Unable to join servers with some player names
Attention development subscribers: the July 2022 issue of Jump Point is now available in your subscription area.
Attention Subscribers: the July issue of Jump Point is now available in your subscription area. This month features the development of the Siege of Orison Dynamic Event, the story of Maria Pure of Heart, and a Galactapedia covering one of Crusader’s moons, Yela.
Interested in becoming a development subscriber? You can learn more here.
Before any update to Star Citizen hits the Live servers, it undergoes a rigorous set of testing phases on the PTU. Thanks to everyone for your contributions!
Star Citizen Alpha 3.17.2 - Now Available!
Centurion - 2 Paint Pack- Paints / Prix : 16.8$ TTC
Star Citizen Alpha 3.17.2 LIVE.8148301 Patch Notes