Just Survive Patch Notes (10/05/2017)

Posted on 11/05/2017 at 6:00AM UTC

Hello Survivors,

We just published a hotfix / maintenance to JS Live. Please keep in mind that as a hotfix and not an update, this does not include new content but rather addresses some issues that have cropped up over the last week that we wanted to react to ASAP for you guys.

the hotfix notes are short and sweet:

  • fixed a server crash scenario

  • fixed several crash to desktop scenarios

  • ongoing anti-cheat/hack countermeasures

Please use this thread to report any issues you're experiencing on JS Live.

Source: Reddit /r/h1z1

Just Survive Patch Notes & Wipe #18 (02/12/2016)

Posted on 02/12/2016 at 10:00PM UTC

All Just Survive servers will be offline beginning at 2:00 PM PT (10:00 PM UTC) for a game update.  Downtime is anticipated to be approximately 6 hours.  

General Improvements

  • Loot Spawn Adjustments
    • Fixed bugs causing loot items to not spawn at intended rates
    • Updated non-weapon item balance
    • Increased ammo slightly 
    • Weapons and items are now more evenly distributed across map locations.
  • Reduced server latency - this was the root cause of many UI/interaction lag issues
  • AoE (area of effect) checks for AoE weapons - this fixes several bugs including a few listed below


Exploits Fixed

  • General vehicle exploits have been fixed (namely those related to glitching into bases)
  • General base exploits have been fixed (lag switching into bases, jumping through deck foundations, etc)
  • Placing IEDs through doors is no longer possible
  • “Map teleport” exploit has been fixed
  • Fixed an exploit where melee weapons could take on the behavior of other items


Bugs Fixed

  • Character Portraits now match their in-game character
  • General latency reduced; mostly UI / interactions taking multiple attempts, including:
  • Containers not transferring loot consistently
  • Door codes not entering/changing consistently
  • Discovering taking multiple attempts
  • Bows not reloading properly (causing them to never shoot) has been fixed
  • Door misalignment has been addressed
  • IEDS and Biofuel should now inflict proper damage next to structures
  • Explosive Arrows now should no longer damage players through building walls
  • Most structures now should be place-able inside shelters (workbenches, bee boxes, etc.)
  • Experimental Weapon Zombies should now respawn as expected
  • Medical stations should work as expected now
  • Bullets traveling through players occupying the same space – should be fixed
  • Bandages can be equipped in the flashlight slot but do nothing – should be fixed
  • Silent Zombies bug has been fixed
  • Character names can now be reused after the character has been deleted
  • Fixed an issue with free placing objects on base foundations (IEDs, etc)
  • Jittery camera issues have been fixed

Source: h1z1.com

Just Survive Patch Notes (12/07/2016)

Posted on 12/07/2016 at 3:50AM UTC

All servers will be unavailable beginning at 1:00 AM PT (8 AM GMT) for maintenance to introduce a game update.  Downtime is anticipated to be less than 4 hours.

Players may note the following changes:

  • Fixed an issue where IED's were not damaging bases
  • Fixed an issue with arrows doing execessive base damage
  • Adjusted the drop rate of the Patriotic Mask skin
  • Fixed an exploit for sit command preventing falling damage
  • Fixed an issue with the Skinning Knife not de-spawing when dropped on ground
  • You should now be able to harvest blood from Zombies
  • You can no longer chop trees with a hunting knife
  • We have a potential fix in place for the invisibility issues introduced in the last update. 

Source: h1z1.com

Just Survive Patch Notes & Wipe #15 (08/07/2016)

Posted on 08/07/2016 at 1:00AM UTC

Combat Update Notes

For those that don’t know me, my name is bronstahd (Garrett Fern), and I’m a combat and gameplay designer working on H1Z1: King of the Kill. Tomorrow we are releasing an update we’ve internally termed “the combat update” which is the result of a focused push toward improving combat and related gameplay systems. I wanted to spend some time talking about several of these changes in greater detail to give some insight into what’s changed and why we’re excited about this update’s release.

 

Shotgun

We’ve continued working to improve the consistency of the shotgun. Our goal is that the shotgun should be a powerful, up close threat. This update further tightens the shotgun’s spread of fire, making it more powerful up close. In addition, the shotgun’s damage will fall off over distance, so it isn’t too powerful at range. The feedback we’ve seen has been positive so far, so we’re really looking forward to seeing these changes on the live servers.

 

Cone of Fire

Recently, we added Cone of Fire adjustments based on your character's movement state. We did this because, put simply, guns were performing far too accurately when running and jumping. Philosophically, our belief has always been that aiming down sight should be the most accurate method of aiming; this change made sure that's the case.

However, it was also possible to aim down sight while jumping, which also allowed for tremendous accuracy in a way that didn't make sense. This update addresses that issue by preventing ADS while jumping or falling. This has also allowed us to ease up on some previous combat restrictions around movement and it will now be possible to shoot and ADS directly from sprint. You'll no longer have to wait for your character to slow down and suffer a delay when trying to shoot.

 

General Weapon Polish

This update also contains a lot of general weapon polish. In no particular order, here's what you should expect to see:

  • Historically, melee weapons have been underwhelming and of little use. As a first step toward addressing this, we've increased melee weapon damage across the board. This won't entirely fix melee weapons, but it should be a noticeable improvement:
    • Fists: 4.5 damage -> 9 damage
    • Combat Knife: 10 damage -> 21 damage
    • Machete: 12 damage -> 25 damage
    • Wood Axe: 16.5 damage -> 34 damage
  • Since our last change to the AK-47 we've been listening to the community and the feedback has been pretty clear: it's not powerful enough when compared to the AR15.

We've been internally testing a faster fire rate for the AK-47 which we'll be rolling out with this update. Here's what you should expect to see:

  • The AK-47 should be faster than AR15 in full auto fire, but more difficult to control.
  • The AK-47 should be closer in speed to the AR15 when tapping.
  • Specifically, the delay between shots has been reduced from 160 ms -> 145 ms.

We think this change will create nice some trade-offs between the weapons and make the AK-47 a compelling choice once again.

  • Increased the damage of the R380 from 15 -> 17 to reduce the number of shots required to kill with it by one.
  • Decreased the damage of the M9 from 19 -> 18 to allow time to apply healing after taking five shots. Previously it wasn't possible to apply any type of healing before bleeding to death.
  • We've made some adjustments to the M47 Gas Grenade that should make them far more viable as a thrown weapon option:
    • Damage increased from 1/tick-> 3/tick.
    • Duration reduced from 60 seconds -> 20 seconds.
  • Depending on the weapon, it used to take anywhere between 0.5 seconds to 1 second to change from one weapon to another. This time has been reduced to 0.15 seconds for all weapons.
  • Weapon slots will always be assigned the same number, regardless of whether or not there are weapons in other slots.

 

Damage Log

We believe that when a player dies it should be very clear to them what killed them. That’s not always the case currently. As a first step towards remedying this, we’ve added a damage log to the death screen that will display how much damage the attack that killed you did and whether or not it was a headshot. Moving forward, the plan is to re-work the death screen so we can display even more information about cause of death.

 

Body Armor

We've also made some changes to the way Armor works that should improve the reliability of body armor:

  • The entire body (chest, arms, and legs) is protected by Body Armor.
  • Helmets still protect the head.

 

Hit Reactions

Hit reaction animations would cause the other character's head moved, often preventing a quick follow-up shot from registering as a headshot when it should. Other characters will no longer flinch out of the way when shot.

 

Camera & Reticle Improvements

  • We've made a couple of improvements to the reticle.
  • We’ve added a new element to the reticle that increases in size to display Cone of Fire information based on player movement.
  • Improved color saturation and added clearer outline which should make seeing the reticle, even small reticles, much easier.
  • In most cases, projectiles now originate from the camera rather than the weapon model. This change significantly reduces projectile collisions with medium-height cover like fences, rocks, cars, and similar objects and also improves projectile performance when fighting uphill or against players on top of buildings.

In some cases, it was possible for one player to have clear line of sight on another player, due to the camera being offset above their head, while actually being obscured from the other player’s view. We felt this would be unfair, and in these cases (generally, when your character is very close to medium-height cover) projectiles will still originate from the weapon model. We’ve added feedback to the reticle to make it clear when this is happening.

 

Respawn

Select a respawn region upon death: Now upon death, you'll be presented with a spawn selection interface. From this interface you'll choose a grid square to respawn within. Your actual location will be random within chosen grid.

 

Vehicle Anti-Hoarding measures:

In an effort to combat vehicle hoarding and to give more players an opportunity to obtain a vehicle we’ve made the following changes.  The changes are intended to make vehicles a little more transitional so that you can find one, use it up, and then more easily find another one.

  • Vehicles now decay their condition slowly over time.  They will fully decay in a little over two days.
  • Wrenches spawn in the world but are much rarer.  They will always spawn with full durability.
  • Wrenches will lose 100 durability per swing on a vehicle.  Wrenches have 2500, so when repairing a vehicle they can only hit 25 times.  Each hit will repair 2% of the vehicle’s maximum condition.
  • Wrenches can no longer be crafted.
  • 25% more vehicles concurrently spawn in the world.
  • Vehicles now spawn procedurally in random locations around major points of interest.

That’s our first pass at the solution.  We will now observe and make adjustments as necessary.

 

Nomad server

This is a new ruleset in which you cannot build bases in the world. We will be standing up two US worlds and two EU worlds initially.

 

Interaction Responsiveness

We’ve long had problems with delays in picking up items. It isn’t really a combat related thing, but it was a big enough deal that we wanted to pursue a fix for this update. The time it takes to pick up items, open doors, and perform other interactions has been greatly improved and is now nearly instantaneous.

 

Additional Patch Notes:

  • Bullet conversion is being removed from the game
  • The in-game map now shows your current world position. If you're in a group, you'll also see indicators for each group member
  • Limited base building ruleset is now be instituted across all worlds
  • Zombies are now be more abundant. We fixed a lot of issues with the zombie/wildlife spawning system which was degrading the experience over time.
  • Characters are now equipped with a skinning knife. This knife is necessary to harvest wildlife and zombies. You can now target the dead NPC and press “E” to harvest. This replaces the old method of attacking a dead corpse with a hunting knife. 
  • Items should be more consistently highlighted during looting
  • Removed dynamic weapon slot numbers from the UI
  • Fixed a bug where hit-markers would occasionally get stuck on
  • Fixed a bug where players could not melee others on ATVs
  • Fixed a bug where explosions could damage players through structures
  • Fixed a bug where the Molotov’s fire effect would sometimes be invisible
  • Corrected Molotov behavior so that they damage vehicles but do not cause them to burn
  • Fixed an issue where players would render incorrectly if they exit a vehicle at certain distances
  • Fixed a bug where thrown grenades could go through players
  • Fixed a bug where equipping a weapon while inventory is full could cause the player to lose the weapon
  • Fixed an exploit where swapping backpacks a specific way could create infinite bag space
  • Fixed a bug where the UI would make it appear that multiple hits were registering at once
  • Fixed a bug where character would appear to be falling when strafing against concrete barriers
  • Fixed a bug where the reloading the AK-47 while firing could prevent the reload animation from playing

 

Source: h1z1.com

Just Survive Patch Notes & Wipe #14 (27/05/2016)

Posted on 27/05/2016 at 4:05AM UTC

Servers will be coming offline tomorrow at 3AM Pacific (5/27) for approximately 2 hours

Patch Notes:

  • Full server and world wipe (we prefer to give more notice but this came in hot)
  • Reduced the ratio of bears and wolf spawns
  • Reduced the ratio of predator and prey spawns
  • Added a delay for damage on zombie attacks to match animation
  • Improved the zombie screamer grenade to attract zombies more effectively
  • Walkers and runners now have varied attack speeds
  • Walkers attack slower and do more damage per hit
  • Runners attack faster and do less damager per hit
  • Combat knife headshots should work again
  • Set Comfort to start at 100%
  • Forced scope is temporarily disabled while we made adjustments
  • Containers inside a secure structure do not show up for someone if they no clip into the base. They will reappear once the door is opened.
  • New characters and /respawn will now place you relatively near a POI

Source: Reddit r/h1z1

KOTK Patch Notes (27/05/2016)

Posted on 27/05/2016 at 2:00AM UTC

All King of the Kill servers will be coming offline tomorrow (Friday, 5/27) at 3AM Pacific for approximately 2 hours.

Patch Notes:

  • Removed “failed interaction” sound effect
  • Removed ambient twig-snapping sound effects
  • Removed the delay before players can shoot after exiting a vehicle
  • Removed voice chat from loading screens for all game modes
  • Fixed issue where players are occasionally dying while driving a vehicle*
  • Fixed issue where players are occasionally teleporting after falling off an ATV
  • Fixed bug affecting bullet-drop for AR-15

Source: h1z1.com

KOTK Patch Notes (25/05/2016)

Posted on 25/05/2016 at 3:30AM UTC

Servers will be coming offline tomorrow 5/25 at 3AM for approximately 2 hours.

Patch Notes:

  • Voice chat should now be disabled during loading screens
  • The failed interaction audio should be more subtle
  • Box of Destiny music should no longer be suddenly cut-off
  • Fixed issue with ambient audio stopping after loading screen
  • Fixed issue with AK-47 audio being loud and echoing in and around certain building types
  • Safe Zones from Ignition should no longer appear in games of BR
  • Vehicles should no longer randomly explode in Safe Zones
  • General performance increase

Known issues that are in the process of being addressed:

  • Players getting teleported after being ejected from an inverted vehicle
  • Players randomly dying while driving a vehicle

https://www.h1z1.com/king-of-the-kill/news/game-update-may-25th

KOTK Patch Notes (21/05/2016)

Posted on 21/05/2016 at 12:10AM UTC

All King of the Kill servers will be coming down tomorrow (5/20) at 3:00AM Pacific for approximately 4 hours. 

Patch notes:

Ignition is now live!  It’s pretty intense, so we’ve turned on the skirmish servers for when you need a break from the action.

New Game Mode: Ignition
Ignition is a high-intensity, frenzied game mode where the clock is always ticking. Players are outfitted with an explosive device that's set to blow unless they gear up fast, jump on their ATV, and gun it to the safe zone. Every second matters in this turbo-charged battle to the death as players race from safe zone to safe zone before their time runs out.

New Ignition Features:

  • Players are lowered into battle from a Helicopter on an ATV
  • Helicopters will hover over safe zones and mark them with green lights
  • Safe zones are locked for 30 seconds at the end of each round
  • Special air-drops will be available at the end of each round, marked by purple smoke
  • ATVs have been re-tuned for better handling and have Turbo


New King of the Kill Features:

  • Updated match rewards for Battle Royale and Ignition
  • In 2-man and 5-man BR, teammates will now be outlined and seen through structures and objects
  • Signs have been added to the Box of Destiny featuring game mode information and tips
  • New loading screens have been added for Battle Royale and Ignition


Gameplay Improvements:
 

  • Hip-fire has been re-tuned to make firing while moving and jumping less accurate
  • It’s no longer possible to change seats in a moving vehicle
  • Shotgun shot distribution should be more consistent
  • Shotgun damage will fall off based on distance
  • Bombing runs have been re-tuned and should cause less chaos
  • Improvements to hit registration
  • Added more vehicle spawns to Cranberry
  • Kevlar is now called Body Armor


Visuals:

  • Incoming hit-indicator is more visible
  • Parachutes have a new animation
  • Toxic gas should be less dense/opaque
  • Molotov’s have a new explosion effect
  • New vehicle effects including tire trails and explosive effects


Audio:

  • Victory music added during the celebration sequence for winners
  • Music added to the Box of Destiny
  • New vehicle audio for bottoming out and the helicopter
  • Stingers added to Ignition to indicate time remaining and new rounds
  • New rifle sounds
  • New near-miss sounds
  • New ambience sounds


Bug Fixes:

  • Added better method of ensuring all players start the game at the same time
  • Fixed issue where team auto-fill was not functioning correctly
  • Fixed issue where a loot bag could occasionally float in the air when a jumping player was killed
  • Fixed issue where buildings would occasionally not render at distance, but players inside would render and could be shot
  • Fixed issue where players would sometimes appear to clap their hands or stand awkwardly when riding in a vehicle
  • Fixed issue where players were unable to enter vehicles as a passenger from the drivers side
  • Fixed issue where the AK-47 would sometimes keep firing while reloading
  • Fixed issue where the first-person camera would occasionally shake or lad while riding as a passenger in a vehicle
  • Fixed several issues with Spectate mode including mouse-wheel functionality
  • Fixed collision issue at the roll-up garage doors at the dam
  • Fixed issue that would cause unintended brightness or darkness at lower quality settings levels
  • All skinned weapons should be repairable, and all skinned jackets should be re-skinnable
  • Mute-all functionality should now persist through log-ins

Known Issues:

Occasionally the helicopter will not spawn in causeing you to fall to your death at the start of the game or show up over a safe zone. Both of these have fixes in various stages of developement and will be rolled out as soon as they are fixed.

Just Survive Patch Notes (11/05/2016)

Posted on 11/05/2016 at 12:45AM UTC

The Just Survive servers will be coming down tomorrow (5/11) at 3:00AM Pacific (10:00 AM GMT).  

Patch Notes:

  • Increased total number (cap) of zombies and wildlife
  • Increased the maximum density of zombies and wildlife per player online
  • Increased how responsive zombies and wildlife are to noise
  • Fixed issue where skinned weapons could not be smelted in the furnace
  • Fixed issue where players could too easily destroy metal doors with melee weapons
  • Fixed issue where hit markers would sometimes not show up on zombies
  • The Camera will be forced into First Person when Scoped (Hunting Rifle, Crossbow)
  • Hip-fire has been re-tuned to make firing while moving and jumping less accurate
  • ATV has been re-tuned for better handling
  • Improvements to hit registration
  • Kevlar is now called Body Armor
  • Fixed issue where AK-47 would sometimes keep firing during reload
  • Fixed issue where Rifles can poke through objects and shoot players on the other side
  • Fixed issue where first-person camera can shake or lag when riding as a passenger in a vehicle
  • Mute-All functionality should persist through log-ins

Source: h1z1.com

Just Survive Patch Notes (28/04/2016)

Posted on 28/04/2016 at 3:00AM UTC

The Just Survive servers will be coming down tomorrow (4/28) at 3:00AM Pacific (10:00 AM GMT). Players can note the following changes:

  • Added decay to rabbit traps. They will decay in about 2 and a half days. 
  • Moonshine should now be correctly named. 
  • Metal bar bulk has been reduced to 25 down from 50. 
  • The crafting radius of Workbenches have been reduced slightly. 
  • Borscht will now stack. 
  • Repairing vehicles with a wrench should now work more reliably. The amount repaired is now based on a percentage of max condition rather than current condition. 
  • Happy Face Boots and Skin names are now consistent. 
  • Deer Scent will now last for 10 minutes rather than 18 seconds. 
  • The timer for eating blackberries was reduced to half a second instead of 1 second. 
  • A new recipe called "Handful of Blackberries” has been added which allows you to combine 10 blackberries. When eaten they will give you exactly what you would have gotten if you had eaten the blackberries separately. 
  • Added scrap metal as a reward when you eat canned food. 
  • Punji Sticks can now be damaged on PVE servers when not on a Foundation. 
  • The All-In-One Cold Medicine description has been updated to indicate it only slows, not reduces the amount of H1Z1 virus level rate. 
  • Rigged Lighting should now work more persistently. 
  • A bug which prevented a stick from turning into coal has been resolved. 
  • Biofuel which was not despawning after an explosion should now despawn. 
  • Landmines that explode when being shot have a longer explosion animation. 
  • Quest items spawning in the military base have been replaced with wearable items. 
  • Office Cabinets should now properly appear in the inventory screen. 
  • Picking up the Wasteland Helmet should no longer play the picking up ammo audio. 
  • Charcoal should now burn the proper 40 minutes. 
  • The His Regards machete first person attacks should be improved. 
  • The Woodland Ghillie Suit boots now have the correct texture. 
  • Modified AK47 with Toxic skin can now be repaired 
  • EZW crate will now drop in the game 
  • Players can drop the Modded AK-47 from their weapons slot 
  • Animals should now give meat and fat when killed with a Fire Axe. 
  • The Makeshift Bow can now be repaired reliably.

Source: h1z1.com