Just Survive Patch Notes & Wipe #13 (13/04/2016)

Posted on 14/04/2016 at 2:00AM UTC

The Just Survive servers will be coming down tomorrow (4/13) at 3:00AM Pacific for approximately 3 hours. All character and server data will be wiped in preparation for the update. Players can note the following changes:

  • Wildlife spawns have been adjusted to address high population on the servers.
  • Base Object decay has been increased to adjust the overall base building experience.  Items must be maintained within 7 days or they will disappear.
  • The frequency of the Screamer cry has been decreased slightly.
  • The Governor's Mansion POI is now included in the limited base build rules servers.
  • Zombies will no longer hold weapons in their hands and have them holstered instead.
  • The Governor's Mansion will now show a location in the Character screen when you are there.
  • Punji Traps and Barbwire should damage zombies as intended.
  • Zombies will now spawn with colored hair and no more glasses.

The following servers will be converted to base restricted building:

  • Barricade
  • Decay
  • Axe Away
  • Fiend Fire (EU)
  • Belgrade (EU)

Hotfix (01/04/2016)

Posted on 01/04/2016 at 1:00AM UTC

Just Survive and King of the Kill servers will be coming down tomorrow (4/1) at 3:00AM Pacific for approximately 4 hours. 

There will be additional bug fixes coming for the next patch, tentatively scheduled for April 6th. Tomorrow’s hotfix will address the following issues: 

  • (KotK & JS) Fixed some camera clipping issues while using a higher FOV setting.
  • (KotK & JS) Fog density has been reduced significantly
  • (KotK & JS) Fixed mouse wheel rotation issues and general responsiveness
  • You no longer need a compass in your inventory to see your heading. Heading will always be shown.
  • Tombstone no longer explodes in Box of Destiny
  • We've added a setting in the option panel to silence proximity chat while in the Box of Destiny. Proximity chat will be available when the round begins, even with this checkbox selected
  • Vehicles have been removed from the Box of Destiny to improve the overall experience 

Source: H1Z1.com

Patch Notes (10/03/2016)

Posted on 10/03/2016 at 6:00AM UTC

All servers will come down for maintenance beginning at 3:00 AM PT (11 AM GMT) for a game update.
Downtime is anticipated to be minimal.

Server Ruleset Changes

The Cerberus and Bandit servers in the US region have been changed to "Restricted Base Building ruleset."
Both servers are PvP flagged and will prevent building near POIs. 

New Horrors

When society collapsed and zombies became a reality, people believed that their worst nightmares had come true. But that nightmare had just begun, and now, new zombies have arisen to hunt the living. Survivors have spoken of zombies with strange new behaviors and properties, making the already slim possibility of survival that much smaller. New tactics will be needed to confront these emerging threats, and those who cannot adapt quickly will likely meet a terrifying and grisly end.

Zombie Updates

  • Zombies now spawn with more visual variety in their clothing and postures.
  • Zombies can now properly attack you when they are fast enough to catch up to you.
  • Zombie grapple has been removed while we review the way we handle grappling and resolve the various issues the current system creates.

Items

A new type of grenade can now be crafted that will attract the attention of zombies before exploding, killing any zombies within the blast radius.

Quality of Life Improvements:

  • Hospital spawning issues should be resolved
  • Empty repair boxes can now be picked up by those with build permissions (Hold E key).
  • Repair boxes are able to be used immediately after being placed.

The Wasteland Crate is here!

  • Crank the madness to the max with the new Wasteland Crate! Includes 22 new skins to make the end of days a little more stylish.
  • Crate Keys to unlock your Wasteland Crates and bundles of Unlocked Wasteland Crates are available for purchase in the H1Z1 marketplace.

Shotgun Consistency Improvements

  • The pellet spread patter of the Shotgun has been made significantly more consistent. This should result in more predictable damage output at all ranges. We had the following goals for the Shotgun with this change:
  • Close range (less than 5 meters): Our goal is that the Shotgun to be extremely lethal within this range. In the past, the random nature of the Shotgun often resulted in the Shotgun doing significantly less damage than expected in cases where its pellets spread out more than expected. One time it’s a one-shot-kill, the next time it does 15 damage. This change should ensure that well aimed Shotgun shots at close range should, at minimum, deal significant damage and, in most cases, be fatal.
  • Medium range (10 to 15 meters): We expect moderate lethality from the Shotgun at this range. Generally speaking, it should be possible to get kills with the Shotgun at this range, but the time it takes to do so will mean the Shotgun is slightly less effective than automatic rifles at medium range.
  • Long range (greater than 20 meters): By this range, the Shotgun has moved beyond its expected effective range. With the old, random spread, it was possible for pellets to, at times, clump up more than expected which resulted in the Shotgun occasionally dealing more damage than expected at long range. This change will prevent significant pellet clumping at long range and prevent the Shotgun from being a significant damage threat beyond its expected effective range

Consistent Helmet Functionality

We’ve had two helmets that function differently for some time now. As we analyzed them, it became apparent that, having both were too weak and neither was accomplishing the gameplay goal we had for them. Instead of continuing with distinct helmets that have clear weaknesses, both Tactical and Motorcycle helmets now function consistently across both helmets. Both have 20,000 durability and will break after one shot. In most cases, helmets will nullify all bonus headshot damage, leaving players fairly healthy after a single shot to the helmet. The one exception to that is the Hunting Rifle; headshots with it are lethal whether or not a helmet is equipped.

Combat Feedback Improvements

Crosshair Hitmarks

  • Successfully shooting an opponent will cause the reticle to briefly flash, indicating shots which have landed.

Audio Feedback

  • Distinct audio will now play when enemies are shot that provides feedback whether the target was struck in their body, head, body armor, or helmet.

Vehicle Updates

The visual effects for smoke and fire on vehicle damage states have been updated. There is also a change to the behavior so that once a vehicle starts burning it will take damage over time.

  • Here are the thresholds:
  • 100-75% No effect
  • 75-50% Light smoke
  • 20-50% Heavy smoke
  • 10-20% Heavy smoke, light fire – modest damage over time
  • 0-10% Heavy smoke, heavy fire, sparks while moving – heavy damage over time and 80% power reduction.

The health/condition resources have been re-calibrated to 3100, so by the time they reach 20% and start taking damage its equivalent to the 2500 points they used to have.

Once the fire starts at 20%, it takes about 45 seconds for the vehicle to expire.

At 10% the damage rate increases and the vehicle drops 80% of its engine torque.

Destructible Objects

  • Adjusted the health on many destructible objects in the environment.
  • Many objects such as stop signs and barbed wire fences should be easier to destroy, especially when hitting them with vehicles.

Camera Adjustments

  • Tweaked the third person camera pitch to lead in and out smoothly when looking up ro down so the character model no longer blocks the reticule. This should improve combat in extreme elevation areas as well as picking up objects off the ground.

Gear Changes:

  • Basic backpacks, conveys, incendiary and explosive arrows have new in-world models so they can be more easily identified.

Misc. Fixes:

  • Added “Play Battle Royale” button to Server Select Screen
  • UI: Marketplace – Spamming the Unlock button when opening Crates will consume a crate and key for each click.
  • Hand editing the overall quality in useroptions.ini won’t mess up the setting panel anymore.

 

Source: h1z1.com

Test Server Update (04/03/2016)

Posted on 05/03/2016 at 2:00AM UTC

New Horrors

When society collapsed and zombies became a reality, people believed that their worst nightmares had come true. But that nightmare had just begun, and now, new zombies have arisen to hunt the living. Survivors have spoken of zombies with strange new behaviors and properties, making the already slim possibility of survival that much smaller. New tactics will be needed to confront these emerging threats, and those who cannot adapt quickly will likely meet a terrifying and grisly end.

Zombie Updates

  • Zombies now spawn with more visual variety in their clothing and postures.
  • Zombies can now properly attack you when they are fast enough to catch up to you.
  • Zombie grapple has been removed while we review the way we handle grappling and resolve the various issues the current system creates.

Items

A new type of grenade can now be crafted that will attract the attention of zombies before exploding, killing any zombies within the blast radius.

Quality of Life Improvements:

  • Hospital spawning issues should be resolved
  • Empty repair boxes can now be picked up by those with build permissions (Hold E key).
  • Repair boxes are able to be used immediately after being placed.

The Wasteland Crate is here!

  • Crank the madness to the max with the new Wasteland Crate! Includes 22 new skins to make the end of days a little more stylish.
  • Crate Keys to unlock your Wasteland Crates and bundles of Unlocked Wasteland Crates are available for purchase in the H1Z1 marketplace.

Shotgun Consistency Improvements

  • The pellet spread patter of the Shotgun has been made significantly more consistent. This should result in more predictable damage output at all ranges. We had the following goals for the Shotgun with this change:
  • Close range (less than 5 meters): Our goal is that the Shotgun to be extremely lethal within this range. In the past, the random nature of the Shotgun often resulted in the Shotgun doing significantly less damage than expected in cases where its pellets spread out more than expected. One time it’s a one-shot-kill, the next time it does 15 damage. This change should ensure that well aimed Shotgun shots at close range should, at minimum, deal significant damage and, in most cases, be fatal.
  • Medium range (10 to 15 meters): We expect moderate lethality from the Shotgun at this range. Generally speaking, it should be possible to get kills with the Shotgun at this range, but the time it takes to do so will mean the Shotgun is slightly less effective than automatic rifles at medium range.
  • Long range (greater than 20 meters): By this range, the Shotgun has moved beyond its expected effective range. With the old, random spread, it was possible for pellets to, at times, clump up more than expected which resulted in the Shotgun occasionally dealing more damage than expected at long range. This change will prevent significant pellet clumping at long range and prevent the Shotgun from being a significant damage threat beyond its expected effective range

Consistent Helmet Functionality

We’ve had two helmets that function differently for some time now. As we analyzed them, it became apparent that, having both were too weak and neither was accomplishing the gameplay goal we had for them. Instead of continuing with distinct helmets that have clear weaknesses, both Tactical and Motorcycle helmets now function consistently across both helmets. Both have 20,000 durability and will break after one shot. In most cases, helmets will nullify all bonus headshot damage, leaving players fairly healthy after a single shot to the helmet. The one exception to that is the Hunting Rifle; headshots with it are lethal whether or not a helmet is equipped.

Combat Feedback Improvements

Crosshair Hitmarks

  • Successfully shooting an opponent will cause the reticle to briefly flash, indicating shots which have landed.

Audio Feedback

  • Distinct audio will now play when enemies are shot that provides feedback whether the target was struck in their body, head, body armor, or helmet.

Vehicle Updates

The visual effects for smoke and fire on vehicle damage states have been updated. There is also a change to the behavior so that once a vehicle starts burning it will take damage over time.

  • Here are the thresholds:
  • 100-75% No effect
  • 75-50% Light smoke
  • 20-50% Heavy smoke
  • 10-20% Heavy smoke, light fire – modest damage over time
  • 0-10% Heavy smoke, heavy fire, sparks while moving – heavy damage over time and 80% power reduction.

The health/condition resources have been re-calibrated to 3100, so by the time they reach 20% and start taking damage its equivalent to the 2500 points they used to have.

Once the fire starts at 20%, it takes about 45 seconds for the vehicle to expire.

At 10% the damage rate increases and the vehicle drops 80% of its engine torque.


Destructible Objects

  • Adjusted the health on many destructible objects in the environment.
  • Many objects such as stop signs and barbed wire fences should be easier to destroy, especially when hitting them with vehicles.

Camera Adjustments

  • Added a slight FOV shift to sprinting.
  • Tweaked the third person camera pitch to lead in and out smoothly when looking up ro down so the character model no longer blocks the reticule. This should improve combat in extreme elevation areas as well as picking up objects off the ground.

Gear Changes:

  • Helmet skins can now be used on any type of helmet (tactical or motorcycle).
  • Basic backpacks, conveys, incendiary and explosive arrows have new in-world models so they can be more easily identified.

Misc. Fixes:

  • Added “Play Battle Royale” button to Server Select Screen
  • UI: Marketplace – Spamming the Unlock button when opening Crates will consume a crate and key for each click.
  • Hand editing the overall quality in useroptions.ini won’t mess up the setting panel anymore.

Source: h1z1.com

Hotfix (23/02/2016)

Posted on 23/02/2016 at 8:30PM UTC

Servers will be coming down at 1PM Pacific for up to 2 hours. This is for KotK and JS.

Hey everyone! We wanted to provide a quick update to address concerns some of you have brought regarding queue times and server stability for both King of the Kill and Just Survive.

First, we want to thank each of you for all your patience during the split and appreciate all the feedback you’ve provided. Right now, some of you may be experiencing queues for King of the Kill that are longer than intended. We currently have folks working on this and have some fixes going in our next update to improve it.

This next update for both games will also include fixes which should improve some of the related issues we’ve seen folks talking about such as loot spawning, falling through the map, and general desync.

Thanks again for all your patience! Be sure to follow us on Twitter for updates @H1Z1JustSurvive and @H1Z1KotK.

Source: Reddit r/h1z1

Patch Notes & Wipe #12 (17/02/2016)

Posted on 18/02/2016 at 7:00AM UTC

NPC Changes:

  • Zombies now randomly pick an animation set upon spawning, allowing for more combinations of clothing and animations.
  • Zombies will now move at certain speeds based on their animation set, which should eliminate feet sliding and animation blending issues.
  • NPC spawns have been tweaked. Day and night NPC spawns using varying ratios making the night more dangerous
  • Day: Higher number of walkers and prey type wild life
  • Night: Higher number of runners and predator type wild life

 

Animation 

Fixed player jumping. The player model and physics capsule are now properly aligned which allows you to successfully jump on or over objects that you couldn't before, even though it looked like you should be able to (those fences!). Polish to jump standing One Hand animation (made poses match between Start, Middle, End).

 

Weapons & Armor

  • Lowered AK-47 damage from 32 to 29.
  • Increased AK-47 re-fire delay from 125ms to 160ms.
  • The amount of damage Explosive Tipped Arrows deal to vehicles has been reduced slightly to prevent them from one-shot exploding full Condition vehicles.
  • Kevlar will now break after 2 gunshots instead of 3.
  • Motorcycle helmets now absorb slightly more damage, preventing instantaneous death from a single shot to the body following a headshot.

These changes are intended to accomplish a few things:

  • Reduce the overall power of the AK-47, because it was far too strong.
  • In particular, we felt the AK-47 was too strong at medium-long range versus the AR-15 and too strong at close range versus the Shotgun. The adjustments to its damage and fire-rate are meant to address that imbalance.
  • Reduce how often one dies with no recourse.
  • 3 AK-47 shots reducing health to 3% with Severe Bleeding, which didn’t allow time for bandaging. The new AK-47 damage gives enough time to get behind cover and apply a bandage or first-aid.
  • It should no longer be possible to die in two shots while wearing a motorcycle helmet when at full health.
  • Explosive Tipped Arrows will no longer explode full Condition (or even fairly healthy) vehicles, allowing for a chance to react rather than instant death.
  • Like the AK-47, we felt Tactical Body Armor was too powerful, so its effectiveness has been reduced.

 

Vehicles

  • Vehicles will no longer take damage from M47 Gas Grenades.
  • Vehicles on steep slopes should behave more realistically when their tires start to slip. Particularly on the ATV, in conditions where it used to get bogged down on hills.
  • ATV handling adjustments to the center of mass make it less likely to flip unexpectedly. Certainly still possible to flip, but it should be more stable overall.
  • Vehicle death explosion effect improvements. When a vehicle does blow up the smoke/fire on the burning chassis looks much better and lasts for longer.

 

Customizable Reticle

You can customize your reticle on the settings page. Select the color and pattern. When you select “Fixed First Person” the reticle will reset to default color and pattern and behavior (White and dot and different reticles per weapon) You can still change the color and pattern afterwards but in first person each weapon will retain its reticle pattern. Unselect “Fixed First Person” and all reticles are the custom one.

 

Additional Fixes

  • Fixed an invulnerable base design that used the “door within a wall” object.
  • Multiple changes to resolve threaded physics bugs on the zone.
  • Fixed an issue that caused a higher than normal amount of wolves to spawn
  • Fixed an issue that caused some areas to spawn little or no loot
  • Fixed an exploit that made it possible to shoot through vehicles in third-person if the player’s weapon model clipped through the vehicle model. If a player’s weapon model is clipping through another model, projectiles will correctly strike the surface of that model even if the player’s aim reticle is above that model.

 

If you win an Air Drop ticket in Battle Royale it will not be granted to your inventory. This is a stray asset that will be removed in a client side hotfix.

 

Source: Reddit r/H1Z1

Test Server Update (28/01/2016)

Posted on 28/01/2016 at 9:00PM UTC

Test Server is currently locked. When it unlocks these will be the changes.

NPC Changes

  • Zombies now randomly pick an animation set upon spawning, allowing for more combinations of clothing and animations.
  • Zombies will now move at certain speeds based on their animation set, which should eliminate feet sliding and animation blending issues.
  • NPC spawns have been tweaked. Day and night NPC spawns using varying ratios making the night more dangerous
  • Day: Higher number of walkers and prey type wild life
  • Night: Higher number of runners and predator type wild life

Animation

  • Fixed player jumping. The player model and physics capsule are now properly aligned which allows you to successfully jump on or over objects that you couldn't before, even though it looked like you should be able to (those fences!).
  • Polish to jump standing One Hand animation (made poses match between Start, Middle, End).

Weapons & Armor

  • Lowered AK-47 damage from 32 to 29.
  • Increased AK-47 re-fire delay from 125ms to 160ms.
  • The amount of damage Explosive Tipped Arrows deal to vehicles has been reduced slightly to prevent them from one-shot exploding full Condition vehicles.
  • Kevlar will now break after 2 gunshots instead of 3.
  • Motorcycle helmets now absorb slightly more damage, preventing instantaneous death from a single shot to the body following a headshot.

These changes are intended to accomplish a few things:

Reduce the overall power of the AK-47, because it was far too strong.

  • In particular, we felt the AK-47 was too strong at medium-long range versus the AR-15 and too strong at close range versus the Shotgun. The adjustments to its damage and fire-rate are meant to address that imbalance.

Reduce how often one dies with no recourse.

  • 3 AK-47 shots reducing health to 3% with Severe Bleeding, which didn’t allow time for bandaging. The new AK-47 damage gives enough time to get behind cover and apply a bandage or first-aid.
  • It should no longer be possible to die in two shots while wearing a motorcycle helmet when at full health.
  • Explosive Tipped Arrows will no longer explode full Condition (or even fairly healthy) vehicles, allowing for a chance to react rather than instant death.

Like the AK-47, we felt Tactical Body Armor was too powerful, so its effectiveness has been reduced.

Vehicles

  • Vehicles will no longer take damage from M47 Gas Grenades.
  • Vehicles on steep slopes should behave more realistically when their tires start to slip. Particularly on the ATV, in conditions where it used to get bogged down on hills.
  • ATV handling adjustments to the center of mass make it less likely to flip unexpectedly. Certainly still possible to flip, but it should be more stable overall.
  • Vehicle death explosion effect improvements. When a vehicle does blow up the smoke/fire on the burning chassis looks much better and lasts for longer.

Customizable Reticle

You can customize your reticle on the settings page. Select the color and pattern. When you select “Fixed First Person” the reticle will reset to default color and pattern and behavior (White and dot and different reticles per weapon) You can still change the color and pattern afterwards but in first person each weapon will retain its reticle pattern. Unselect “Fixed First Person” and all reticles are the custom one.

Additional Fixes

  • Fixed an invulnerable base design that used the “door within a wall” object.
  • Multiple changes to resolve threaded physics bugs on the zone.
  • Fixed an issue that caused a higher than normal amount of wolves to spawn
  • Fixed an issue that caused some areas to spawn little or no loot
  • Fixed an exploit that made it possible to shoot through vehicles in third-person if the player’s weapon model clipped through the vehicle model. If a player’s weapon model is clipping through another model, projectiles will correctly strike the surface of that model even if the player’s aim reticle is above that model.

Source: Reddit: r/H1Z1

Hotfix (12/01/2016)

Posted on 12/01/2016 at 5:00AM UTC

Servers will be coming down tomorrow morning at 3AM PST for approximately 2 hours. The downtime is for general server maintenance to promote stability.

We are also temporarily removing Molotov Cocktails from Battle Royale as we work on a fix for a related crash bug.

Source: Reddit r/H1Z1

Patch Notes (23/12/2015)

Posted on 23/12/2015 at 6:00AM UTC

Servers will be coming down tomorrow morning (12/23) at 3am for approximately 2 hours to address the following changes:

  • BattlEye had a few non-gameplay related issues which we want to address. We’re going to offline it to work those out and examine a lot of good data; it will be back soon.
  • Mittani helmets corrected
  • Tintable hoodies are again tintable
  • Hoodies now correctly hide hair
  • Some missing assets corrected

Source: Reddit r/H1Z1

Patch Notes (22/12/2015)

Posted on 22/12/2015 at 7:50AM UTC

Servers will be coming down at 3AM PST (12/22) for approximately 2 hours. Battle Royale servers will lock at 2AM PST

Version 0.148.1.70372, Steam Content BuildID 909309

Patch Notes:

  • Military Base and Hospita items now respawning
  • Fixed the Craft Max bug
  • Skinning timers are now all the same
  • Changes made to allow skinning of various helmets and motorcycle helmets that couldn’t be skinned previously.
  • Added armor to holiday helmets with correct durability.
  • Rendering fix for ghillie suit leaf edges and hair shadows.
  • Fixed issue when you have a Ground Tamper -> Wooden Deck base, you could not place ground-placed objects (such as furnaces) on the deck
  • Fixed issue that would cause Loot Caches to seem unresponsive or provide incorrect prompt.

Source: Reddit r/H1Z1