These previews were posted today on the h1z1 subreddit by Community Manager Legion, Also included are come excepts from comments made by Legion in the comments thread.
This might make it into the next publish but it's still got some code work to be done. Thought you might want to take a peek ... it should go along with the new skin tones and face models. Not promising it for the next update but it might squeak in if it's ready.
For now we are having you keep the choice you made in the beginning when selecting your character. That's not to say that systems like that will never be implemented but we want players to feel tied to their characters. Picking what you look like should be an important decision. Obviously adding more variety will strengthen that bond and those things are coming.
Source: Reddit r/H1Z1
Don't forget to take part in the discussion about this video on the r/h1z1 subreddit.
There was also a "hidden" flash of an image towards of the end of the video too, what could this mean? New cosmetic concept art?
You will see a small patch roll out today. This hotfix should address certain crash issues.
Client Version 0.145.1.68011, Steam Content BuildID 876375
Source: Offical Forums
Servers will be coming down at 3AM Pacific for approximately 4 hours. BR servers will lock at 2am to new players to allow all games to finish before the maintenance.
Patch Notes:
Source: Reddit r/H1Z1
Daybreak have announced that the 10th wipe for H1Z1 will be happening on Wednesday 25th and they have also outlined their stance on teaming in Battle Royale.
We are going to be wiping the servers clean this week on Wednesday the 25th. For those of you who have not been through a server wipe before, this means that all player built structures will be removed. Also all of the items in your inventory or stored in the world will also be gone. You will still have all of your skins and other account locked items. Your character will be erased so you will need to reclaim your name. The patch will support server stability over the holiday weekend. We’ve fixed some difficult to diagnose bugs recently that should reduce random crash conditions, thanks for your patience on that.
We recognize that teaming is a concern right now amongst the Battle Royal community. We are also not a fan of teaming in a mode designed for solo play, that’s why we created Team versions of Battle Royale. We’re examining what can be done in code that isn’t obtrusive during gameplay against deliberately teaming (for Solo Battle Royale and Green Dawn). We are testing a few things internally, like the restriction of only allowing one player in a vehicle for non-team game modes. Expect to see some anti-teaming measures coming from us soon.
In the meantime we’ll be reviewing cases in which we think teaming is disrupting the game, and potentially taking action against those accounts. Players may play cooperatively with up to the number of players stated for each game mode. Meaning, a 5-man team can't play coop with another 5-man team, but if three friends sign up for a 5-man but leave the other two out to dry it is still fine. In the end, if you are caught teaming you run the risk of action being taken against your account.
Source: Reddit r/H1Z1
We are updating the Test Server to improve server performance and reliability, and also to address two issues:
Client Version 0.136.12.67824 Steam Content BuildID 870542
Source: Steam
We have a hotfix coming in the next 30 minutes. It wont require any downtime. You will see a small update that should automatically download.
We are patching out a new game client to address crashes related to animation issues.
Client Version 0.141.1.67502 Steam Build ID 865663
Source: Reddit r/H1Z1
Daybreak have published an article outlining the upcoming changes to base building.
We've had several competing (and sometimes confusing) systems implemented to combat cheaters, as well as to make construction in survival more robust and appealing. I've spent the last several weeks ironing out some new systems, streamlining old ones, and working with our UI team to make some substantive improvements for our base building fans.
The current construction design on our live servers requires people wanting to share building tasks to join together in a group. While in the group, players can build on each others’ structures, demolish them, and generally have full control over the bases of any player in their group. One of the issues here is obvious: what if I don’t want player XXXX to have 100% control over everything I’ve built in the game? Another issue is the simplistic way the permissions are being done, which means that anyone in the group has access to all items (due to being able to use a demo hammer) in short order. The final issue is that groups are not persistent, and lead to frustration when players cannot build while the owners of structures are offline.
We were going to replace the group system with a persistent clan system, which would have solved the latter problem. However, the other problems would still be unsolved. Instead, we chose to implement a fully-fledged and extendable permission system. This will allow a much more granular control of bases, and will protect the base owners from the majority of bad outcomes due to the “all or nothing” nature of either groups or clans.
The system we have in development is a per-foundation access list, with a set of three permissions: Container Access, Construction Access, and Demolition Access. This gives the base owner a way to set persistent permissions on a per-player, per-foundation basis. Base-building foremen, as owners, can set up (for example) a multi-foundation base, where one of the foundations is a “common” area, where players with construction access can place their own structures.
Under this architecture, one or two trusted players could be given demolition access for certain parts of the base, to be available to aid other players who misplace items on the base. They also protect against a player with construction access griefing everyone who shares the base by building irritating or deadly areas into the base.
This also allows the base-building player to have their own base, secure in the knowledge that only the people they designate can alter it. So, base owners can have their own private bases without having to worry that someone from another base-building project can come and wreck their work.
These access lists fit into our current system nicely, replacing the group-based access lists. We still support the Secured Areas (such as large shelters) with their no-clip protection. These new access levels apply to anything attached to the foundation. The new rules for building apply at all times, but the new rules for destruction and container access only apply when the base is secured (i.e. fully enclosed by walls and/or gates). This is to allow PvP to occur in bases on servers that support it.
To recap, the following are the rules of the new base system:
- Current Secured Areas function as normal.
- Destruction and container access control only on closed bases.
- Construction access control applies at all times.
- PvE servers only allow players to destroy base components if they have demolition access.
This system is currently in testing, and we look forward to getting it out onto our Test and Live servers as soon as possible.
Source: h1z1.com
We have a small update with some fixes going out tomorrow. Servers will be going down at 6:00am Pacific and will be down for approximately 2 hours.
Patch Notes:
BR servers will lock at 5am to new players to allow all games to finish before the maintenance.
Client Version 0.140.1.67304, Steam Content BuildID 862789
Source: reddit r/H1Z1
Working on some new facial hair options for players and zombies @H1Z1game #MagnumPI #h1z1dev pic.twitter.com/7IVvcLKokh
— Sebastian (@crowempires) November 13, 2015
Working on the first beard option #TheTracker #wip #h1z1dev @H1Z1game pic.twitter.com/xg3vovenQD
— Sebastian (@crowempires) November 14, 2015