JS Live Update – February 21st

Hi!

We've pushed an update to Live that addresses a few things you reported last week. The servers are now unlocked and available to join.

Here's what we've fixed in this update:

  • New queuing adjustments (eliminates the failed server joining issues some users were experiencing)

  • Apartment/tower stairwell stuck/stutter issues have been fixed

  • Steam inventory items now appear (the next time you log into the game, any missing items will be restored in your Steam Inventory)

  • Wolf speed balance (wolves have been slowed down a bit now that AI nav has changed)

  • CTD fix (this is one of a few pending fixes that will address the increase in CTDs)

  • Deadwood (US) has been renamed Dismay (US) to eliminate confusion with the new low-loot Deadwood

  • Ongoing fair-play/exploit countermeasures and anti-cheat logging tools

We will continue to crank away on other issues and update again once we have something to show.


Below are the patch notes for the larger Live update we released on February 14th:


NEW FEATURES / GAME-PLAY CHANGES

  • New lighting and light emitter effects (darker nights/interiors and better looking light emitter effects. Keep that flashlight handy!)

  • New zombie navigation system (zombies are smarter and more aggressive)

  • New low-loot servers: Deadwood – Low Loot (US) and Sparta – Low Loot (EU) have low-loot rule sets for players looking for a more desperate survival experience.

  • Visitor permissions are now automatically granted to anyone who successfully enters a code on a base door

  • Lead Pipes now melt down into Lead Alloy

  • Cooking containers now have maximum bulk limits

  • Changed the way ammo spawns to reduce clumping (please note: this did not reduce total ammo spawns or change loot quantities)

  • Chain link fences can now be destroyed with melee weapons


PERFORMANCE OPTIMIZATIONS

  • Changed the way certain dynamic objects render to improve client performance

  • New base-building component optimizations to improve client performance

  • Optimized timer-based items to improve their performance (cooking containers, IEDs, crops, etc.) to improve server performance

  • Changed the way crops render to improve client performance

  • Improved zombie navigation (in addition to zombies behaving better, they're also now handled more efficiently)


EXPLOIT FIXES

  • Continued and ongoing fair-play/exploit countermeasures

  • Fixed an exploit where people could turn in hospital air drop quests without removing all of the quest items from their inventory

  • Wrenches now lose durability when hitting vehicle tires

  • Fixed an exploit where players could clip through upper shelter walls by mashing several movement+stance keys at once

  • Furnaces placed on ramps and expansions will now take damage correctly

  • Players can no longer place torches on decks they do not own

  • Punji sticks no longer damage players through doors

  • Players can no longer glitch doors and gates to build them backwards

  • Fixed an issue where players could overlap certain base building items by building them over base gaps


BUG FIXES

  • Fixed Emotes (emotes stopped working for people on a per account basis)

  • Fixed several crash-to-desktop conditions

  • Fixed an issue where timer-based items could take significantly longer than they should to cook/detonate/grow

  • Fixed an issue where you could get your gun into a state where it appeared to be loaded but would instead fire a blank round

  • Corn mash now converts to moonshine correctly

  • Fixed a fertilizer bug where it would expire before the crop was ready to harvest

  • Fixed a bug with crumpled notes where dropping them would turn them into a battered trash can

  • Base ejection no longer ejects white-list server admins from a base if they don’t have base permissions

  • Fixed a bug where vehicles would slowly migrate in water

  • Fixed an issue where targeting the edge of a deck wouldn’t bring up the building permissions list

  • Shock trap FX will now play every time a player triggers a trap instead of just the first time

  • Fixed an issue where punji sticks would deal inconsistent damage

  • Updated various tool tips to better explain functionality and specific recipes

  • Fixed an issue where a player’s head could disappear permanently after backing into a corner in third person POV

  • Fixed an issue where the flashlight would switch off after backing into a corner

  • Fixed an issue where clouds would pop/stutter

  • Fixed an issue where clouds would rapidly expand and contract

  • Fixes BBQ/furnace rendering FX issues

  • Fixed various issues with new zombie navigation interfering with CQC/player interactions

  • Fixed an issue with the machete not melting down properly

  • Temporarily removed night vision goggles until they can be properly redesigned (previous incarnation did not function as expected)


Everyone got a peek at just a few of the things we're working on for 2017 last week during our last Community Outbreak stream and I'd like to thank everyone for coming out and contributing to the conversation(s) here on Reddit. We're seeing some really good feedback on what we showed off that's also fueling internal conversations here about how we'll show off new content in future streams.

There's an intersection point ahead of us where we'll finally be able to flip to the second part of the mantra, "Fix now. Cool later." While it might feel like it's taking forever to get there for some of you, it's important to remember that it will happen. We have to fix the foundation of JS before we can make good on those plans for all of you, and extensive QOL updates like this one today will make that possible.

Your feedback is always amazing and the entire team here hopes you keep that up. I said this before but it bears repeating: we don't get a chance to reply to everything, but we do read every single thing posted here. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you. I hope our dedication to you with updates like this demonstrates just how important the game is to us, too.

Thanks for your continued patience and support. We hope you enjoy the update!

JS Live issues can be found here.

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