Changelogs

This page contains the most recent Changelogs for Miscreated.

Update #63 - 08/31/18
Servers Prone Game Base Building Kiosks Vehicle Skins Vehicles Items AI UI Map Animations Feedback thread
 * Fixed a common server crash related to item handling (about 50% of all current crashes)
 * Fixed a common server crash related to AI (about 50% of all current crashes)
 * Some server optimizations related to bases
 * On server start kiosk support is disabled until the Steam inventory configuration data is received from Steam - can still be disabled by admins as well
 * Potential fixes for a couple of AI related server crashes
 * Prone support has been added to the game - default 'z' key to go into prone stance
 * It works well on slopes up to 45 degrees and in tight spaces - the player can also prop up on smaller objects
 * All usable items stay equipped, unusable items get automatically dequipped (guitar, bow and most melee weapons)
 * Usable prone items are all shooting weapons, all utility/tools, throwables, and the knives
 * During prone movement certain actions are blocked (as the arms are busy) and have to be performed while not moving (aiming/shooting, weapon switching, emotes etc.)
 * We ironed out most issues on the experimental server - thank you for helping to test and we plan on sligthly extending the prone feature at a later date
 * Improvements to collision detection when opening/closing doors and gates
 * A player that newly spawns/respawns will now have a basic map in their inventory
 * Fixed issue where some items could be restored with the wrong health value
 * Rebalanced radstorms and nuclear flash freeze
 * Pressing the jump key will now cause the player to stand up from any stance
 * Some new skins added
 * Fixed damage done to items on players - damage is only applied now after all other game/faction multipliers
 * When a player, tent, vehicle, item on the ground, etc. gets shot it may also damage items inside of it
 * The amount of damage done to items has been adjusted for all items
 * Almost all items in the game now have a health value
 * Some trivial items, like sunglasses, will automatically be removed if their health is reduced to 0
 * The damage done to a weapon does NOT currently affect the weapon's damage output - that will be in another update
 * Adjustments made to breathing, vomit, and blood particle effects
 * Fixed an issue that was causing some items to be damaged twice when hit
 * Campfires will only damage items inside of it while lit
 * Fixed issue where traps wouldn't appear at times after a server restart
 * Doors will now stop and reverse direction if they collide with a player
 * Fixed issue where the action menu wasn't being reset correctly after interacting with base parts
 * Vehicle camouflage skins cost 20 amcoins, instead of the standard 10 for solid paint colors
 * Fixed an issue where amcoins could be deducted incorrectly while storing an item in a kiosk (caused by the above issue)
 * Fixed an issue when retrieving some items from the kiosk - would remove it from steam inventory but not be given to the player
 * Increased chance to be awarded a vehicle skin while driving
 * Skins added for the SUV and dune buggy
 * Orange, pink and purple colors added for all vehicles that currently have skins
 * Camouflage skins added for dune buggy, pickup truck, base sedan, suv, and semi trucks
 * Vehicles only spawn with solid colored skins, not camouflage - players have to apply camouflage skins
 * Decreased number of dirtbikes from 5 to 4
 * Increased number of semi trucks from 1 to 2
 * Slightly decreased the top speed of some vehicles
 * A vehicle will automatically stop if a required item is destroyed inside of it
 * Increased chance for frag grenades to spawn
 * Increased chance to find the hazmat mask and tank
 * Repair kits added for cloth, leather, canvas, and teflon items
 * Decreased weight of the tranquilizer gun
 * Adjusted movement sensitivity on weapons while aiming
 * Increased the physics proxy size of the amcoin ledger to help prevent it from falling through the ground when dropped
 * Critters may now randomly spawn around players while players are running around
 * AI will now make use of some animation variations
 * AI's visual perception now scales based on a player's stance and movement speed
 * Critters may now randomly spawn around players while players are running around
 * Some AI will now spawn wearing clothes
 * Spiders spawned by performing a world action (searching an item) will now scurry away before they come back to attack
 * Allow rebinding(ui+save+load) of empty inputs (for actions that haven't been bound on a specific device)
 * Allow rebinding of controller mouse emulation (click and context menu)
 * Unbind previous stance DPAD up from controller (instead use DPAD up for tactical) -> Jump now causes stand up And next stance cycles as well
 * Bind DPAD up to tactical action
 * Fix the reset of keybinds to work in-game as well (restore actionmap/filter states)
 * Some general improvements to speed up the inventory loading time - more improvements will still be made
 * Added new stances to the stats bar UI
 * Adjusted keybinds and added some new keybinds to the UI screen
 * The keybind configuration for controllers has been changed - be careful remapping now as it could break access to features
 * Zoom sensitivity scale added
 * Updated wheel slots to now be consistent with other items in the inventory
 * More cars on the highway ramps near the beach farms north of the map
 * Replaced fire hazard areas with updated new areas that support heat for the player stats
 * Prone animations added
 * Fixed foot ground alignment for standing and crouching idles
 * Verified all weapons have movement in sfp during idle animations
 * Fixed vector reload sound set up
 * Giant roach mesh update
 * Gas mask mesh updates

Update #62 - 8/7/2018
Vomit/Barf/Overconsumption Humidity/Visible Warm Breath Wetness Vehicle Skins Repair Kits Item Damage/Degradation Server Fixes Game Vehicles Map UI Items AI Animations Feedback thread
 * When a player overconsumes food/drink it can cause involuntarily loss of stomach contents. (40% of food/drink lost)
 * Vomiting can also be caused in a less potent way by sickness, poison, dizziness or radiation sickness - in this case only a fourth of the food/drink is lost
 * After vomiting the player feels slightly better if he was dizzy before
 * If the combination of the difference of air to exhaled air temperature and air humidity is high enough then the players breath becomes visible
 * The breath frequency is based on the stamina strain on the character and works in combination with the hold breath actions
 * The breath visibility duration depends on the how fast the exhaled humidity can be absorbed in the air
 * A player gets wet by going underwater, being in the rain or high humidity
 * When a player gets wet enough water begins dripping to the ground for a certain period until the player is dry enough again
 * Wet players have a medium protection against heat and fire, but are more susceptible to cold
 * Support for skinning/painting vehicles has been added to the game
 * As you drive the pickup truck, base sedan, or semi there is a random chance you will be awarded a new skin for the vehicle you are driving
 * Skins for additional vehicles will be added in future updates
 * All the current skins are just solid color variants
 * Vehicle skins can be sold and traded via Steam inventory
 * A new vehicle paint shop has been added to the map - vehicles must be taken there to be skinned
 * A vehicle kiosk is located in the building that will show you all the vehicle skins you have It costs amcoins to paint/skin a vehicle - the cost of skins will eventually vary based on the skin
 * Skins on a vehicle will persist through server restarts
 * Repair kits have been added to the game and will allow you to now repair most weapons
 * The health of the repair kits determines how much it will repair a weapon - a 15% health kit will repair its corresponding weapon by 15%
 * You can combine health kits together - a 15% and a 30% will become a 45% kit - anything over 100 will be lost
 * A weapon can be broken down into a repair kit for that weapon - the health of the weapon determines the health of the resulting repair kit
 * You repair a weapon, or combine repair kits, by dragging and dropping them in the UI - the background of an applicable item will turn blue
 * All weapons now spawn with a random amount of health
 * They will need to be repaired to 100% in order to be stored in a kiosk In this update the health of an item does NOT affect its performance, but it will in the next update
 * When a player takes damage any clothing that has a health value in the area that was hit will be damaged
 * For example, a player gets shot in the chest and it's possible both the jacket and shirt will be damaged
 * Only a small amount of clothing has a health value and can currently be damaged, but all clothing will have a health value in the next update
 * Fixes for water spawning issue
 * Fixes for some stuck server issues
 * Fixes for kicking players when moving fast - driving vehicles
 * Server crash fix for a memory allocation bug
 * Tow cable optimizations to help reduce crashes while towing metal parts
 * Rate limited damage to base parts to reduce database updates and client messages
 * Better emote reliability and speed
 * More world actions added for new assets/areas
 * Weather stats slightly tweaked in regard to humidity and breath visibility
 * Burning barrel now provides warmth and lower humidity, as well as new fire damage setup
 * Gamma curve limit added
 * Server message sent to all clients when an admin manually starts a weather pattern
 * Current weather pattern is now output as part of the server status command
 * Slight network optimization by excluding certain objects server-side
 * Slight network optimization in the initialization of storage, dryfire, ladder
 * Slight server performance optimization by excluding weather audio, visuals and client only objects on servers
 * When using the context menu to craft an item the resulting item will be dropped on the ground if you don't have room in your inventory
 * Resulting crafted items that drop to the ground now have their orientation randomized to help eliminate perfectly stacking objects on the ground
 * Items restored from a kiosk will always have the correct stack size and health
 * Inventory opens faster the very first time you open it
 * Fixed "Unknown" player bug in area chat
 * Drivable semi truck added
 * When a pickup truck, base sedan, or semi spawns it will appear with a random paint color
 * New junkyard area added that contains the vehicle paint shop
 * New semi truck prefabs have been updated/added to the map
 * Semi truck spawn locations added
 * Removed double keybind of controller crouch/inventory
 * Fixed some incorrect icons UI/Steam icons
 * Fixed BE/DE flex cap names
 * Repair kits can be randomly found in the game and can also be looted from certain boxes and workbenches
 * Red dot sight added
 * Lug wrench does not degrade as quickly when repairing vehicles
 * Some new skins have been added for the .22 pistol, AT-15, Carlington, and HK45 - they are all randomly awarded as you play the game
 * There is a chance that when you loot from some world objects that you will disturb some sleeping critters
 * Mutants can now alert other nearby mutants
 * Mutants can now slightly evade if you are aiming at them - how often and how much depends on the mutant type
 * Baby spiders no longer leave behind a corpse when they explode
 * Small tweak to the human spider that should reduce its likelihood of getting stuck when spitting venom
 * Increased chance to find amcoins on mutants
 * Giant roach added
 * Update to melee system to work with our camera system - players will now be able to aim better during melee
 * Fixed weapon placement timing during shotgun select animations
 * Barfing animation added
 * Fix for movement animations - when looking directly up the body will now not twist oddly
 * Meleeing now cancels emotes
 * Separate animations added for the Katana instead of using the baseball bat animations
 * Crouching movement animations have been made more consistent - this fixed hyperextension during ironsight whilst movement crouching
 * More movement added to some AI arms to make them less stiff
 * Colt python poses once over - also improved firing and reloading animations