1.25 Update (Quality of Life | Admin Improvements++)

Survive the Nights

Survive the Nights is a unique FPS survival game focusing on teamwork, fortification, creativity & strategy. Secure a structure or roam free, the choice is yours. Gameplay focuses on realistic survival, post zombie infestation. Prepare during the day for nightfall. How many nights will you survive?

We’ve been talking with many of you on our [url=https://discord.gg/survivethenights]Discord.[/url] The team has been listening and discussing quite a few issues that crop up with player counts and we’ve addressed a good deal of them in this patch. Many of them have been long standing, some introduced in the last version. These are the hurdles a small team has to jump over. The response to the 1.24 build has been fantastic and the help from the community over on discord has been most useful to us. Thanks to everyone for helping out, some of you even providing servers for continued testing. That’s much appreciated and a huge help to a team like ours. [h3]Vehicle Fixes[/h3] Okay, we know this one has been a real pain for some time. You come across a vehicle and it’s 6 feet in the air looking like a weird balloon. This made accessing the vehicle an annoyance at the best of times and impossible. When vehicles were found near ground level they never actually sat properly on the terrain. This issue has also been addressed in 1.25 and you’ll notice it right away. We have also fixed the launching your directly into orbit issue many of you will be familiar with :joy:. This was due to incorrect gravity calculations and could cause quite a headache for anyone when it occurred especially if you’re in the RV. As always, please report any new issues found directly to the team over on [url=https://discord.gg/survivethenights] Discord [/url] when possible. [list] [*] Vehicles no longer flying into the air from incorrect gravity. [*] Vehicle pivots and suspensions are now improved so that they spawn with correct wheel position. [*] Reviewed and fixed all vehicle spawn point positions to make sure they're not floating. [/list] [img]https://i.imgur.com/BYsWp5C.png[/img] [i]Floating Pickup (Inaccessible) [/i] [img]https://i.imgur.com/V94VsOl.png[/img] [i]Floating car[/i] [img]https://i.imgur.com/jYVN09I.jpg[/img] [i]Car on Terrain[/i] [img]https://i.imgur.com/jHNUSFW.jpg[/img] [i]Truck on Terrain[/i] [h3]Server Performance Improvements[/h3] Server performance has been improved. With some digging we realized that there was an optimization to be made with the drop relevance system. Overall this system makes performance better, however the compound affect of the overhead to check for item relevance as the player count raised was outweighing the benefit. We’ve optimized the way that object relevance is done. To create a more reliable and performant implementation as the player count rises and demands on the system increased [h3]Spawn and Loot Adjustments[/h3] We’ve done some tweaking based on feedback provided during the 1.24 release. We’ve made some pretty big changes to how loot spawns in the backend. We have altered the method for creating “rarity” at item spawn point locations. Previously the rarity was handled by how many times and item was added to a specific spawners. This worked but became quite difficult to track and balance over time. This newly implemented system now retains the theory of having an item in a spawn point multiple times, however it is handled automatically via the ‘Rarity' drop down on each drops prefab. The basic principal is that ALL items at average rarity are in a spawner 3 time. The rarer it is, the less times it’s added and the more common, the more it’s added. This allows us to create rarity without affecting the balance at specialized spawn locations. Since those locations only spawn the items required. With this change in mind, rarity as been set with the general theme being that consumable items (items consumed for stats and items that a consumed in crafting recipes) are more common than those that are not. There has been no loot quantity changes, only changes to the loot that spawns. [img]https://i.imgur.com/d4SnLJ4.png[/img] [i]Loot Adjustments[/i] [h3]Spawn Point Adjustments[/h3] [b]Hardware Store:[/b] [list] [*] Removed Vehicle parts spawners. [*] Reduced custom spawners from 25 to 20. [*] Increased tool spawners from 0 to 5. [*] Removed tools and duplicate items from spawners. [*] Adjusted spawners to reflect item consumability (e.g., rarer seeds, more common bolts/nuts). [*] Removed AA batteries (now in electrical and house spawns). [/list] [b]Pharmacy:[/b] [list] [*] Adjusted to spawn medical items. [*] Enhanced loot availability. [*] Rarity and Availability Changes [/list] [b]General:[/b] [list] [*] Hammer, axe, shovel, and machete made rare due to craftability. [*] Increased overall loot in hardware, pharmacy, and gun stores. [*] Nails and seeds set to ultra-rare (end-game items). [*] Reduced melee weapon quantity. [/list] [b]Hardware Store Specifics:[/b] [list] [*] Adjusted rarity for specific items (e.g., mk4, arg, pump action, r-6, arrows, 9mm Burst, auto, flashlights, headlamps, extension cords). [*] Re-added sniper to farm spawner. [*] Set flare gun and crossbow to rare, cooking pot and grow pot to ultra-rare. [/list] [b]Gun Store:[/b] [list] [*] Increased availability of firearms. [*] 18gauge set to rare. [*] Coal set to non-spawnable. [/list] Overall these changes should create a nice re-calibrated base point for us to tweak. Please come share your thoughts on the loot system with us as we continue to polish the feature in future builds. [h3]Admin Panel[/h3] Many of you are now hosting your own servers, for the public or just your buddies we previously had no admin control beyond text commands. Andre has spent some time this update creating an amazing in game system allowing server admins quick accesses to all kinds of commands and goodies. You can bring the admin panel up with the G key as default. Once there you’re greeted with a nicely laid out and graphical control panel. There are 4 main tabs (for now) and all kinds of useful information including build numbers, client/server fps and ram usage along with player positions. The tabs as it stands are commands, give items, teleports (not yet setup) and drone camera. You’ll find relative buttons for things like spawning items, giving health, giving ammo, providing blueprint requirements etc. Jay plans on doing a nice vlog on the admin panel that you can expect shortly. [img]https://i.imgur.com/ajC1BlT.png[/img] [i]Command Tab[/i] [img]https://i.imgur.com/WO0DzaO.png[/img] [i]Give Tab[/i] [img]https://i.imgur.com/R1siOrL.png[/img] [i]Teleport Tab (not setup yet)[/i] [img]https://i.imgur.com/BRyubZ4.png[/img] [i]Drone Camera Tab[/i] [h3]Simplified Lock Kit Recipes[/h3] Lock kits are a pretty big part of initial fortification of your structure. Securing windows and doors with planks and throwing locks on keeps your stuff safe and the dead outside (for awhile at least). We’ve been tweaking crafting recipes and lock kits got some love this go around. We’ve removed the hasp/staple and combination lock requirements for weak and strong lock kits. We’ve replaced the current recipes with the equivalent of what would be needed to create both removed items. As an example the hasp and staple along with the combination lock required both scrap, pliers, screws and a screwdriver. The new lock kit recipe requires the addition of these tools, extra scrap and screws and no longer requires a hasp/staple and combination lock. The strong lock kit still requires a found combination lock but the hasp and staple has been removed from the recipe. These leaves a nice bit of progression for the player and hunting for strong locks is always entertaining. [img]https://i.imgur.com/qDI3uAn.png[/img] [i]Old Lock Kit[/i] [img]https://i.imgur.com/Vvg2fiC.png[/img] [i]New Lock Kit[/i] [h3]Environmental Fixes[/h3] 1.24 introduced a whole new harvesting and building system. A lot of changes to core code and world interaction, along with them some issues. The police station and prison interior scenes were not included in the last build. That issue has been addressed in 1.24. Along with that fix we’ve addressed a couple of issues and improvements raised by the community. The player no long sees interiors load in on start now. This was creating quite a disconnect and just didn’t look nice. Wooden fortifications no longer appear lighter and darker as you walk away from them this was just annoying and it has been addressed here. [list] [*] Players no longer see building interiors load after spawning. [*] Window fortifications no longer appear brighter/darker as you walk closer/further away. [*] Police station interiors working again [*] Prison interiors working again. [/list] [h3]UI Fixes and Improvements [/h3] We’ve gotten a lot of feedback on UI and we’ve also addressed a few long standing issues. We’re constantly making improvements to our UI system and we’re always happy to hear your ideas so feel free to share. [b]UI[/b] [list] [*] Fixed highlighting in the inventory right click menu. [*] Machine parts quantity now displays in red to indicate that parts are missing. [*] Home no longer disappears from the map. [*] Unarmed UI no longer appears when joining. [*] Fixed incorrect message indicating that item cannot be placed when entering placement mode. [*] Hint for using a can opener now only shows when picking up canned items. [*] Disabled "Show Popular Servers" options by default. This allows player owned servers to be found more easily. [*] Show/Hide guide button now fits in the guide tab. [*] Burst and full auto attachments now have the correct icon image. [*] Yellow highlight now wait 30 sec before showing. Should aid the player only if they’re really struggling. [/list] [img]https://i.imgur.com/tcpQAs5.gif[/img] [i]Red UI when Missing Parts[/i] [h3]Building Blueprints with Tools[/h3] Blueprints have been a really fun addition to the project. The can however be quite time consuming to create and tools previously provided no benefit to the building process. This doesn’t really flow well with the other fortification mechanics. The window and door fortifications are applied quicker when the player has a power tool so blueprints should follow the same general flow.. [img]https://i.imgur.com/K7eSSzr.gif[/img] [i]Without Tools[/i] [img]https://i.imgur.com/YwJ8Nzc.gif[/img] [i]With Tools[/i] [h3]Interaction Fixes and Improvements[/h3] Some of you have reported that explosions in the current build trigger electric doors. This made getting into areas you weren’t meant to rather easy :smile:. We’ve sorted that out for 1.25 [list] [*] Tools can now be used to build blueprints (drill/screwdriver/hammer) [*] Explosions no longer trigger electric doors do open. [*] Guide steps that involve crafting can now be achieved by finding the items. [*] Harvesting fuel is now a hold instead of press. [/list] [h3]Patch Notes - 1.25[/h3] [b]1.25.3[/b] [list] [*] Gravity on drops is now disabled upon interior unload [*] Fixed issue where gravity was being applied to drops before the relevant interior was loaded. [*] Increased weapon and ammo spawns at the prison and police stations. [*] Fixed scenarios where loot was falling through items. [*] Fixed several buttons that were not working in the admin toolkit. [*] Removed harvesting on various shop props that were causing floating decals. [*] Admin toolkit: Added xp add/remove buttons [*] Admin toolkit: Added buttons for giving: Cooking Pot - Canteens - Key cards [*] Admin toolkit: Added buttons for spawning zombies in range [*] Admin toolkit: Added coordinates in info UI [/list] [b]Major Loot Rebalance[/b] [list] [b]Hardware Store:[/b] [*]Removed Vehicle parts Spawners. [*] Reduced custom spawners from 25 to 20. [*] Increased tool spawners from 0 to 5. [*] Removed tools and duplicate items from spawners. [*] Adjusted spawners to reflect item consumability (e.g., rarer seeds, more common bolts/nuts). [*] Removed AA batteries (now in electrical and house spawns). [/list] [list] [b]Pharmacy:[/b] [*] Adjusted to spawn medical items. [*] Enhanced loot availability. [*] Rarity and Availability Changes [/list] [list] [b]General:[/b] [*] Hammer, axe, shovel, and machete made rare due to craftability. [*] Increased overall loot in hardware, pharmacy, and gun stores. [*] Nails and seeds set to ultra-rare (end-game items). [*] Reduced melee weapon quantity. [/list] [list] [b]Hardware Store Specifics:[/b] [*] Adjusted rarity for specific items (e.g., mk4, arg, pump action, r-6, arrows, 9mm Burst, auto, flashlights, headlamps, extension cords). [*] Re-added sniper to farm spawner. [*] Set flaregun and crossbow to rare, cooking pot and grow pot to ultra-rare. [/list] [list] [b]Gun Store:[/b] [*] Increased availability of firearms. [*] 18gauge set to rare. [*] Coal set to non-spawnable. [/list] [b]Vehicles[/b] [list] [*] Vehicles no longer flying into the air from incorrect gravity. [*] Vehicle pivots and suspensions are now improved so that they spawn with correct wheel position. [*] Reviewed and fixed all vehicle spawn point positions to make sure they're not floating. [/list] [b]Environment[/b] [list] [*] Players no longer see building interiors load after spawning. [*] Window fortifications no longer appear brighter/darker as you walk closer/further away. [*] Police station interiors working again [*] Prison interiors working again. [/list] [b]Server[/b] [list] [*] Performance improvements when there are more than 8 players online. [/list] [b]UI[/b] [list] [*] Fixed highlighting in the inventory right click menu. [*] Machine parts quantity now displays in red to indicate that parts are missing. [*] Home no longer disappears from the map. [*] Unarmed UI no longer appears when joining. [*] Fixed incorrect message indicating that item cannot be placed when entering placement mode. [*] Hint for using a can opener now only shows when picking up canned items. [*] Disabled "Show Popular Servers" options by default. This allows player owned servers to be found more easily. [*] Show/Hide guide button now fits in the guide tab. [*] Burst and full auto attachments now have the correct icon image. [*] Improved wording for surviving the horde step of the guide. [*] Yellow highlight now wait 30 sec before showing. Should aid the player only if they’re really struggling. [/list] [b]Interaction[/b] [list] [*] Tools can now be used to build blueprints (drill/screwdriver/hammer) [*] Explosions no longer trigger electric doors do open. [*] Guide steps that involve crafting can now be achieved by finding the items. [*] Harvesting fuel is now a hold instead of press. [/list] [b]Crafting[/b] [list] [*] Weak locks can now be crafted with raw ingredients instead of having to craft the combination lock first. [/list] [b]SFX[/b] [list] [*] Fail sound is played when player doesn’t have any build items [*] Sound is played when adding build materials using E [*] There is now a sound to indicate you cannot fortify due to missing items. [*] No longer hear bush rustling sound when walking near blueprints [/list] [b]Admin[/b] [list] [*] Added /blueprint or /bp command for getting all required items for a blueprint (do command while looking at the blueprint) [*] Added new admin toolskit UI that makes inputting admin commands really quick. [*] /trygive now works even when the search contains disabled items. [/list] [b]Toolkit UI:[/b] [list] [*] Test toolkit now organized into multiple pages. [*] Added a new Drone Camera page. [*] New buttons for giving: [list] [*] Individual traps, melee weapons, lights, fortifications, blueprints, tools. [*] Generator, Jerry can, Siphon, map, compass, wire spool. [/list] [*] New buttons to modify sickness, mental state, and overall health. [*] Added icons for stat modification buttons. [*] Toolkit is now hidden when taking screenshots. [*] Improved the information display. [*] Adjustments to layout and color scheme. [*] Added display for God Mode/Invincible status. [*] Added display for Server Fps and Ram usage. [/list] [b]Drone Camera Tweaks:[/b] [list] [*] Locking player movement when drone camera is active. [*] UI is now hidden during drone camera usage. [*] Player weapon is hidden when using the drone camera. [*] World loading is now centered around the drone camera. [*] Resolved issue with depth of field functionality in drone camera. [/list] [h3]Links[/h3] Discord: https://discord.gg/survivethenights Patreon: https://patreon.com/a2zinteractive Changelog: https://changelog.survivethenights.net Twitter: https://twitter.com/STNgame Facebook: https://www.facebook.com/STNgame YouTube: https://www.youtube.com/a2zinteractive Website: https://www.survivethenights.net Merch: https://teespring.com/stores/a2zinteractive