Please note that this up to date as of February 13, 2024 Update.
This is not the official version history, this is a recreation of the official update log, for the official update log please visit the Version History page on Steam for Unturned.
2024[]
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.24.1.0 | Feb 27, 2023 |
Changelog:[]Added
Changed
Fixed
|
2023[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.14.3 | December 28, 2023 |
Changelog[]Fixed[]
|
3.23.14.2 | December 23, 2023 |
Changelog[]Fixed[]
|
3.23.14.0 | December 21, 2023 |
Server Codes and Fake IP[]Hosting a server to play with your friends just got one step easier! Joining using the new Server Code or Fake IP features bypasses the need for port forwarding: Server Codes are enabled by default, whereas Fake IP is opt-in. For more information, please refer to this documentation: Server Codes Documentation Fake IP Documentation Raiding Meta[]Freeform buildables were among the most popular ways to gain altitude over bases with a claim flag. With their recent adjustments, it seems fitting to make explosive jumping a more viable alternative with two new items: Bounce Grenades and Impact-Absorbing Boots
Bounce Grenades are interchangeable with Bounce Charges stats-wise but do not require a Detonator. C4 is no longer a requirement for either explosive! Precision Charges now deal twice as much raiding damage, metal freeform buildables are weak to all weapons, and freeform buildables are enabled by default again. It ought to be interesting to see how this plays out! New Outfits[]Six new outfits have been accepted from the Curated Workshop into the Stockpile:
Aurora Skier Bundle by August Balanced Breakfast Bundle by Toothy Deerryte Chicken Suit Bundle by FlodotelitoKifo Infernal Demon Bundle by Timo987 Mushroom Bundle by Dizzpie Strawberry Waitress Bundle by Animatic and NSTM Changelog[]Added[]
Changed[]
Fixed[]
|
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.13.0 | November 24, 2023 |
Server Browser Upgrade[]The server browser has been overhauled with custom filter presets, icons and tooltips for every element, optional columns, map icons, and more!
Changelog[]Added[]
Removed[]
Changed[]
Fixed[]
Map Updates[]Renaxon has updated Arid several times recently with lots of new items, vehicles, and content:
Animatic has completely remade the Kuwait city of Miral in a recent update:
|
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.12.3 | October 25, 2023 |
Changelog[]Changed[]
Fixed[]
|
3.23.12.0 | October 13, 2023 |
Item Stats[]Item descriptions now automatically include a variety of stats, from damage to movement speed to recoil control. More stats and tuning will surely follow feedback after the update. Multi-line Text Chat[]Text chat messages can finally span multiple lines. Previously, the length was enforced by a 127 byte limit, severely restricting languages with multi-byte characters. This limit is now 512 bytes for player messages and 2048 for plugins. News Feed[]Before on the left, after on the right. The old news feed was created separately from the rest of the game's menus, so it didn't match the UI scale or your custom theming. All of the UI is finally unified under one roof! New Outfits[]With Halloween on the horizon, six new outfits have been accepted from the Curated Workshop into the Stockpile: Autumn Comforts Bundle by Basil Cat and NSTM Behind the Scenes[]Item descriptions, multi-line text chat, and the main menu news feed all have one thing in common: Their size depends on the amount of content. It may seem silly, but Unturned could not automatically adjust the UI layout according to content size until this update. If you're interested in more details, please check out this documentation link: Glazier support for IMGUI, uGUI, and UI Toolkit A button to mute text chat per player has been added to the player list in further response to concerns raised about multiplayer toxicity earlier this year. Additionally, voice and text blocks are now saved between sessions to your Steam Cloud. Spawn tables should be much nicer to work with. Their asset files can use the newer list format, eliminating the tedious index-based keys. They fully support GUIDs to reduce conflicts (even if the target type, like items, doesn't support GUIDs yet). Failed spawns provide additional context in what triggered them. Before this update, your NPC dialogue choices were sent to the server for NPC logic, but the UI relied on locally predicting the following message and response. Over the years, this caused a few issues, like broken interactions if the server rejected your choice or relied on a randomized value (e.g., dialogue-driven spawns in custom modes). Dialogue has been rewritten so that the server has complete control over the flow of events, fixing these problems and introducing new possibilities. Unturned has gradually gotten better at enforcing file integrity in multiplayer, preventing a variety of easy cheats related to modifying assets. A more complicated case involved replacing the Unity player's resource/scene files to override assets not yet stored in asset bundles, like skin and hair. With this update, those Unity files are now protected as well. Miscellaneous:
Changelog[]Added[]
Changed[]
Fixed[]
Patch #1[]Fixed[]
Patch #2[]Changed[]
Fixed[]
|
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.11.1 | July 28, 2023 |
My apologies to everyone inadvertently killed by the change in the 3.23.11.0 update! The problem was that some of the volumes in the boulders were spheres and capsules which can't be non-uniformly scaled. Unfortunately this didn't come up in testing because on vanilla maps the boulders were always uniformly scaled, whereas on many custom maps boulders are scaled on a single axis to better fit a surface or for visual variety. (which is perfectly reasonable, my bad for not thinking about this side effect) Fixed:[]
|
3.23.11.0 | July 28, 2023 |
Changelog[]Added:[]
Fixed:[]
|
3.23.10.1 | July 13, 2023 |
Changelog[]-= Added: =-[]
=- Fixed: =-[]
|
3.23.9.0 | July 7, 2023 |
Changelog[]
A large island of small mountain towns, secrets, and spooks. The Turned are tough and certain animals don't like it when you get too close. A mix of Russia, PEI, and Arid, but with its own unique twist on many aspects of gameplay. The island contains multiple forest biomes, no military presence, and rare to find guns and supplies. Buak is heavily aimed towards singleplayer, co-op, and PVE playstyles and contains over 2,000 items to discover and use. Some of these are items that redefine the conventional vanilla systems of building with extra room to decorate, and much more. There’s a blueprint system, learn item recipes permanently to be able to craft them in the future! Buak takes inspiration from Unturned Classic (2.0), the many scrapped ideas and designs of 3.0, as well as the concepts of Unturned II (4.0). A lot of conventional things in Vanilla Unturned may have been abandoned on Buak, from freeform buildables to building on vehicles; You'll have to seek out the alternatives provided. All items, animals, resources, and objects are also entirely custom and may not work as intended when mixed with other mods/maps. Some suggestions for gameplay: The map is best played without any other mods and in Normal mode or above, as Easy mode removes many mechanics. Note: Buak is significantly more dense with detail than prior curated maps. Instead of compromising on this detail level, the Level Batching Update earlier this year was originally developed to help optimize Buak. That being said, lowering the max draw distance and landmarks when playing Buak will raise the performance quite a bit because the game can then cull more details. To host a server running the map add its workshop file ID (3000549606) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Buak" (without quotes) in Commands.dat.
For the first time rather than playtime drops, you can craft a random new limited item from Menu > Survivors > Inventory > Crafting. The items are permanent, but the ability to craft them will only be available for two weeks during the release event.
This project was created by Toothy Deerryte, staswalle, Paulfest, and Witness Protection. If you enjoy the map and would like to support them, consider checking out the box or bundles on the Stockpile: Buak Map Mystery Box Buak Map Bundle Buak Friendship Bundle Other links: Starter Guide ID List Cosmetics Showcase Video 9th Anniversary on Steam[]Today marks nine years since Unturned 2.0 first launched into Early Access on Steam. Thank you to everyone in the Unturned community for your support and creativity through another great year! With each individual update it can be hard to see how the game is changing and improving, but looking back over the years it's wild to realize how much has happened. Firefighter Zombie Plush[]We reached the minimum order quantity, many thanks to the early backers! Makeship has extended the campaign to the 15th, so if you're interested there is still time to pick one up. View Unturned Firefighter Zombie Plush on Makeship View Makeship FAQ Vanilla Changelog[]Changed
Fixed
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.9.0 | June 16, 2023 |
Changelog[]Added
Changed
Fixed
Firefighter Zombie Plush[]We have collaborated with Makeship to bring the Firefighter Zombie to life in the form of a limited-edition collectible plush toy!
You can order this lovable monster from the Makeship campaign here: View Unturned Firefighter Zombie Plush on Makeship Edit: the funding goal of 200 orders required for production was met! Thank you to all the early customers for your interest and support. For anyone still interested, the campaign will remain open to orders until the 8th of July. More details here: |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.7.0 | May 26, 2023 |
Changelog[]Added
Changed
Fixed
Scope Distance Markers[]This doesn't make sniping easier, rather it raises the skill ceiling by giving distance estimation more use and removing scoped recoil reduction.
Before this update the markings on scopes were arbitrary whereas now they are adjusted to account for your field of view, the gun's muzzle velocity, the level's gravity, and your unit system preference. Modders can update custom scopes to use these new features, for more details: Sight Distance Marker Documentation Asset Loading[]The real meat and potatoes of this update: startup loading should now be faster for most players. On average it's about twice as fast.
Previously all of the asset loading was done on the main thread. Now the vanilla content and each installed mod is assigned two threads: one to search for files, and the other to read and parse them into memory (building on the asset parsing rewrite from the last update). This leaves the main thread to focus exclusively on pairing game data with the assets loaded from asset bundles. The majority of the main thread time is spent loading from asset bundles now. This step has to be done on the main thread, and unfortunately synchronous vs asynchronous loading doesn't make a difference here. In the future deferring some of this loading to as-needed async loading will cut down on startup time at the cost of slight delays, for example async loading a hat only when it's equipped. Closing Windows Server[]Kind of ridiculous to proclaim a minor change with fanfare and an image in the update notes, but as a PSA: clicking the Close button of the Windows dedicated server should no longer be a tragic mistake. Previously this immediately terminated the server process without giving the game a chance to save, so misclicking the Close button could result in lost progress. Now the game intercepts this event and tries to save+shutdown while sleeping the Windows routine. Using the regular shutdown command is still recommended however because by default Windows only allows up to 5 seconds before the server will be closed regardless.
Patch #1[]Fixed
Patch #2[]Added
Changed
Fixed
With the addition of multi-threading asset loading the server no longer loaded assets in a consistent order, so the ID override order used by clients wasn't matching the server anymore. To fix this the server now uses the same asset remapping system as the client. Note however that content manually installed on the server is inserted before all other assets to reduce conflicts because it is otherwise not loaded on the client. File paths specified in modded assets using single backslashes broke in the update because there was a fix to parse escaped newlines in unquoted strings. As a workaround unrecognized escape sequences are now parsed as-before and logged. Converting them to forward slashes is recommended because paths starting with lowercase T or lowercase N are being parsed as tab and newline respectively. |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.5.0 | April 1, 2023 |
Edit on April 2nd: although this map is real and playable, it was created as an April Fools' joke by Renaxon, danaby2, Animatic, clue, and Timo987 in only 4 days! All the thanks goes to them for this fun event. Who knows, perhaps the feedback from this project will be useful for an actual curated map in the future?
Antarctica- the newest map by Renaxon, danaby2, Animatic, clue and Timo987, has released. ... The final frontier in terms of tough, legitimately survival based mechanics is ready to be explored and conquered. Featuring every single item in the game, every single crafting recipe, and all the hardcore classic methods of survival you've come to love. A seriously harsh, desolate, and uncharacteristically detailed landmass, Antarctica is an Insane sized map- 4x bigger than the Russia map, and 16x bigger than the Yukon. Included in Antarctica, is the most detailed depiction of wilderness Unturned has ever seen. You'll want to watch your back for packs of this fierce land's defenders. Also included, is a revised radiation and immunity system. Due to a severely changed world, the air on Antarctica is toxic. Maybe a smarter survivor out there could help find a cure... Now, stop reading, and get going. It can't explore itself. Watch the Antarctica Trailer Here To host a server running the map add its workshop file ID (2954631626) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Antarctica" (without quotes) in Commands.dat. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.5.0 | March 31, 2023 |
Changelog:[]Added
Fixed
|
3.23.4.0 | March 24, 2023 |
Changelog:[]Added
Changed
Fixed
Third-Person Recoil and Spread Configurable:[]When the third-person recoil and spread debuffs were added there was a lot of debate about making them configurable versus keeping the game experience more consistent between servers. The configurability argument is that the game should be as moddable as possible to encourage creativity and enable players to do whatever they find most fun, whereas the consistency argument is that it is confusing and disorienting to run into wildly different movement, gunplay, difficulty, etc. on every server. 2x recoil and spread in third-person is the intended vanilla experience. By requiring it for a while it became the consistent baseline, preventing reactionary servers from immediately disabling the change. (Unlike the movement changes which many servers immediately reverted.) Now that it has been the default, servers can choose to customize and raise and lower the multipliers as they see fit. Was this a good approach? We will see where it might make sense with future gameplay changes. |
3.23.3.0 | March 3, 2023 |
Changelog:[]Added
Changed
Fixed
Patch #1:[]Fixed Slightly increased texture atlas UV padding for larger textures. Arid Update:[]The developers of Arid have added two new locations, new items, vehicles, quests, and improvements to the progression, balance, performance, and more!
To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat. This project was created by Renaxon, dug, danaby2, and clue. If you enjoy the map and would like to support them, consider checking out the new Scout and Tourist bundles on the Stockpile: Arid Scout Bundle Arid Tourist Bundle |
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.2.0 | Feb 17, 2023 |
Changelog:[]Added
Changed
Fixed
Patch #1:[]Fixed
Batching performance improvements:[]This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false For more information there are two new articles intended for map developers: Level Batching Manual Object Culling
|
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.1.0 | Jan 27, 2023 |
Changelog:[]Added
Changed
Fixed[]
Patch #1:[]Changed Only validate level objects asset integrity prior to legacy ID fallback. Patch #2:[]Fixed Ban command fix was actually broken (sigh), used wrong player's IP. [Thanks Darkane!] Behind the scenes:[]I consider myself fortunate to have such a helpful community where many players are willing to help others on Steam Discussions, Discord, the subreddit, the forum, etc. I've always offered direct email support, but I don't think I could have kept up if it weren't for all the questions being answered and issues being solved by members of the community. Many thanks and a big shoutout to everyone involved! Over the past couple years I've noticed the volume of support emails rising, perhaps from the higher number of players. This has gradually increased the amount of time required, and reduced time for development. In order to both improve the support process and free up time for gamedev the New Support Website was my main focus earlier this month. There are some issues and questions that come up repeatedly, so my goal is to provide official articles and guides that go more in-depth than I could over email. My hope is these will be easier to find, more helpful, and serve as a resource for community helpers too! For anything not covered, there is a new user-friendly ticket form replacing the old email. This update was primarily focused on catching up with some backlogged fixes and improvements. I'm not quite finished catching up yet, but wanted to get the ready-to-go stuff released considering it has been a while since the last update. |
2022[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.21.0 | Dec 16, 2022 |
A medium+ sized map set in northern Eurasia featuring high location density, a wider progression system with less reliance on RNG, plenty of unique experiences via quests, over 600 items, and an awesome looking bridge (two, in fact). With its fast paced design (inspired by Elver & Washington) and informative item descriptions, it's easy for anyone to pick up, learn and enjoy. Watch the A6 Polaris Trailer Here To host a server running the map add its workshop file ID (2898548949) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "A6 Polaris" (without quotes) in Commands.dat.
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by danaby2, Renaxon and LVOmega. If you enjoy the map and would like to support them, consider checking out the box or bundle on the Stockpile:
Other links: Patch #1:[]Fixed:
Patch #2:[]Changed:
Fixed:
|
3.22.20.0 | Dec 9, 2022 |
Watch the trailer for danaby2's upcoming curated map "A6 Polaris" releasing next Friday! Changelog:[]Added:
Changed:
Fixed:
Patch #1:[]Fixed
Server Changes:[]Edit: this first change has been disabled following feedback. If you would like to find non-P2W servers the best option is to use the "None" or "Non-Gameplay" Monetization filters in the server list. Refreshing the Internet server list without a name filter will only show non-monetized and non-gameplay-monetization servers now. As a reminder: servers selling gameplay advantages should not categorize themselves as non-monetized / non-gameplay-monetization. Examples of gameplay advantages include weapons, vehicles, experience, admin commands, progression skips, etc. The goal is to help promote discoverability of non-pay-to-win (P2W) servers for new players. Last year setting a Game Server Login Token (GSLT) became a requirement for listing on the Internet server list. This has now become a requirement for direct connection as well. The goal is to help with moderation of servers re-uploading other creators' workshop files without permission. |
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.19.0 | Nov 11, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Notes:[]Most effect and NPC features did not yet support guids, instead relying on the old 16-bit ids. Now anywhere that a 16-bit effect or NPC asset id is used can also support guid instead. New and future content should use guids where possible to avoid asset id conflicts. Going through all of the related code was a rather large change, so there might be some unexpected side effects that need fixing in a patch. Merging the last few features from the devkit into the regular editor is a big step toward improving the experience for mappers. The focus of editor updates can finally shift from fixing the "devkit vs legacy" mess to new tools, features, QoL, etc. |
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.18.0 | Oct 21, 2022 |
Changelog:[]Added:
Changed:
Fixed:
32-bit Windows (again):[]Several updates ago in 3.22.14.0 support for 32-bit Windows officially ended. This was not well communicated in game however because unless the archived 32-bit compatibility branch was installed it was combining the older build with the most recent shared/common files. In order to make this smoother for the meantime the 32-bit Windows version will stay up-to-date, but can only play singleplayer (not multiplayer), and shows an explanation on the main menu. Opting-in to the archived 32-bit compatibility branch allows hosting and playing multiplayer on the older version. |
3.22.17.0 | Oct 14, 2022 |
Changelog:[]Added:
Changed:
Fixed:
|
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.16.0 | Sept 30, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Recoil Changes:[]The skill ceiling of first-person aiming has been raised by adding secondary recoil away from the center of the screen. Holographic sights and tactical lasers are the best indicator for this because they always point exactly where the shot will go. i.e., if the gun has zero spread and the laser has recoiled above the crosshair then the bullet will hit exactly where the laser marks. Third-person recoil and spread have been doubled to encourage the use of first-person aiming.
|
3.22.15.0 | Sept 2, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Multiplayer Workshop File Order:[]In multiplayer the client now rebuilds the list of known assets according to the workshop file order specified by the server. This fixes a variety of issues like crafting recipes from mods not available on the server showing as crafting options, and ensures that mods which override each other are applied in the same order for all players |
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.14.0 | Aug 12, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Downward Building:[]
Houses can finally be extended downward! This is especially useful for bridging gaps like roads and rivers, or repairing foundations after a raid. Volumes Editor:[]
All of the "devkit" volumes have been moved into the regular editor, and are easier to shape with the new box move and box resize tools. Subsequent updates will convert older volume types like safezones to this tool, and add other shapes like spheres. The Bridge Where It Rains: == Washington is the second map to receive theme music by staswalle! You can hear it on the loading screen, boombox item, or his YouTube channel here: Notes:[]Special thanks to Tyler "MoltonMontro" for the map and icon tweaks and fixes! Playtime item drops have been disabled, but may return for special events like map releases. It was not very exciting to receive the older items, and I want to eliminate any item drop farming if it exists. This will be the final version with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players.
Patch #1:[]Fixed:
Patch #2:[]Added:
Fixed:
|
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.13.0 | July 15, 2022 |
Changelog:[]Added:
Changed:
Fixed:
|
3.22.12.0 | July 7, 2022 |
8th Anniversary on Steam:[]I am happy to celebrate another great year in the Unturned community! We first launched into Early Access on Steam in 2014: eight years ago today. Thank you to everyone for your longtime support and encouragement as the game continues to grow and (hopefully) improve! I consider myself incredibly fortunate and lucky to be able to focus on this project full-time for so long. Changelog:[]Added:
Changed:
Fixed:
Housing Planner:[]
The Housing Planner lets you quickly place housing items without waiting for animations, and pick them back up much faster. It can crafted from a GPS and Rangefinder, or found as an uncommon drop at construction sites. There are a variety of housing-related rewrites in this update which are part of a first step towards better base building. Future work in this area will include building downward, claim flags automatically covering the entire connected house, replacing the crafting system, and more! Server Auto Restart:[]Two features have been added to the server Config.json file in this update to make server maintenance without plugins easier: Scheduled Maintenance: Restarting approximately once per 24 hours is recommended for the meantime because most of the older code still uses 32-bit floating point time. While this is gradually being improved an option to schedule shutdown has been added. Enable_Scheduled_Shutdown: if true the server will shutdown at the specified time. Scheduled_Shutdown_Time: local time the server will shutdown. Scheduled_Shutdown_Warnings: list of times before the shutdown to notify players. For example 30:00 will broadcast in chat 30 minutes before the shutdown. Checking for Updates: Finally! The server can monitor for updates and restart when one is detected. Enable_Update_Shutdown: if true the server will monitor for updates. Update_Steam_Beta_Name: defaults to "public", but can be set to "preview" for servers running on the preview branch. Update_Shutdown_Warnings: after an update is detected the server will wait for the longest of these durations to notify players before shutdown. For example if the longest time is 2:30 the server will broadcast in chat 2 minutes and 30 seconds before the shutdown. Practical Application: These options are most useful in conjunction with a script that updates and restarts the server in a loop. For example this Windows .bat script can be placed in the steamcmd folder to infinitely update and restart the server: @echo off rem @ suppresses echo command from being echoed, and then disables echoing in this script. rem This is a label for use with "goto". The script will return to this label to update and restart the server. :loop rem %~dp0 expands to the path to this script's directory, allowing it to be called from a different working directory. rem The "/wait" option pauses our script until steamcmd is finished. rem Start steamcmd, download latest version of Unturned Dedicated Server, then close cleanly. echo Updating... start "" /wait "%~dp0steamcmd.exe" +login anonymous +app_update 1110390 +quit echo Finished update! Launching server... start "" /wait "%~dp0steamapps\common\U3DS\Unturned.exe" -batchmode -nographics +InternetServer/MyServer echo Server has exited. Restarting after timeout... echo: echo Press CTRL+C and then Y during this timeout to cancel restart. timeout 10 rem Return to the "loop" label to update and restart the server. goto loop Windows 32-bit Deprecation:[]This will be one of the last updates with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players. The final update with 32-bit Windows support will be sometime in early August, and will also remain permanently available on a Steam beta branch for anyone returning to the game on a 32-bit PC. |
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.11.0 | June 3, 2022 |
Kuwait's final update is here! The monuments on Boubyan Island have finally charged up to power the main obelisk. Play today to discover (and promptly escape) the outlands. Watch the Kuwait Escaping Outlands Trailer Here Read the Full Kuwait Changelog Here To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat. Two challenging new achievements with free rare items have been added in a final questline:
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:
Watch the Escaping Outlands Cosmetics Trailer Here These bundles from the initial launch of Kuwait are also still available: Watch the Original Kuwait Trailer Here Biohazard Zombie Plush:[]We have collaborated with Makeship to bring the Biohazard Zombie to life in the form of a limited-edition collectible plush toy!
Edit: the campaign has concluded after being successfully funded! Thank you to everyone for your interest and support, we are looking forward to sending them out in September! Base Game Changelog:[]Added:
Changed:
Fixed:
Patch #1:[]We have gotten reports that many players are experiencing BattlEye issues on Mac. Unfortunately the cause is still a mystery because I have not been able to reproduce it on my test Mac, and there still seem to be lots of Mac players online BattlEye protected servers. We are working with BattlEye to narrow down and patch as soon as possible. This patch only fixes a few mistakes in the vanilla HWID ban support. Patch #2:[]New version of BattlEye macOS and Linux clients, and speculative fix for the failed to load BattlEye kick on macOS. |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.2.0 | May 20, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Patch #1:[]Sorry to say that there were two embarrasing mistakes made in the initial release of this update:
Details:[]Client-invokable RPCs already have rate limits intended to prevent wasting server processing time. There was no penalty for repeatedly hitting these rate limits however, so time could still be wasted ignoring requests. There is now a Rate_Limit_Kick_Threshold option: if the same rate limit is hit this many times within the cooldown window the client will be kicked. For example a value of 5 means the client will be kicked the 5th time it is called within the same cooldown window. The default is 10. The server checks both individual asset integrity and Unity assetbundle integrity to prevent cheaters from modifying their files to gain an advantage. Previously it was possible to bypass this by loading a different assetbundle on a per-asset basis, for example by adding a legacy ".unity3d" assetbundle to a vanilla vehicle. Individual asset integrity checks now include the assetbundle hash as well which prevents this exploit as long as the multi-platform ".hash" file is available for the server. Unity 2020 Preview:[]Unturned is currently using Unity 2019 LTS. Upgrading to 2020 LTS seems to be stable now and fully backwards compatible with existing content. If you would like to give it a try it is on the "unity-2020" beta branch, though there are still some known issues to fix next week. Assuming there are no unexpected surprises *fingers crossed* it should be in the next update. |
3.22.9.0 | May 13, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Patch #1:[]
PEI Loading Screen Music:[]PEI is the first map to receive loading screen music by staswalle!
You can listen on his YouTube channel here as well: Terrain Holes:[]Back in 2016 the Unity engine did not have built-in support for cutting the terrain. "Hole volumes" were hacked together as a solution for Unturned, and basically acted as a portal which disabled collision against the terrain. There were a lot of drawbacks to this approach however: for example bullets had to check whether they would pass through a hole before doing collision tests, and each pixel of the terrain shader tested whether its 3D position was inside a hole for transparency (which is why there was a limit on the max number of holes). Nowadays Unity DOES have built-in support for an unlimited number of holes fully integrated with physics, so the custom workarounds can be removed!
Unturned will automatically convert hole volumes on existing maps to the painted hole mask, but there might be some gaps until the level creator manually reviews the changes. Alongside this upgrade any maps using the old terrain tools are automatically converted to the new terrain tools, which have also finally been merged into the regular editor. In order to "dogfood" these changes I manually upgraded Germany, Hawaii, and Greece (which was using the old terrain system), so hopefully that shows I really believe this is an important improvement for the game even if there are some wonky effects on older maps that need manual revision. (Sorry!) If you are working on a map and run into any problems with this conversion please feel free to email me nelson@smartlydressedgames.com. Miscellaneous:[]Following feedback on the scope zoom and sensitivity fixes in the previous update: we should now have the best of both worlds! A new "Sensitivity Scaling Mode" option has been added to the Controls menu. The default "Focal Length" option is new, and should perfectly adjust the sensitivity according to the perceived size of enemies on screen. I would recommend at least giving it a try, but if you want both the zoom levels and sensitivity to be reverted to how they were before the previous update you can choose the "Legacy" option. Alternatively the "Zoom Level" choice is available which preserves the behaviour of the previous update. Grass loading (especially with "scope focus foliage" enabled) often felt unresponsive because it started in a grid pattern North-West of the camera. Loading now instead follows a spiral pattern outward from the camera, so the closest foliage is loaded first. In sadder news I am sorry to say that Unturned II (4.0) development has been paused. This post summarizes some relevant factors from my personal life, and how Unturned (3.0) will be affected going forward: |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.8.0 | April 22, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Edit: Patch #1:[]
Ladders:[]
After the character movement update it became more difficult to climb down ladders, so at long last you can optionally press the Interact key to mount at the point you are looking! Hopefully this reduces the number of hospital visits caused by jumping to climb down. Walking into a ladder to climb is also still supported. Max Draw Distance Option:[]You are probably sick and tired of hearing about fog adjustments with these past few updates.
100% is a balance between performance and quality. It was the intended maximum in the first of these updates, reducing the draw distance from its previous insanely high value. 50% is available for some lower-end hardware, but players at the maximum network distance will be slightly within the fog. 200% is available for higher-end systems. Keep in mind that 2x the draw distance (radius) is 4x the area, so 100% has 4x the area considered for rendering compared to 50%, and 200% has 16x the area compared to 50%. The level editor max draw distance is separate from the in-game max draw distance, and its values are 2x as large. Landmark draw distance is automatically adjusted for the max draw distance, so for example landmarks 100% with a max of 150% is not rendering any landmarks in the fog. Miscellaneous:[]Controls, options, graphics, and display settings can be adjusted in the level editor without returning to the main menu. You can also quit to desktop from the level editor or in-game pause menus, however the disconnect timer applies while playing in multiplayer. NPCs can set a spawn location override so that the player will respawn at a marked location or vehicle spawnpoint. This override is saved between sessions. For example it could be useful for story sections or safezones. Previously scopes and optics multiplied a base field of view of 90 degrees, whereas now your configured field of view is used. |
3.22.7.0 | April 1, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Balance Improvements:[]It is widely agreed that some balance adjustments are long overdue, so this update combines a variety of work-in-progress upgrades from the past few months of tuning and feedback: Edit: these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one!
Edit: again to clarify, these "Balance Improvements" were for April Fools. The underlying real issues here should gradually be improved upon however, for example the skill system needs a revamp, vanilla helicopter audio should be upgraded, global pathfinding would greatly help AI, etc. Hope you had a good one! Underwater Mask:[]
The lower-left of this screenshot would previously have been a clear view of underwater zones, but now gets filled with the water color. This should help protect secret underwater locations and bases. Fake Lag Threshold:[]In recent weeks the exploit of artificially delaying game packets AKA "lag switching" has become more of a nuisance. To combat this, a new setting in the server Config.json file "Fake_Lag_Threshold_Seconds" has been added with a default value of 3 seconds. If there is a delay between input packets from the client greater than this threshold they will be penalized for a corresponding duration minus one second. For example if the threshold is 3 seconds and the server does not receive any inputs from a client for 3.2 seconds, they will be under penalty for 2.2 seconds. During a fake lag penalty the client's damage against other players is multiplied by the "Fake_Lag_Damage_Penalty_Multiplier" setting which defaults to 0.1 or 10%. For example if the multiplier is 0.2 then the client will only deal 20% gun and melee damage against other players while under penalty. Unfortunately false positives are relatively likely if the client framerate hitches, for example while loading a dense region. With the netcode rewrites of the past year these hitches should gradually be ironed out, but for the meantime the "Fake_Lag_Log_Warnings" setting can be enabled to help tune the threshold. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.5.0 | March 18, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Optional Workshop File Owner Check:[]Modders can optionally include ownership metadata in their asset bundles now. If the game is loading an asset bundle from a Steam workshop file but the file ID does not match then loading will be cancelled. The intention is to help prevent asset bundles from being easily copied/stolen. |
3.22.1.0 | March 11, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Multiple HWIDs Change:[]Note that this is not expected to catch cheaters because cheaters will still spoof their HWID(s). It should help make it more difficult for griefers to bypass HWID bans however. Previously the single HWID was a hashed combination of hardware info, so changing any minor detail would result in a different HWID. Now the details making up each of the HWIDs would all need to change before bypassing a ban. |
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.4.0 | Feb 25, 2022 |
Changelog:[]Added:
Removed:
Changed:
Fixed:
Russian Invasion of Ukraine:[]We stand with the Ukrainian community. Our hearts go out to all of the innocent people affected by this appalling and unprovoked attack. Please keep safe, and stay healthy.
|
3.22.3.0 | Feb 11, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Official Wiki:[]There's a new official wiki for Unturned, and all other things Smartly Dressed Games (SDG)! Welcome to the SDG Wiki – the official Smartly Dressed Games reference written and maintained by the community. For all things Unturned, and anything else we do. With 4,000+ pages and 2,000+ media files, the SDG Wiki is roughly on par with its predecessor in terms of content coverage, while also managing to provide many higher-quality pages and templates. Perhaps most importantly: we are hosting the SDG Wiki ourselves. Just like with our official forum, there are no third-party advertisements on the wiki. This also means that we can directly tailor the various features available to readers and editors. For more information, view the full announcement on our blog. Especially huge thanks to MoltonMontro for the massive amount of time and effort he put into this overhaul of the wiki! It has been one of his main projects at SDG for the past several years, so reaching this milestone is a big accomplishment and achievement! |
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.22.2.0 | Jan 22, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Optional Workshop File Owner Check:[]Modders can optionally include ownership metadata in their asset bundles now. If the game is loading an asset bundle from a Steam workshop file but the file ID does not match then loading will be cancelled. The intention is to help prevent asset bundles from being easily copied/stolen. |
3.22.1.0 | Jan 7, 2022 |
Changelog:[]Added:
Changed:
Fixed:
Multiple HWIDs Change:[]Note that this is not expected to catch cheaters because cheaters will still spoof their HWID(s). It should help make it more difficult for griefers to bypass HWID bans however. Previously the single HWID was a hashed combination of hardware info, so changing any minor detail would result in a different HWID. Now the details making up each of the HWIDs would all need to change before bypassing a ban. |
2021[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.34.0 | Dec 18, 2021 |
Arid, the new map from Renaxon, danaby2, and Dug, features a complete overhaul of the game's style and gameplay. Featuring multiple tiers of deadzones and over 800 new items, with unique bartering, looting, and crafting systems that will make you rethink the way you play Unturned. A gasmask isn't the only key to progression on this map, you will require numerous keys hidden around as well as a full biohazard suit and NVGs to unlock the full potential of the deadzones. (Powerful firearms, tough armor, hardened base materials) NPC quests will allow you to unlock blueprints for unique items and open the door to a wide range of new shops and barters. Barters are also a new way to get good items, allowing you to exchange junk in exchange for something more exciting. Zombies won't be the only threat to your existence, watch out for military grade explosives left over by armed forces (and brick-wielding nakeds). The map's layout is barren and fierce but worry not, the Bus Driver can take you anywhere out of the kindness of his own heart! Don't forget to thank him though. Weapons and protective equipment will have important information within their descriptions, so make sure to pay attention to those! Especially to the ammunition and sights which specific types of guns accept. To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat. This project was created by Renaxon, danaby2, and Dug. If you enjoy the map and would like to support them, consider checking out the Arid Mystery Box or Arid Bundle on the Stockpile: Watch the Arid Map Trailer Here Changelog:[]Added:
Changed:
Fixed:
|
3.21.33.0 | Dec 11, 2021 |
Holiday Festives:[]
PEI, Washington, the Yukon and Russia all feature new festive quests created by danaby2! This event includes achievements with unlockable skins, craftable Christmas decorations, seasonal makeovers for the NPCs and maps, and more! You can disable these changes by unchecking "Allow Holidays" in the singleplayer config, or change "Allow_Holidays" to false in the server config. Changelog:[]Added:
Changed:
Fixed:
Vehicle Decay:[]In order to help clean up forgotten vehicles in the far corners of the map, each vehicle now has a decay timer. The timer is saved/loaded, and resets whenever a player drives the vehicle more than one meter, refuels, or replaces the battery. When the timer passes Vehicle.Decay_Time seconds (default 7 days) it will begin to take Vehicles.Decay_Damage_Per_Second damage (default 0.1). |
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.32.0 | Nov 27, 2021 |
Changelog:[]Added:
Chaned:
Fixed:
Teleport Bug:[]The problems using teleporters since the previous update were an embarrassing mistake. When it was first reported I included a speculative fix in the .1 patch. Or so I thought. After much testing on different maps, with 250ms fake lag, with forced low server tickrate, etc., unable to reproduce it I realized the fix did not actually make it into the .1 patch, but I had been testing using the fix. Sorry for all the trouble! Patch #1:[]Improved "missing barricade/structure (guid here)" kick message for hosts experiencing the error frequently after this update. Previously the client could not show the name of the missing asset because, well, the asset is missing/unknown. After the .1 patch the client will notify the server of the missing asset, and from there the server can kick for one of two reasons: 1. Guid read/write error. This happens if the missing asset reported by the client does not exist on the server either, indicating a packet was corrupted somewhere. (because the asset had to exist on the server originally) The most likely reason for getting this error is if a plugin is patching/modifying the netcode for sending barricades and structures to the client. 2. Missing critical asset. Here the server can display both the guid and file name to help track down which asset packs are not installed on the client. |
3.21.31.0 | Nov 20, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Special thanks to MoltonMontro for the fixes to inconsistent item stats, categorization of various crafting recipes, and copyediting for the localization files. Multiplayer Movement Improvements:[]Movement rubberbanding has been a frustrating problem for a long time in Unturned multiplayer. The issue was that when the server position did not match the client position, the client would get teleported back to the server position to prevent cheating. Many servers would turn this off which then allowed cheaters to noclip and fly. Now after this update when the positions do not match, the client can locally re-simulate inputs that have not been acknowledged by the server yet, sort of rewinding and replaying time, which eliminates the rubberbanding. Servers with custom anti-movement-cheat plugins can disable them now. (not for vehicles yet however) As part of rewriting movement it was a good opportunity to replace special cases for falling and sliding with actual velocity. This restricts the annoying midair dodging in gunfights, and enables fun velocity-related items like the new bounce charges! (and inevitable rocket-jumping mods too) Game Server Login Tokens[]Setting a Steam game server login token (GSLT) is now required for listings to be visible on the internet server list. Previously server listings could be spoofed or faked, whereas now a valid Steam account with a GSLT is used to verify the server. View Official GSLT Documentation Here Patch #1 Changelog:[]Fixed:
|
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.30.0 | Oct 23, 2021 |
Halloween[]
The survivors on Kuwait's Icarus island have put up some new decorations to celebrate the event! Halloween festivities are taking place on many of the maps, including Elver, and the Liberator crew are dressed up in their costumes. On behalf of the map creators, the zombies, and myself: Happy Halloween! Changelog:[]
Port Change[]The Steam query port is now the configured port rather than plus one. This means any Steam browser protocol links will need their port decreased by one. For example steam://connect/127.0.0.1:27016 should be changed to steam://connect/127.0.0.1:27015. There have been a few related changes to make this work more reliably as well. |
3.21.29.0 | Oct 16, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Mouse Sensitivity:[]Your mouse sensitivity has been converted to degrees per pixel. For example a value of 0.5 degrees per pixel means your would turn 50 degrees if you moved your mouse 100 pixels. I think it would be nice if more games represented mouse sensitivity this way because it would make it easier to copy input / control preferences between games. Server Password and Filters:[]Entering the password on the server browser screen was confusing. The "space" filter also only showed servers with space with at least one player, so that option was split out and replaced the password field, and the password field was moved into its own menu. |
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.28.0 | Sep 18, 2021 |
Changelog:[]Changed:
Fixed:
|
3.21.27.0 | Sep 11, 2021 |
Changelog:[]Added:
Changed:
Fixed:
|
3.21.26.0 | Sep 4, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Barricade and Structure Changes:[]This update expands on the base-building optimizations from the 3.21.24.0 update by pooling barricades/structures that have been previously loaded. Rather than destroying these items when an area is unloaded they are now recycled (pooled) and reused in the next loaded area. Many changes and optimizations were made to the code for each barricade type (e.g., generators, mannequins, signs) in order to take advantage of this performance improvement, so there will probably be some unusual bugs to track down. Modded barricades/structures with custom logic may need editing before they become compatible with pooling. To work around this, pooling can be disabled per-item by adding the line "Eligible_For_Pooling false" to their .dat file. Read about the motivations behind this rewrite here. Patch #1[]Fixed:
|
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.25.0 | Aug 21, 2021 |
Changelog:[]Added:
Fixed:
Patch #1:[]Fixed:
|
3.21.24.0 | Aug 7, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Barricade and Structure Changes:[]Rather than freezing for several seconds when loading or unloading large bases in multiplayer, the work is now spread over multiple frames at a slightly lower framerate. This is hopefully better, but certainly not perfect yet. These improvements depended on the netcode rewrites from earlier this year, and likewise further improvements will depend on this update. For more technical details: Read about the motivations and priorities behind this rewrite Big thanks to PandahutMiku for extensive help testing and providing feedback on these changes! Server Monetization Rule Addition:[]There was a minor addition to the server monetization rules: "Fictitious and deceptive pricing is not allowed. For example, lying that a discount is nearly expired, or pretending the price is discounted when it has never been at full price. We would strongly advise following Steam's discounting rules to help avoid breaking any real-world laws." Unlike the previous rules there was no prolonged advanced warning period because this seems like an obvious rule that should not have needed explicitly stating. |
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.23.0 | Jul 17, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Farewell, Yarrrr[]Quoted from MoltonMontro's announcement of Yarrrr's retirement from Unturned yesterday: It has been an honor to work alongside Yarrrr for as many years as I have been able to. He has been a part of the community since the beginning. Now, as Yarrrr is retiring from the community, it is time to say farewell. I have no doubts when I say that he has had a profound impact on the game and its various communities. Yarrrr has stepped down from his administrative roles on the Steam Discussions forum, our SDG Forum, the game wikis, and the official Discord server. I am extremely happy for him to have stuck around for as long as he has, and I know there are many veterans who will be sad to see him retire. Best wishes to Yarrrr, and whatever he focuses his time towards next! |
3.21.22.0 | Jul 3, 2021 |
3.21.22.0 Changelog:[]Fixed:
Ireland:[]Зефирка has replaced the Ireland map with a reenvisioned / remastered Winter update! They are looking for modders to help on the project, and would be happy to hear from you if you are interested in joining their team. |
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.21.0 | June 19, 2021 |
Changelog:[]Added:
Changed:
|
3.21.20.0 | June 12, 2021 |
Chef Zombie Plush:[]We have collaborated with Makeship to bring the Chef Zombie to life in the form of a limited-edition collectible plush toy! You can order this lovable monster from the Makeship campaign here: View Unturned Chef Zombie Plush on Makeship Edit: the funding goal of 200 orders required for production was met! Thank you to all the early customers for your interest and support. For anyone still interested, the campaign will remain open to orders until the 1st of July, 2021. More details here: 3.21.20.0 Change Notes:[]
During the Unity upgrade there were some instances where serialized material and texture references needed to be reassigned. Hopefully all of these have been caught, but if there is a weird new visual bug it is probably related to this, and should be an easy fix. Server Hosting Rule changes Reminder:[]The rules announced on 2021-05-14 are now in full effect. Read more details here. Over the warning period these past two weeks twelve server networks were reported. Every notified host graciously cooperated, and at this time there are no reported servers in bad standing. Patch #1:[]Unfortunately as predicted some visual bugs crept through with the Unity upgrade. Namely some NPCs not wearing clothes, and a variety of decals not working in deferred rendering mode. These should be fixed now. |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.19.0 | May 29, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Server Hosting Rule Changes Reminder:[]The new "Monetization" field in each server's Config.json file defaults to "Unspecified", but can be set to "None" or "NonGameplay". If configuring this field please ensure to be truthful. "None" is for unmonetized or donation-only servers, and "NonGameplay" is for servers with purchases that do not provide a gameplay advantage. Players filtering the server list by "NonGameplay" will also see "None" servers. Warnings will start being sent to server hosts breaking the new rules scheduled to take effect on June 11th. Read more details here. |
3.21.18.0 | May 22, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Server Links Config:[]Servers can now include links to their websites, support, forums, etc., in the lobby screen. The "Links" field in each server's Config.json file is an array, each entry has a richtext "Message" and "Url" field. For example: "Links": [ { "Message": "SDG Website", "Url": "https://smartlydressedgames.com/" } { "Message": "SDG Forum", "Url": "https://forum.smartlydressedgames.com/" } ] |
3.21.17.0 | May 14, 2021 |
Watch the Kuwait Map Trailer Here Kuwait:[]An unforgiving desert where basic necessities are scarce, weapons are even scarcer, and everything is trying to kill you. A mix of Yukon, Russia and Elver, the map mixes up the status quo of survival, making it more engaging, fun, overall less grind-y. Want to speedrun to the deadzone? You will have to craft your gasmask. Want to get straight into shooting things? Craft yourself a trusty rifle. More of the laid back PvE type? Try your hand at the available 200 quests. All playstyles are accommodated in Kuwait. Besides the inherent difficulty that comes with the setting of the map; in which you cannot grow your own food on the land, your thirst depletes quicker, and visibility is on either end of the extreme spectrum depending the weather, you may notice several other changes that will impact the way you play the game. Most guns you will come across are Semi or Burst, with the occasional Auto firing weapon. Recoil will also not be on your side. You will have to really pick your shots or risk wasting precious ammo. Watch out for straw baskets that can drop anything from basic food and water, to life saving medicines and crafting supplies. A lot of conventional features in Vanilla Unturned may have been abandoned in Kuwait, from freeform buildables to metal structures; you will have to seek out the alternatives provided. To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat. For the next two weeks a variety of exclusive new free items will be dropping: This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:
Assorted Hats Bundle Watch the Kuwait Item Showcase Here Server Hosting Rule Changes:[]Changes to monetization rules for server hosts are scheduled to take effect on June 11th. Read more details here. |
3.21.16.0 | May 8, 2021 |
Changelog:[]Added:
Fixed:
Kuwait Curated Map Trailer:[]Watch the Kuwait Map Trailer Here Kuwait, Unturned's first desert map, is set to release on the 14th of May. Lighting:[]Dark grey fog signals the danger of lightning during a rain storm. The damage from a lightning strike is similar to a rocket launcher explosion, so protecting valuables with a roof is recommended. In multiplayer lightning strikes are always within half a kilometer of a player. |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.15.0 | Apr 24, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Yukon Snowfall:[]In early versions of Yukon the blizzarding weather was permanent, but it was brutal not having any respite. A later change introduced periods of clear skies, but the unrestricted sight-lines interfered with the balancing. This update replaces the clear skies with gentle snowfall which limits sight-lines, but not as much as the blizzard, and does not freeze the player. Existing saves will cycle the scheduled weather before taking effect. Voice Chat Normalization:[]Most players should have the same apparent loudness now. This replaces the inbound voice chat gain option. Depending on feedback there may need to be some further adjustments, so please share your thoughts. Bullet Audio:[]Bullet impact, bullet casing bounce, and shell casing bounce sounds have been replaced on most surfaces. These may need some tuning, so please share your feedback. In particular the bullet casing sounds were designed towards the metallic sounding bounce which might be a little too loud? For modders please note that the *_NoAudio effect variants are temporary until the visual effects are upgraded. Older *.content Bundle Deprecation:[]Terrain materials, along with a few miscellaneous other file types, were still being kept in an older asset bundle format. Unlike the newer format these files did not have integrity tests in multiplayer, so players could delete the terrain materials for an advantage. All vanilla usage of the old format has been replaced, as well as on the Hawaii and Greece maps. Support for the old format will be kept for the foreseeable future, but please consider upgrading. |
3.21.14.0 | Apr 10, 2021 |
Update Notes:[]Added:
Changed:
Fixed:
|
3.21.13.0 | Apr 3, 2021 |
Update Notes:[]Earlier this year the lower-level network data packing and messaging systems were rewritten. This update builds upon those by rewriting the gameplay-level netcode systems. All features should work the same, but with improved performance especially on the server side. These changes unlock many possibilities for the coming updates that were previously limited by poor netcode restrictions. In particular the voice chat should perform noticeably better now. Items under active consideration are listed on the roadmap, excluding ideas without a solid plan yet: View Unturned Roadmap The upgrades should be backwards compatible with most server plugins, but in some cases adjustments are necessary. Thanks to many plugin developers for working with us to update their code in advance of this update! For details about the decisions and thinking behind this rewrite consider reading the accompanying blog post: View March 2021 Development Update Patch #1:[]
This bug broke login for both singleplayer and multiplayer, and was caused by order of initialization changes that improved login performance. Unfortunately it was not found earlier during testing because it only affected certain quests tracked in the HUD on the first login, i.e. tracking an item-related quest and then logging back in would not cause it. Patch #2:[]
Sorry about this late-night second patch, but preventing the turret item dupe was important. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.12.0 | Mar 27, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Footstep Sounds:[]Most of the original footstep sounds were amateur recordings of me jumping around the neighbourhood. There was not much variety and the quality was dubious, so they have all now been replaced by professional recordings. One of the noticeable areas of improvement is walking in and out of the ocean: what was previously two clips is now separated into four depths with numerous clips each. Netcode Preview:[]The work-in-progress gameplay netcode rewrites went up on the preview branch last week. At this point all of the client->server code has been upgraded, and most of the server->client code. It should be stable for release in a week or two. Highly recommend plugin developers to take a look. Read more details here. |
3.21.11.0 | Mar 20, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Netcode Preview:[]The work-in-progress set of gameplay-level netcode upgrades went up on the preview branch earlier this week. It is highly recommended for plugin developers to take a look. Read more details here. |
3.21.10.0 | Mar 13, 2021 |
Changelog:[]Added:
Changed:
Fixed:
Up Next:[]Most of the development time this week was focused on the next set of netcode improvements. They will hopefully be available on a beta branch sometime next week. |
3.21.9.0 | Mar 6, 2021 |
Weather:[]Rain and snow have been built-in for a long time, but not in a way that was customizable or extendable. There were even some old comments in the code for "todo: heavy rain storms". They have no been rebuilt in a moddable fashion so maps can customise them or add new weather events, and lightning storms on official maps are planned for a future update. Update Notes:[]Added:
Changed:
Fixed:
|
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.8.0 | Feb 27, 2021 |
Update Notes:[]Added:
Changed:
Fixed:
Network Messaging Changes:[]Following the network packing rewrite from earlier this month the code responsible for low-level network messages like the queue, authentication, BattlEye, etc has been rewritten. These systems are now more performant, resilient, and sets the foundation for the next step: game netcode improvements. Important notice for plugin developers: the next set of network changes will remove support for RPC onTriggerSend and onTriggerReceive. If your plugins are using them please discuss here and we will find an alternative: Issue Tracker Patch #1:[]Older plugins manually sending RPCs were causing players to get kicked because of an oversight when changing some messaging constants. For the common case these older values are remapped to the new ones now, however recompiling with the 3.21.8.0 or 3.21.8.1 update is recommended. Note that manually sending RPCs is not officially supported. Fixed:
|
3.21.7.0 | Feb 20, 2021 |
Watch the Elver Update Teaser Trailer Here This marks the final major expansion of the Elver map: a mind-bending endgame questline that greatly surpasses the Russia Mk. II easter egg. Elver has received hundreds of quality additions since its initial release such as fortifiable bunkers scattered throughout the forests, so now is a great time to come back and check out the newest version. Read the Full Update #10 Notes Here To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat. For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Map Mystery Box II or Elver Map Bundle II on the Stockpile:
Watch the Elver Item Showcase II Here Watch the Original Elver Map Trailer Here Base Game Changelog:[]
Update Notifications:[]If you would like to be notified of Unturned Steam updates on Twitter or Facebook, accounts have been created. Twitter @UnturnedOnSteam Facebook Page In order to make it easier for server owners to get notified of updates a Discord web hook and RSS feed have been created. Read details in the documentation here. |
3.21.6.0 | Feb 13, 2021 |
Update Notes:[]Added:
Changed:
Fixed:
Edit: ironically the Stockpile went offline shortly before the update went out, in which case it still falls back to using the overlay / browser. []Watch the Elver Map Teaser Here The Church doors will open on the 19th. |
3.21.5.0 | Feb 6, 2021 |
Network Packing Changes:[]The main goal for Unturned this year is to rewrite the netcode, and this update lays the foundation for that by rewriting the code for converting game data (e.g. position, rotation) to and from bytes sent over the network. Client and server performance should be slightly improved by this replacement, and since packing is done at the bit level rather than byte level now more data can be sent with less bandwidth. This is only the beginning however! Update Notes:[]Added:
Changed:
Fixed:
|
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.4.0 | Jan 30, 2021 |
Added:
Changed:
Fixed:
My apologies for leaving the blowtorch and bow icons broken over the past week. Since it turned out to be the only bug introduced in the update I decided to hold off until today rather than require everyone to update again. |
3.21.3.0 | Jan 23, 2021 |
Update Notes:[]Added:
Changed:
Gameplay Bugs Fixed:
Minor Issues Fixed:
|
3.21.2.0 | Jan 9, 2021 |
Small update to fix two exploits reported over the past week. Gameplay:
Fixed:
Exploits:
|
3.21.1.0 | Jan 2, 2021 |
Changed:
Fixed:
|
2020[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.18.0 | December 19, 2020 |
Old HUD Optional:[]Support for switching between the older (IMGUI) and newer (uGUI) HUD implementations has been added. This is intended for players experiencing visual artifacts and flickering with uGUI until an engine fix is available, or if you really prefer the old one. Note that some menus like crafting and the inventory behave slightly differently between the two. If you would like to use the old HUD:
Click here to read further details. Changelog:[]Added:
Changed:
Fixed:
Edit: a bug with cooldowns when changing stances was introduced in the update. Previously there was a 0.75 second cooldown on standing up, i.e. you could go prone, stand up and then go prone again before hitting the cooldown. After the update this cooldown was accidentally applied when going prone/crouching as well. In the patch this has been fixed, the cooldown has been decreased to 0.5 seconds, and the server-side handling of crouch/prone inputs was improved to feel more responsive. |
3.20.17.0 | December 12, 2020 |
Overview:[]This update aims to address the feedback following the patches to the HUD update last week. One of the major points was text legibility. In large part because the softer shadows could make it appear blurry. The shadowing has been revised, and much of the UI has been adjusted to only use them where necessary, for example on colored text and against colorful backdrops where the contrast is needed. Otherwise menus have been reworked to contrast with the text without shadows, and colored text usage has been reduced in favor of other indicators like disabling buttons. Performance was another big concern, so there have been a lot of optimizations to the UIs that were causing hitches. As an example opening a storage locker with hundreds of items in IMGUI could spawn all of the UIs in a single frame because there was no overhead, whereas with uGUI there is a lot of setup required - to mitigate this there are a certain number of item UIs created per frame now, and all of the components needed (e.g. images, text, buttons) are recycled between usage (pooled) to reduce the setup time - this extends to all the UIs in the game. Holiday Festivities:[]
Throughout the winter holidays each level is sporting some seasonal decorations. In particular PEI is temporarily covered in snow. Gifts containing high-tier weaponry can be found under christmas trees on official maps, and the NPCs have donned their santa hats. Changelog:[]Added:
Changed:
Fixed:
|
3.20.16.0 | December 5, 2020 |
HUD Update:[]If you have been playing Unturned for a long time then you know that the menus and HUD have rarely changed. And at first glance that is still the case. Nevertheless there has been a major rewrite of the UI systems which has released with this update. I always find it annoying when software changes the UI for seemingly no reason, so preserving the existing (albeit questionable) appearance, design, and functionality was a top priority. Across the board the menus and HUD should look and feel "better". Some players will notice a performance boost: in particular the compass, hotbar, and map overlay were optimized. Rich text in the chat fades out properly. Crosshair animations finish properly. Tons of Mac and Linux bugs have been fixed (e.g. the wonky gamma on Mac). Lots (but not all) of the UI spaghetti code has been untangled. On the technical side: prior to this update the game was still using IMGUI from Unity 4. Unity replaced IMGUI with uGUI in 2014-2015, and are now even planning to replace uGUI with "UIElements". With this in mind I decided to abstract the underlying Unity UI implementation, so it will be easy to integrate UIElements once it is stable. I had been wanting to upgrade from IMGUI for years, but with the amount of work required it kept getting pushed down the road. In the end if took one month of refactoring, and then one month of intermittent development on the beta branch. Update Changelog:[]Added:
Changed:
Fixed:
Patch #1 Changelog:[]This patch prioritized all the game-breaking bugs that had been reported so far, as well as some color preference issues that made the HUD look really bad. Rest assured that there will be a 2nd patch relatively soon addressing the minor issues like alignment differences and inconsistencies. I know there has been some negative feedback like "I hate this update!", but chances are that the issue was unintentional or will be adjusted based on your feedback, so if you dislike something please describe what it is. Fixed:
Patch #3 Changelog:[]Remember in 2018 when the crafting buttons were split into two smaller buttons? (unpopular change) That was to workaround an issue with the nested checkbox. Thanks to the rewrite the smaller buttons can be merged back into the main button again. Thank you to everyone who has shared constructive feedback about the HUD issues so far. I will continue reading it, and there will be further refinements and improvements in the next patch/update. Added:
Changed:
Fixed:
|
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.15.0 | November 25, 2020 |
Performance Improvement:[]Vehicles, items, zombies, etc. were all nested in an unnecessarily deep transform hierarchy. Almost everything has been reworked to exist at the root level now which enables some multithreaded Unity optimizations, granting a +10-20% performance increase to CPU-bound multicore systems. All of the game APIs which returned organizational transforms for plugins have been deprecated, but will create placeholders when called to prevent exceptions. Functions for finding the root transforms of entities have been updated accordingly. Server Config:[]Previously the server advertised every config value and the client would find the differences to display in the config screen. This was problematic if the data was mismatched between client and server. Now the server only advertises the differences (compared to default), and the client looks up the property by path. The config screen also categorizes them to clarify variables with the same name. Changelog:[]
|
3.20.14.0 | November 14, 2020 |
Overview:[]This update serves primarily to upgrade the game engine from Unity 2018 LTS to 2019 LTS. It should be a seamless transition and does not require changes from modders. The main benefit will be the upcoming user interface rework, which is available on a beta branch if you are interested in trying it out:
Changelog:[]Added:
Changed:
Fixed:
|
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
Halloween 2020 - 3.20.13.0 | October 18, 2020 |
Autumn leaves coat the ground, the smell of pumpkin spice lingers in the air, and the turned are roaming the streets... it must be Halloween!
Until November 1st the event is active:
Happy Halloween! Edit: All bundles on the Stockpile are now discounted for the Steam Halloween Sale! Miscellaneous Changes:
|
3.20.12.0 | October 10, 2020 |
Overview:[]This update makes the new Steam Networking transport layer mentioned in the previous two posts the default. For most players it should offer superior performance and stability. If you host your own server and experience bugs with this change please report the issues, and for the meantime you can revert to the old Steam Networking by including "-NetTransport=SteamNetworking" in your server command-line arguments. Update Notes:[]Miscellaneous:
Fixes:
|
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.11.0 | September 26, 2020 |
Overview:[]This update is mostly behind-the-scenes preparation for making Steam Networking V2 the default. There is a fix on the Steam client beta for the dedicated server certificate expiry for any hosts using the beta. Update Notes:[]Added:
Changed:
Fixed:
Unity 2019 LTS Beta:[]The game has been updated from Unity 2018 LTS to 2019 LTS on the "unity-2019" Steam beta branch. There are still a few bugs to sort out, but it takes advantage of several new performance optimizations if you are curious to test it. |
3.20.10.0 | September 19, 2020 |
Update Notes:[]The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. In order to narrow down bugs with the rewrite this update still defaults to the old Steam network, but contains a huge number of changes to the game-level netcode to support the transport refactor. If there are big issues with the update it will be rolled back, but it has been stable in beta so far. Where possible, backwards compatibility with plugins has been maintained, but plugins doing unsupported things like modifying the network buffers will need to be fixed. This is an unfortunate side effect, however this rewrite is important for future netcode improvements. If you host your own server and are feeling adventurous, you can try out the new Steam Networking V2 by including "-NetTransport=SteamNetworkingSockets" in your server command-line arguments. |
3.20.9.0 | September 12, 2020 |
Update Notes:[]
Changed:
Fixed:
(Beta) Transport Layer Netcode Rewrite:[]The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. If you are a plugin developer or interested in trying out the beta, read more here: GitHub Issue |
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.8.0 | August 1, 2020 |
Update Notes:[]Additions: Skin sharing between items with the same model using "Shared_Skin_Lookup_ID". Elver variants of melee weapons use this to share skins with the base game items. New Steam Friends enhanced rich presence. Details from the "View Game Info" panel were made compatible with the new friends list to show who is playing together, in-game, in-editor, etc. FallDamageOverride, TimerEventHook, and ActivationEventHook for mods. More information was posted to the documentation site. Validate_EconInfo_Hash and Validate_MasterBundle_Hashes settings in server config. These control the hashing changes explained below. Changes:
Fixes:
Elver:[]Due to its overwhelmingly positive reception the Elver auto-install period has been extended indefinitely, essentially making it a permanent map. The map developers have been doing Friday updates, so keep an eye out for their improvements! Free Elver-themed items are no longer dropping, and are now only available by trade or through the marketplace. |
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.7.0 | July 18, 2020 |
Elver provides a unique experience not just through a fictional setting, but also by changing the way the game is played. Survivors must scavenge the entire map to construct horde beacons and gas masks for a chance at the highest tier equipment, or sell gear at the NPC safezone in exchange for currency to buy it. The only lootable location on the map, the city of Elver, is surrounded by a dense forest dedicated for base building. Zombies are a threat across the entire city. Keep an eye out for any TVs with static: they mark the presence of hidden ranger crates containing unique weapons and items. To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat. This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Mystery Box or Elver Bundle on the Stockpile:
Watch the Elver Map Trailer Here Watch the Elver Item Showcase Here Update Notes:[]Additions:
Changes:
Fixes:
|
3.20.6.0 | July 11, 2020 |
Elver:[]Watch the trailer for danaby2 and Renaxon's upcoming curated map "Elver" releasing next Friday! Update Notes:[]Vehicle Building: Several settings have been added to Config.json for limiting the size of vehicle bases:
In particular, the trap settings are intended to help prevent roaming walls of death. Emissive Materials: Following the recent Unity upgrade and post-processing upgrade, the bloom threshold has been raised to only affect pixels with >1 emission. This prevents bloom from interfering with bright surfaces like beaches. The emission colors on a few hundred materials have been adjusted to match, and especially the bloom on fire looks nicer. If any materials were missed or look odd feel free to report them as a bug and they will be adjusted. Rocket: Servers using old versions of Rocket will now be required to update to a newer version. There was a warning about this in the server console in the previous update, but now it is mandatory. This is important because there are fixes for legacy Rocket issues like multithreading exceptions and teleportation exploits. General Additions:
General Changes:
General Fixes:
Visual Fixes:
|
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.5.0 | May 16, 2020 |
Overview[]This update brings improvements to all aspects of the game from fixes to features. Highlights include:
Update Notes:[]Gameplay Changes:
Miscellaneous Changes:
Server Hosting:
Custom Modding:
Level Editing:
Plugin Development:
Miscellaneous Fixes:
Exploit Fixes:
Visual Fixes:
|
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
Dying Light x Unturned - 3.20.4.0 | Apr 2, 2020 |
The Global Relief Effort (GRE) as seen in Dying Light are airdropping humanitarian aid:
Strategically placed blue garbage bags absorb fall damage:
Players of Dying Light on Steam will receive a skin of the infamous Korek Machete 2.0:
Rumor has it that Volatile mutations are forming in the darkness:
Links: Watch the YouTube trailer for Dying Light's in-game event featuring Unturned content. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.3.2 | Mar 28, 2020 |
Patch Notes[]Misc:
Fixes:
|
3.20.3.0 | Mar 7, 2020 |
Update Notes[]General:
Modding:
Servers:
Fixes:
|
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.2.0 | Feb 8, 2020 |
NEW Easter Island Curated Map:[]
Welcome to Easter Island - now available in-game! From an unprecedented number of unexplored underwater relics to the unrelenting lava flow destroying the Northern shore, this map is quite an adventure. To host a server running the map add its workshop file ID (1983200271) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Easter Island in Commands.dat. This project was created by Steven "MelonCat" Nadeau, Thom "Spebby" Mott, Ben "Paladin" Hoefer and Nolan "Azz" Ross in collaboration with Smile Dev and with thanks to Doug Soderstrom, Danaby2, Madison "Froggo" Wilder and Timo987. If you enjoy the map and would like to support them, consider checking out the Mystery Box or Bundle on the Stockpile:
Recent Changes:
|
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.1.0 | Jan 18, 2020 |
Foliage:[]Official maps using the newer foliage system have all been updated to improve file IO performance. Beforehand each map had many separate files for individual regions. Afterward each map has only a single file combining all of them. This significantly speeds up the "validate game cache" process, downloading updates and downloading workshop maps. For details on upgrading custom maps: Read Docs General:
Fixes:
Modding:
Translation Tools:[]
|
2019[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.19.0 | Dec 7, 2019 |
Holiday Festivities:[]
Throughout the winter holidays each level is sporting some seasonal decorations, from gifts of weaponry under trees to NPC outfits. Cosmetic present boxes are also dropping for a limited time. Unlike past years where certain maps had a separate decorated version, PEI is using a new "redirector" feature that changes the map for the duration of the event. This allows saves to transfer, and for the map to be replayed in subsequent years. Fog Density:[]
Historically height fog and distance fog have been configured separately, and were optional. Creators can now enforce fog from a thin morning mist to a thick soup. Vendor Currencies:[]NPCs trading for experience does not exactly make a ton of sense.
Originally the idea with the Liberator was a somewhat socialist mix of "helping out the community builds experience" and redeeming favor for items. Starting with P.Riso however, NPCs can instead trade for arbitrary "currency" items whether that be the Canadian ones, or a custom set. For more details: Read Docs Steam Inventory:[]Upgrades for the in-game Steam inventory view.
Respecting the Geneva Conventions:[]Unturned has been unwittingly misusing the Red Cross symbol in-game, which has now been corrected. The Red Cross is a humanitarian organization, and preserving the meaning of the symbol is important to protecting their personnel and patients. For more information: Read Here Affected in-game assets include the healthbar, ambulances and medical tents which have been converted to hospital H's. If you find other uses in-game please let me know. Quality of Life:[]Pressing the Up and Down arrow keys in chat cycles through previously sent messages. This is intended to make it easier to send repeat commands. Maps in the Singleplayer menu have links to browse internet servers running that level. For maps with complex names this should make it easier to find matching servers. The minimum level of detail (LOD) screen size has been doubled, and player models maximum draw distance matches structures. Raising the minimum LOD seeks to prevent players from being seen before structures are drawn in. Likewise the maximum distance can no longer be raised separately. Official proper documentation for server hosting has begun, and is linked from the Servers menu. Resolution Overrides: To help avoid miscellaneous issues that occasionally arrise related to resolution, several overrides have been added.
New Gameplay Options:[]Allow_Per_Character_Saves is enabled by default, but can be disabled to prevent multiple characters per account from being used to store items offline. Group_Player_List can be disabled to hide group alliances from the in-game player list. Friendly_Fire allows groupmates to damage each other when enabled. Modded Content:[]Vehicle Physics Profiles: Increased control over vehicle settings can now be done in bulk with this new asset type. In particular most of the vanilla vehicles have been changed to front-wheel-drive for stability. One of the goals introducing profiles is to improve the handling of vanilla wheeled vehicles. Feel free to experiment with the default profiles, and propose changes to them. For more details: Read Docs New Event Scripts: Several new scripts have been added to the built-in package. These allow custom interactable objects to run extra commands now, and for chat messages to control objects similar to the Russia easter egg quest. For more details: Read Docs General Improvements:
Reload Command: When tuning assets in singleplayer the "/reload" chat command can be used to quickly reload changes to a single file. It accepts a GUID or a specific directory path to reload. For example /reload a gun asset and then equipping the gun will use the new values. Consumeable Changes:
Weapon Changes:
Level Editor Searches:
For more details: Read Docs Code Plugins:[]Events and improvements for plugins.
Fixes:[]Editor:
Exploits:
Multiplayer:
General:
|
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.18.0 | Nov 9, 2019 |
NEW California Curated Map:[]
We hope you enjoyed these postcards from the new map! California is now available in-game, and is the first return to the United States mainland since Washington in 2015. To host a server running the map add its workshop ID (1905768396) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to California in Commands.dat. This project was created by clue and Renaxon with special thanks to Letgalian and Vilespring. If you'd like to support them consider checking out the Journalist and Mercenary bundles on the Stockpile:
Miscellaneous Changes:
|
3.19.17.0 | Nov 2, 2019 |
Update Notes[]Text Contrast Preferences: Settings for outlines vs shadows on text have been added to the Preferences.json file. They are split into text with colorful backdrops like the game world and map, and text with inconspicuous black/white backdrops. Values are "Default", "Outline" or "Shadow". Door Collision: Animated colliders on doors, hatches, shutters, etc are now disabled while playing the animation until nobody is overlapping them. This is a more drastic approach aiming to prevent remaining physics exploits involving doors. -ValidateAssets Improvements: More checks have been added, and miscellaneous core content has received fixes. Key warnings have been documented here: Read Should_Delete_At_Zero_Quality: New option for useable items. Intended for disposable melee weapons that break after a certain amount of usage, but compatible with all equippable items. Can be set to true, defaults to false. Misc:
Fixes:
|
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.16.2 | Oct 26, 2019 |
3.19.16.1:[]Thank you for your patience, and to everyone who reported these issues! There were some pretty silly bugs related to the engine update.
Several of the wheeled vehicles were unexpectedly influenced by the physics changes between engine versions, causing them to drive significantly slower. Tuning up how the game uses the physics system to fix this took longer than expected, but in particular the racecar feels more reliable to drive now. One major underlying change here is to how the game overrides the center of mass, but individual assets can still override the default. After testing all of the vanilla vehicles these were the ones affected, and seem to be working correctly now:
A few assets slipped through the cracks between imports preventing them from displaying properly. The worst offenders were probably the walls around the PEI prison being completely invisible, yet blocking bullets and collision.
Original Pre-Patch Discussion |
3.19.16.1 | Oct 26, 2019 |
3.19.16.2:[]
P.S. The 2019 Steam Halloween Sale is now live, and for the first time Unturned item bundles are discounted in the Stockpile! Browse Discounts Here |
3.19.16.0 | Oct 25, 2019 |
Halloween:[]Autumn leaves coat the ground, the smell of pumpkin spice lingers in the air, and literal green zombies are stampeding around breaking car physics, stacking on each others heads and eating solid objects... it must be Halloween!
Until November 1st the event is active:
Enjoy your Halloween, and happy trick-or-treating! Edit: The 2019 Steam Halloween Sale is now live, and for the first time Unturned item bundles are discounted in the Stockpile! Browse Discounts Here Unity 2018.4 LTS:[]Unturned has upgraded from 2017.4 to 2018.4. This change should be mostly behind-the-scenes, but I'll be keeping two eyes out for the bug reports. Some of the direct benefits include:
For more details on the update: Read More Here In the future this will allow us to update the outdated post-process effects, and take advantage of the scriptable render pipeline for superior performance. Miscellaneous Changes:[]
|
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.15.0 | Sep 21, 2019 |
Dango Map:[]Danaby2, creator of several wildly different maps such as the wild-west Canyon Arena, has now released his latest creation: Dango This map is set on a series of flying islands inspired by Japan, and intended to be played as a multiplayer deathmatch. It features a suite of insane new weapons like a fish launcher which fires backwards, and is definitely worth a visit in-game. Mystery Box Changes:[]As you may well know, it's been about two years since the last mystery box was added. Given the controversy around random items we focused instead on individually purchasable item bundles, however the older mystery boxes are still in high demand. To try and offer the best of both worlds, the new Dango Map Mystery Box is different from past boxes:
|
3.19.14.0 | Sep 14, 2019 |
Version Numbering:[]Going forward version numbers will follow a 3.{year}.{update}.{patch} pattern. In the past updates were split between "major" and "minor", but this lead to huge skips in version numbers when releasing several maps in a row. Unturned had been following the previous scheme for slightly more than 5 years, so this style was experimented with for map versions and Unturned II prior to commiting to it. Workshop:[]
General Improvements:
Modding:[]
Fixes:[]
Recent Events:[]MoltonMontro, a friendly and helpful guy you may have met in the community over the past few years, is now working with SDG in an official capacity. He's going to be helping out with a variety of projects like curated map quality control and community blog posts, as well as behind-the-scenes work he's been helping with for some time like maintaining the wiki and forum servers. Documentation for 3.0's modding features is now available from a main repository, and will be expanded over time for new features and write-ups on older features. This includes both plugins and assets. Most recently the level config properties have been documented. See Here Edit: The .1 patch fixed an issue with LODs on a few items (e.g. dragonfang and bayonet) that was preventing them from being used due to the viewmodel changes. Canyon Arena has also been moved to the workshop, but is automatically subscribed in order to avoid breaking any dependent maps. |
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.30.6.0 | Aug 17, 2019 |
France:[]Last week the France map team released a sizable patch with a variety of interesting balance changes e.g. new scrap item for Focus weaponry. For more details: Read Here Maps:[]
Hosting:[]
Plugins:[]
Modding:[]
Fixes:[]
Curated Map | Rio de Janeiro:[]Travel to South America with Rio, now available in-game! It features iconic destinations such as the redeemer statue, and has future updates planned. For more details check out the map's workshop page: Read Here You can also install the map from in-game by navigating to Play > Singleplayer > Curated and clicking subscribe, or searching for "Rio de Janeiro" on the server list. After Steam finishes downloading the map, Unturned will detect it and install the map without needing to restart. Going forward curated maps are being distributed through the workshop - more details in the previous 3.30.5.0 update notes. This Rio section is at the bottom of the update notes because at the time of writing the map is featured prominently at the top of the main menu. |
3.30.5.0 | Aug 3, 2019 |
Curated Maps:[]If you're reading this from the in-game menu within a week or two of the update coming out then you can see that Rio is featured above! In order to reduce load times and keep the installation size reasonable, curated maps have typically been transitioned to the workshop after several months. This was problematic for a variety of reasons however, such as suddenly having to subscribe to the map in order to keep its assets, or for hosts needing to switch the server to the workshop version. With the recent improvements to the game's workshop integration (e.g. auto-detecting workshop dependencies, installing while in-game), my hope is that taking this featured article approach will improve all aspects of the curated maps system:
If you have any feedback on these changes please share! Update Notes[]
|
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.30.4.0 | July 26, 2019 |
Client Workshop Improvements:
Server Workshop Improvements:
Quality of Life:
Map Creation:
Asset Creation:
Plugin Development:
Game Config:
Server Console:
Fixes:
Miscellaneous:
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.30.3.0 | June 22, 2019 |
Stockpile:
Quality of Life
Servers:
Loading:
Level Editing:
Modding:
Plugin Development:
Tweaks:
Fixes:
|
3.30.2.0 | June 1, 2019 |
Belgium Update:[]
The Belgium community map team has prepared a large update, so the featured duration has been extended to June 15th. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.30.1.0 | May 8, 2019 |
Additions:
Fixes:
|
3.30.0.0 | April 5, 2019 |
Welcome to Belgium! | NEW Curated Map:[]
Created by Ben "Paladin" Hoefer, Ethan "Cyllek" Brookman, Nathan "Wolf_Maniac" Zwerka and Nicolas "Putin3D" Arisi with thanks to Nolan "Azz", Husky and Noobyfish, Belgium is newly released for exploration! This map features modernized yet medieval cities, beautiful vistas and boating through active waterways.
If you'd like to support this team in their creation of future maps you can check out the Belgium item bundles on the Stockpile here: Belgian Infantry Lil' EBR Acid Trooper Revenue from map items and bundles are split 50% to the map team, 30% to Steam and 20% to Unturned. Change Notes: Additions:
Tweaks:
Fixes:
|
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.29.5.0 | April 4, 2019 |
Additions:
Improvements:
Tweaks:
Fixes:
Mythic Crafting: Bet nobody saw this coming! Details:
Voice Relay: Previously voice chat was sent from the speaker to the appropriate players using Steam's P2P network, however this had the downside of opening clients to voice packet spam, likely abused by cheats. Now this data is validated through the dedicated server, and plugins can set allowVoiceChat to enable/disable voice for specific players. Greece: File:Greeceworkshopversionhistory.png Greece has now been retired to the Steam Workshop, and can be downloaded here: Other mods that use Greece assets can add Greece as a "Required Item" from their owner controls to show players it's a prerequisite. |
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.29.4.0 | March 26, 2019 |
Additions:
Tweaks:
Fixes:
|
3.29.3.0 | March 13, 2019 |
Additions:
Improvements:
Tweaks:
Fixes:
|
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.29.2.0 | February 24, 2019 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Misc Info: Was surprised at the number of questions about using the ragdoll effects following the last update (particularly for freezing), so I implemented the Zero Kelvin kit right away. The bronze, silver and gold effects will still be used for contests, and if you're planning on running an Unturned community contest let me know and maybe we can use them as rewards too! |
3.29.1.0 | February 22, 2019 |
Additions:
Improvements:
Tweaks:
Fixes:
|
3.29.0.0 | February 8, 2019 |
Welcome to Canyon Arena! | NEW Curated Map:[]
Update Details:[]The latest and greatest arena map from Danaby2, Renaxon and SirAdy Unleashed, Canyon Arena, is now available in-game! It features an entirely new setting with era-appropriate items and weapons. If you'd like to support this team in their creation of future maps you can check out the new bundles on the Stockpile here: Cowboy Bundle Bounty-Hunter Bundle
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Gun Jamming. Gun assets can include the "Can_Ever_Jam" flag to enable jamming. Guns start to have a chance of jamming once their quality % drops below "Jam_Quality_Threshold" which is a value between zero and one. Once they reach 0% quality they will have a "Jam_Max_Chance" chance of jamming on each shot. Chances of jamming are blended between 0% and "Jam_Max_Chance" based on the gun's quality percentage. The "ChamberJammed" AudioClip is played when a jam occurs, as well as the animation "UnjamChamber" if present. Cobra_Jam [1521] is included as an example. |
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.28.0.0 | January 18, 2019 |
Explanation: For a while Unturned has been using version 5.5 of the Unity engine (from 2016), but it's come time to upgrade. In recent years Unity has made stability a higher priority, and have been updating a "long term support" LTS version. The game is now upgraded to this 2017.4 LTS version. While not particularly glamorous, some of the primary motivations are:
The downside is that workshop content will need to be upgraded to this new Unity version as well. I don't take this lightly, this engine transition has been in the works on and off since early 2018 and I don't want it to be painful for devs, so I've worked to make is as easy as possible detailed below. If you want to continue playing some workshop mods that haven't been updated yet, you can opt-into the previous version (3.27.2.1) from Unturned > Properties > Betas > unity-5.5. This older version will remain available indefinitely similar to the antique and classic branches. Workshop Devs: For mappers: Maps with a /Bundles folder will be detected by the game as requiring an engine update, but other maps without custom content are unaffected. For translators: Translations and localization are not affected by the engine update. For content creators: Good news: there's a new tool to make bulk-exporting the .unity3d asset bundles much faster. I've updated all of the vanilla content to use this new system so I had to go through it as well, and Vilespring was kind enough to update all of the France bundles. I've written up a guide which explains in-depth how to transition your content from 5.5 to 2017.4 LTS. Feel free to post questions and I'll update it accordingly! 'Unity Upgrade Guide' For programmers: The LTS version experimentally supports .NET 4.6 which seems to be working correctly in vanilla and rocketmod plugins, but this may be rolled back if unfixable issues related to it pop up. 3.28.0.1 Patch: Incredibly, the majority of issues in the initial update were caused by the use of decimal points vs commas. Due to a change in how .NET read fractional numbers, all of them were set to 0 for players in cultures that use commas! Reverting this should have fixed the water, icons, gun stats, etc. |
2018[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.27.2.0 | Dec 14, 2018 |
2018 Festivities: Holiday cheer is in the air! Everyone aboard the Liberator has dressed up for the occasion and put up their decorations. Snow has built up in a few locations were you can now make snowballs.
Across PEI, Washington and Russia, someone (maybe the zombies?) has put up ornamental trees with presents underneath. They may have gifted you some high-tier weaponry! Holiday gift presents are now dropping as well, so you may find yourself with a few festive outfits in your inbox soon. Raiding Balance Pass: There may be subsequent passes based on your feedback to these changes, but the goals for this update were:
Patch Notes:[]Additions:
Tweaks:
Fixes:
Edit: BattlEye released an update shortly after 3.27.2.0, so Unturned included it in an 8mb patch for 64-bit Windows. This patch is optional and did not increase the version number. |
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.27.0.0 | Nov 23, 2018 |
Welcome to France! NEW Curated Map[]
Paris is lovely this time of year. Come explore the warm countryside!
Relax in a cozy private villa... after clearing it of infected. Climb the snowy alps!
Remember to bring warm clothes for the blizzarding weather. Enjoy the local culture!
This oughta warm you up again! Update Details:[]Now available in-game, France is a curated map that's been under development for over a year now by the talented team of long-term modders Vilespring, SluggedCascade, Renaxon and paper_walls84. This has been a labor of love for them, a passion project that they continued polishing until they felt it was perfect - originally slated for the end of August, they delayed it to continue adding that extra touch. France is also the first map to take advantage of several features added for it during its early development. For example, having both snow and temperate climates in different regions across the map. If you would like to support this team's work consider checking out the France bundles on the Stockpile here: View NEW France Items
They've also put together a quick teaser overview of the map here: View France Map Trailer Update Notes:[]Additions:
Tweaks:
Fixes:
Important news for workshop creators: Sometime before the end of January 2019 I will need to update Unturned to Unity 2017.4 LTS. When that happens, the new version will be available on a beta branch for a couple weeks before transition to the default release branch. Unfortunately this will have the side effect of requiring workshop content to be re-bundled using the new version of Unity, so to make that a less painful process as well as for performance improvements I've introduced a new feature: Master Bundles Master Bundles allow content (textures, meshes, audio, etc) for multiple game assets to be bundled at the same time, rather than into individual .unity3d files. (This is probably how it should have been in the first place, but anyway...) While slower to build, they have the benefit of updating many bundles at once, and are more RAM-efficient because any common files between the bundles are shared rather than duplicated. When Unturned finds a MasterBundle.dat file it will assume all child folders are using this bundle with paths relative to the .dat file, unless Exclude_From_Master_Bundle is specified in the individual asset .dat file. For an example of this, check out the Greece/Bundles and Hawaii/Bundles folders. Another effect of this change is that it will be easier to separate some maps from the game to free up space for more future maps. Specifically, I'm planning to move Hawaii + Germany and then Greece + Cyprus, to the workshop rather than in the main download in a future update. All Germany assets will continue to be bundled with the game, only the map itself will be moved. Hawaii and Greece assets will be available as a separate download on the workshop for maps which would like to add them as a dependency. Trying out this feature at least for the performance benefits is definitely encouraged. Simply copy MasterBundleTool.cs and MasterBundleHelper.cs to your Assets/Editor folder. Let me know if you run into any issues! Note that per-platform bundles (multiplatform checkbox) are supported in-case of special shaders, but generally shouldn't be needed. |
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.26.4.0 | Oct 27, 2018 |
Halloween:[]Halloween gift presents are dropping, decorations are up and costumes are on - the annual Halloween event is back from the grave! This year also sees the addition of several holiday-related tools for creators. For example you can add Halloween decorations to the main version of your map and they'll be automatically updated, setup timed costumes for NPCs and use holiday conditions for quests/items/etc currently added for items like the Festive Barbed Wire. Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.26.3.2 | Oct 7, 2018 |
Additions:[]
Fixes:[]
"I'm usually hesitant to credit specific community members in the patch notes because often multiple people have reported or suggested things independently of each other, but I'm going to try to do a better job crediting when I know I acted on one in particular. :)"—Nelson Sexton |
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.26.3.0 | Sep 22, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Chroma: If you have any Razer Chroma enabled devices, try adding -RazerChroma to the command line options to test out game integration! A few days ago they asked if I'd be interested in adding support, and sent over a couple test devices. It was quick and fun to do, and features stuff like the reload key fading from green to red or everything flashing white when you're flashbanged. I'm curious to hear if you have any suggestions/ideas on this. |
3.26.2.1 | Sep 11, 2018 |
|
3.26.2.0 | Sep 7, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Carpat:[]
Carpat has now retired from the official map pool, but you can still play it by clicking the link under the in-game curated maps list, or by visiting the workshop page here: Apologies for the late news. This was originally scheduled for the end of August. Right now the finishing touches are going into the next curated map. |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.24.1.2 | Aug 26, 2018 |
|
3.24.1.1 | Aug 26, 2018 |
|
3.24.1.0 | Aug 25, 2018 |
This patch is primarily unlisted network improvements, both to fix some recently discovered exploits and to prevent some potential undiscovered ones. BattlEye has also just released some upgrades which are now live, too. Miscellaneous other changes:
|
3.24.0.2 | Aug 2, 2018 |
|
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.26.0.1 | Jul 31, 2018 |
|
3.26.0.0 | Jul 30, 2018 |
Carpat | NEW Timed Curated Map:[]
Battlekot and his crew of Unturned modders have just released their latest creation set in the Carpathian Mountains into the curated maps pool: Carpat
Carpat is designed as a hardcore vanilla survival map meant to be played without kits/tpa/etc similar to Yukon. It's one of the most challenging maps in the game to date, for example traders will judge you based on your reputation - with a low rep you'll only be able to trade with the marauders. If you'd like to support this team while sporting some thematically appropriate garb then check out the Carpat Bundle on the Stockpile here: Athens Arena:[]
Athens has now retired from the official map pool, but you can still play it by clicking the link under the in-game curated maps list, or by visiting the workshop page here: |
3.24.0.0 | Jul 24, 2018 |
3.25.2.0[]Why the weird timing?:[]Recently some exploits were discovered which some cheaters began abusing to crash clients. The vast majority of netcode had individual checks to ensure it was allowed to be called, but there were a few that were incorrectly implemented. Rather than only fixing these cases I reworked how these checks are performed across literally all of the netcode, so that the same mistake can't be made again. In the process of reviewing the ~350 network message types I actually found another ~3 similar exploits which are now patched as well. There may be some strange side effects of all these changes, in which case I'll try to get a patch out quickly or roll-back the update. Edit: It seems the crash / log spam some players have been experiencing only happens if Discord is running, and is related to the latest version of the Discord API which Unturned updated to. I'm going to reapply the patch and disable the Discord Rich Presence integration for now. Update Notes:[]
Additions:[]
Improvements:[]
Fixes:[]
|
3.25.1.0 | Jul 13, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks: Fixes:
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.24.0.0 | Jun 29, 2018 |
Athens Arena | NEW Timed Curated Map:[]
Danaby, the creator of Bunker Arena among several other popular arena maps on the workshop, has just released his second curated arena map: Athens This map is a big step up from Bunker Arena, and is now available in the official pool of arena maps! If you'd like to support Danaby in his creation of future maps you can check out the Athens Arena Bundle on the Stockpile here: Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
3.25.0.1[]
3.25.0.2[]
3.25.0.3[]
3.25.0.4[]
3.25.0.5[]
What was in the patches?:[]3.25.0.2: Initial version released today. The patch number was due to it receiving some changes on the preview branch prior to launch over the previous few days. 3.25.0.3: Fixed loot tables issue. Their spawn chance wasn't getting sorted properly on servers that weren't using the new workshop downloads feature. 3.25.0.4: BattlEye requested a small change to the 64-bit Windows version which required increasing the patch number. |
3.24.0.0 | Jun 15, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Ireland:[]
Following a popular run as a curated map Ireland has now moved on to the Workshop. Saves and progress will carry over to the Workshop version if you decide to download it. There are several other exciting curated projects coming up - more info on them soon! |
3.24.0.0 | Jun 8, 2018 |
Update Notes:[]Additions
Improvements:
Tweaks:
Fixes:
|
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.24.0.0 | May 25, 2018 |
Greece Update 3 of 3:[]
Spyjack, well known for his incredible use of NPC features in his "Tales of Terror" mod, has been hard at work since the initial launch of Greece on this huge NPC update! Now available in-game these are some of the highest quality quests yet - from critical thinking puzzles (that still challenge him from time to time), to multi-stage construction, to some questlines with many alternative endings.
You can now make use of the rally racing tracks across Greece! Two Rally Car vehicle skins are now up on the Stockpile for purchase, the sales of which support the creators of Greece. The Greece Mystery Box has also been updated with a few new items. Ireland:[]
By popular request Ireland has been extended to June 15th! The Ireland team has been hard at work these past few weeks improving the map through smaller patches. For further details view the Ireland specific patch notes on the steam discussions: View Previous Ireland Patch Notes Ireland changes in the 3.24.0.0 update: Tweaks:
Fixes:
Main Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Behind-The-Scenes Changes:[]In response to requests to improve the stability of updates, and in part to learn more Continuous Integration (CI) best practices for Unturned II this is the first update to use a new build process using CI: my laptop is now set up to download changes as I make them and check the changes for issues, for example whether the game is still able to load all of the maps, or if any asset errors are reported, or if some files are missing. If any of these steps fail the update can't be released, and I'll get an email notification that something is amiss. I've also improved the update release process to be more automatic and less error-prone. With the addition of server thumbnails and short rich text descriptions I've decided to hide the icons that used to clutter up the server browser, instead allowing hosts to specify what they consider important information. The thumbnail should be a 32x32 .png and makes network affiliation recognition quicker. You can also use rich text formatting e.g. < b >, < i >, <color> in the short description underneath the server name. The in-game chat now supports plugins using 32x32 .png icons as well. Several post process effects, specifically those for sun shafts and hallucinations dated back to Unity 3 and were written in JavaScript. These have been ported to C#, and the hallucination effects have been revamped to look more appealing. Up Next:[]This update has been a long time in the making! It's been a while since I've worked on 4.0 now, so I'll probably be putting some more focus back into that - especially to get the roadmap up soon. I've still got some important planned updates for 3.24.1.0 that I'll be prioritizing as well, such as re-investigating upgrading to a newer version of Unity. |
3.23.9.4 | May 11, 2018 |
Development Status Report:[]After taking some time off over the last week I'm feeling less burned out, and have been getting lots of stuff done for 3.24.0.0! Once that releases (likely next week) I'll be putting some more time back into 4.0, and hopefully finally getting the roadmap up - the delay there is around figuring out the actual details of things like the survival mechanics, but I'll be reviewing more community feedback and getting an initial plan all filled out. Update Notes:[]Improvements:
Tweaks:
Fixes:
|
3.23.9.3 | May 4, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.23.9.2 | May 1, 2018 |
Update Notes:[]Tweaks:
Fixes:
|
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.9.1 | Apr 30, 2018 |
Ireland Timed Curated Map:[]
Storm_Epidemic, Th3o, Diesel_Sisel and Misterl212 - creators of a ton of popular workshop content such as The Driftless are excited to unveil their latest project: Ireland! Now available to play in-game officially for its debut, Ireland is very visually impressive with lots of new content and NPC questlines to explore. It will be featured until May 28th before becoming available on the workshop, though this may be extended pending your feedback!
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.23.8.0 | Apr 5, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.7.0 | Mar 24, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Upcoming:[]The majority of my time has been going into 4.x trying to get a really polished beta ready, but I've also been working with several teams on upcoming content: in the near future we should have the 3rd Greece update, and another 2+ maps from new curated teams are nearing completion. |
3.23.6.0 | Mar 9, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Upcoming:[]Update 3 of 3 to Greece which contains the full questlines has been growing continually complex, but should be on track for release soon. I've been chipping away at the task list for the next devlog, and am aiming to put a post up this weekend! |
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.5.0 | Feb 16, 2018 |
Greece Update 2 of 3:[]
Cyprus is now available in-game! Cyprus is an expandalone for the Greece map available separately in both Arena and Survival modes! It builds on the Greece environment while sporting entirely new locales, and being a Medium-sized map it's less taxing to run. Featuring a specially designed Arena variant also makes Cyprus the newest open-world Arena map in quite some time. The Greece Mystery Box has been updated to include several new "Graced" weapon skins to celebrate the 2nd stage of Greece updates. The third Greece update, containing the full suite of NPC content and quests is coming soon... Update Notes:[]Additions:
Fixes:
|
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.4.0 | Jan 19, 2018 |
Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.23.3.0 | Jan 12, 2018 |
Craftable Stat Counters:[]You can now use your Crafting Materials introduced from the previous update to make Stat Counter tools! These can be attached to any weapon skin in your inventory to begin tracking your prowess with that item, for example how many players you've killed with it. You can then show off your insanely high killcounts to friends (or envious enemies) both while holding your skin, or in any trophy case type storage. Currently there are two types of stat counters:
Make sure to leave your feedback on other stat counters you might want, and if there are any items you feel the stat counter positioning should be adjusted on. Update Notes:[]Additions:
Fixes:
And yes, you can attach a stat counter to your canned beans. If you somehow manage to directly kill someone while holding the beans it will be tracked. You guys are crazy! |
3.23.2.0 | Jan 5, 2018 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Crafting Materials:[]In the skins inventory you can now switch to the crafting tab to view available recipes. At the moment you craft random cosmetics and skins from the normal drop tables e.g. colored hoodies, arctic camo, shoreline camo. Soon additional recipes will be added for special item modifiers. Note that all items grant 1 Crafting Material, even mythics - which will prompt to make sure you don't accidentally scrap them. Bunker Arena:[]Bunker Arena has been transitioned to the workshop after being featured in the curated maps section, and the associated bundle on the itemstore is no longer available for sale - though it can be traded and marketed. You can find the map here: View on Workshop |
2017[]
January[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.17.15.0 | Jan 28, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Foliage Brush:[]You can use this to quickly mass-place objects like pebbles, grass, trees and boulders. For example you could paint some pebbles onto the ground around a crash site, or boulder objects onto a cliffside like in the Russia map. Check out painting the Boulders_00_Collection for an example of that. Hold shift to erase painted details, or control to erase only the selected asset/collection. |
3.17.14.0 | Jan 21, 2017 |
Edit for Econ Ticket Failure:[]Valve have confirmed they're working on fixing it for the next Steam update, however there isn't a solid release date for that yet. In the meantime a temporary workaround is to dequip your skins and cosmetics. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Water Changes:[]It's now possible to have multiple elevations and connected bodies of water in a level using the new water volumes, for example lakes, dams and swimming pools. Previously water was completely flat allowing a simple check whether you were above/below it, so in the transition process a few features might behave strangely but should be easy fixes. You can disable the old flat water completely in your map's config file. Note that multiple water volumes with reflections enabled will kill your performance. Curated Workshop Changes:[]Going forward skin designs (e.g. Hypertech) that have been included in the stockpile won't be considered for inclusion in workshop crates, and vice versa. Preferably workshop crate skins will be more creative and varied similar to those in previous mystery boxes. |
3.17.13.0 | Jan 14, 2017 |
Workshop Crate #1:[]The first community-created mystery box is now dropping as the January 2017 Workshop Crate #1! All of the contents were voted on in the curated workshop, and are the first time you can get mythical variants of workshop items! To open a workshop crate you will need the associated workshop key available from the stockpile. This is because the sales of the special key are split with the creators of the items in the crate. Future non-workshop mystery boxes will continue to use the normal mystery box key, however. Translation Editor:[]For anyone who worked with the old localization features this should hopefully be a huge upgrade. From the devkit you can now open the new translation editor which automatically handles several annoying tasks from before:
Note that only the newer features are currently using the upgraded translation system, and that you can still manually modify translation files in the Unturned/Translations folder. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.17.12.0 | Jan 2, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Wednesday Update:[]We're off to Vancouver visiting family the next few days so the update is earlier this week, but next Friday everything should be back to schedule. Workshop Crate Upcoming:[]Valve has added support for mystery boxes containing community-created items, so if you're working on some cool skins make sure to get them on the workshop soon! I'll be aiming to set one of these up in the next couple weeks looking for a wide variety of gun skins and potentially a few cosmetics. |
February[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.1.1 | Feb 25, 2017 |
Patch Notes:[]Additions:
Fixes:
Game Developers' Conference:[]I'll be away all next week in San Francisco for GDC, so there won't be an update. With these fixes the game should hopefully be relatively stable however. If you're in the area/attending GDC and would like to meet up let me know! |
3.18.1.0 | Feb 21, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.18.0.0 | Feb 18, 2017 |
Hawaii Map:[]
Hawaii is Unturned's first Curated map and now available in-game! It's been built from the ground up by the following community workshop creators:
If you are enjoying the map and would like to support them consider checking out the new Hawaii Mystery Box! We're trying something a bit different - this past week I've been involved cleaning up and fixing the map, but the continued development remains in their hands (although I will still help with fixes, making sure it fits the artstyle, etc) and they'll be able to upload updates to the map. You can submit your feedback/bug reports to them through the feedback link in the map selection menu. Here's the launch post on their team's blog: Hawaii is here! Screenshot Contest:[]Thanks for all your submissions - the response was overwhelming! I scanned through a couple thousand and accepted many winners, but unfortunately couldn't cover them all. It's obviously been very popular however, so it will continue through the community screenshots section. I will consider screenshots following the same rules uploaded to Steam with the Screenshot key [default Insert] sorting through the highest upvoted posts and picking winners each week. Update Notes:[]Additions:
Improvements:
Fixes:
|
3.17.17.0 | Feb 11, 2017 |
Screenshot Contest:[]Edit: There's been an overwhelming number of submissions, so many so that the e-mail server has been up and down! I've started accepting winners, but it's too many for me to individually parse through. The contest will continue through the next update with more info on a better submission process then. Are you a survivor with an eye for photography? You're in luck - this week we're running a contest to update Unturned's loading screens! If your screenshot is selected it will be used in the background art and you'll win a special in-game item! Requirements:
Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.17.16.0 | Feb 4, 2017 |
Vehicle Changes:[]All vehicles now spawn with a battery. The battery charges while the engine is running, and drains down if the headlights/siren are left on with the engine off. If the battery runs out while driving the horn, headlights, taillights and sirens will stop working. If the battery is dead when entering the vehicle the ignition will not function. You can remove the battery in the vehicle context menu, and add one by using a replacement found at mechanics/gas stations. Caltrops and weaponry now damage most wheeled vehicles' tires. Handling is significantly impacted by lack of wheels, but they can be replaced by attaching a new tire found at mechanics/gas stations. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
March[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.4.0 | Mar 25, 2017 |
Update Notes:[]Additions:
Improvements:
Updates:
Fixes:
Featured Workshop Slot:[]The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve. Devkit Objects:[]File:Devkit Objects Update 3.18.4.0.png If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in the map config. I'd recommend making a backup first though because this is still probably a bit wonky. If you're using the new landscape features this will speed up iteration significantly rather than swapping between the editors, and the new selection tool is far superior even in its unfinished state. Skin Tools:[]While not publicly useful I did put a couple more days this week into improving the skin accepting tools, so future stockpile waves/crates will be much faster to setup on my end. |
3.18.3.0 | Mar 18, 2017 |
Skin Tools:[]You can now open a level in the devkit and use the Skin Creator Wizard under Windows -> Wizards to create and preview skins in-game.
Once your skin is looking good you can output it to a folder and upload it with the new UGC Upload Wizard to the Curated Workshop. Skins created with this tool will get the "Verified" label and be prioritized for acceptance into the game because I've also added the Skin Acceptor Wizard which is able to import them very quickly. Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.18.2.0 | Mar 11, 2017 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Workshop Changes:[]Under Windows > Wizards in the devkit you can use the UGC upload wizard to publish your content to the Steam workshop. It's very similar to the old tool at the moment, but has a basic file browser to make setting up the paths easier. Next up I intend to add a tool to make creating skins easier and faster to import. Each server instance now has a WorkshopDownloadIDs.json file which the server will automatically download those items before starting up. It works similarly to the clientside downloads, but unfortunately it doesn't seem to be going through properly at the moment. I've asked Valve about this and will hopefully get it corrected soon - but for the moment it probably doesn't work. |
April[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.9.0 | Apr 29, 2017 |
Update Notes:[]Additions:
Fixes:
Next Official Map:[]This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out! It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser:
|
3.18.8.0 | Apr 22, 2017 |
3.18.8.1 Patch Information:[]In this patch I reverted the Unity 5.5->5.6 upgrade due to numerous issues and reduced performance. All the other changes and performance improvements from 3.18.8.0 are still in effect. Update Notes:[]Additions:
Improvements:
Updates:
Tweaks:
Fixes:
Tutorials:[]This week I also uploaded two new video tutorials: Creating Custom Songs Uploading Skins to the Curated Workshop Unity 5.6[]My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with the old system for the moment. Here's hoping Unity will add support for getting/setting the navmesh at some point in the future! Note there's still a bug with canvas sort override in this version of Unity, so while dragging/dropping items in the Devkit still works you won't be able to see them. |
3.18.7.0 | Apr 14, 2017 |
Groups Changes:[]You can now set your character's main group from the survivor screen which uses the Steam groups system. When joining a server it will automatically place you into your Steam group, or a group with the friends from your lobby if you're in a lobby. From there you can choose to form/join groups using the new dynamic group features, or rejoin your Steam group using a persistent invite at the top of the queue. For servers which rely on groups for teams or don't want players able to manually join/leave groups (e.g. using a plugin that automatically places you into a group) you can set Allow_Dynamic_Groups in the Gameplay config file to false. This will keep the player in whichever Steam group they have selected or the group your code/mods set PlayerID.Group to. Update Notes:[]Additions:
Fixes:
|
3.18.6.0 | Apr 13, 2017 |
Lobbies:[]Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game. Matchmaking:[]To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps. Groups:[]Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members. Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros of the old system like managing huge groups across multiple servers. If you have suggestions on how to merge the two systems post your ideas; right now I'm considering bringing back Steam groups as a default group when you first join the server with lobbies overriding that, and then the ability in-game to leave or rejoin your Steam group. Update Notes:[]Additions:
Updates:
Tweaks:
Fixes:
|
3.18.5.0 | Apr 1, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Stereo:[]For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs. |
May[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.18.13.0 | May 26, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:
Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves. |
3.18.12.0 | May 20, 2017 |
Map Progress:[]
All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc. I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself. Update Notes:[]Additions:
Tweaks:
Fixes:
|
3.18.11.0 | May 13, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming! One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it: Link |
3.18.10.0 | May 6, 2017 |
Map Progress:[]This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting. If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines. My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types. Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again! The goal for next week is to continue new objects, start on the landscape details and potentially begin making new items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.19.1.0 | Jun 24, 2017 |
Map Progress:[]
Everything in the new map is coming together. Next up the polishing steps such as lighting, balance adjustments, story notes, etc! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.19.0.0 | Jun 19, 2017 |
Hawaii Expansion Release:[]File:Hawaii Expansion Update 3.19.0.0.png The community team which created Hawaii has been hard at work on an expansion to the map with tons of new content and locations to discover! It's now available to play and includes 30+ new quests. Update Notes:[]Additions:
Tweaks:
Fixes:
Map Progress:[]This week I finished detailing all but one of the locations on the new map and am aiming to finish that and the spawns next week. |
3.18.15.0 | Jun 10, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]
Flooded portion of town beginning to develop overgrowth This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto detailing the smaller locations. |
3.18.14.0 | Jun 3, 2017 |
New Weaponry:[]Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map Progress:[]This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture. |
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.3.0 | Jul 29, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Upcoming Events:[]Through some weird scheduling that shifted things around it's looking like I won't be home for most of August, so the next update will probably be later in the month. Next week on the 3rd I'm off to Toronto to look at apartments for rent, and then several days later leaving to Italy for a holiday. I'll be getting back home on the 22nd. I'm excited - this is my first vacation since I started work on Unturned 2.0! Around the end of August/beginning of September I'll be making the move to Toronto assuming an apartment is found. (Wish me luck!) While I'm away I think I'll have a hard time stopping myself from still reading your feedback in the evenings, so in the meantime during the break it'd be nice to give you something to discuss: I've been toying with ideas for 4.0. It's been on my mind recently and already I've got tons of features/improvements/changes I'd love to implement but just aren't possible in 3.0 at this point, and I've been catching up with Unreal Engine 4 considering whether it might be a good match. My hope is that the quality jump from 3.0 to 4.0 would be even bigger than the leap from 2.0 to 3.0 considering how much I've learned over the past 3 years. Note that I have no plans to begin 4.0 yet, and even if we were to go ahead with it there are many more updates to 3.0 planned. What are your thoughts on all this? I'm curious to see your response and especially if you have wishlists for 4.0 - nothing's off the table and if everyone's interested I might put together a new Trello board for 4.0 to group all your suggestions. |
3.20.2.0 | Jul 22, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Serverside Workshop Content:[]Server operators can now automatically update the workshop content on their servers rather than downloading it manually. To make use of this you can put together a list of workshop file IDs (e.g. [4190, 8265]) and save it in Servers/YourServerID/WorkshopDownloadIDs.json. |
3.20.1.0 | Jul 18, 2017 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Feedback:[]Thank you to everyone who's been posting feedback and bug reports around Germany! I've been trying my best to read through all of it and as always it's been a big factor in the changes this update. My intention is to focus on more general changes next update. |
3.20.0.0 | Jul 8, 2017 |
Germany Map:[]
The new Germany map is finally here and available to play under the Official maps tab! Germany is a new large sandbox survival map trying out several gameplay twists. It's more vertically oriented than any previous map with medium cliffs in the East blending into towering mountains in the West. It's more spaced out than Russia and has increased military presence similar to Washington including Coalition encampments. For the first time the military is using a mix of Military and Ranger grade weaponry. It also makes use of the features I've been adding the past couple months through areas like a submerged town with the most useful loot deepest underwater, cascading waterfalls, a burning crash site with primarily burning zombies, pathfinding for zombies over the city rooftops and quite a few underground locations. 3 Year Anniversary Event:[]Today marks 3 years together on Steam and Unturned's transition out of Early Access! To celebrate anyone that plays over the next 3 days will have a chance to be dropped the Anniversary Gift Bag and everyone who's helped out over the course of Early Access will receive some special cosmetics! These past ~4.5 years have been a crazy journey and I'm very proud to see how far we've come from the first version of Deadzone to Unturned 3.20 now. It's been a pleasure and lots of fun evolving the game this whole time alongside you. It boggles my mind how long some of you have been with me and I can't thank you enough for your support, but a huge thank you nevertheless. This community has changed my life and opened up so many cool opportunities, and I'm incredibly excited looking to the future with all the awesome updates and directions I want to take the game. I hope you enjoy the update and as always I'm eagerly awaiting your feedback to improve Germany! Update Notes:[]Additions:
Workshop:
|
3.19.2.0 | Jul 1, 2017 |
3 Year Anniversary Event Upcoming:[]Next Friday 07/07/17 marks Unturned's 3rd year on Steam! I can't believe it's been so long already. The time has just flown by, I've loved every second of it, and I'm excited to continue working on Unturned in the years to come. As part of the event Unturned will finally be transitioning out of early access, and to celebrate it will be accompanied by the 3.20.0.0 update containing the new map I've been working on these past months! (Spoiler warning!) Click below to watch the trailer for 3.20.0.0: New Map Trailer The main release trailer for Unturned has been updated as well: Unturned Trailer Thanks to the Hawaii team for acting in these new trailers! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.4.0 | Aug 31, 2017 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Busy Busy:[]Thank you for your patience this month while I've been super busy! During the first week I was out in Toronto looking for an apartment, and then on holiday in Italy. The break was a nice change of pace and I'm now refreshed and excited to get back to work! Fortunately we found a great apartment fairly quickly, so this week I've been getting prepared for the move. Over the next few days I'll be driving out to Toronto from Calgary and then setting everything back up there. It's my first time living away from home so it'll also take some time to get furniture and everything. |
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.20.7.0 | Sep 30, 2017 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Development[]This week I've been experimenting with the new character design for 4.x and getting some basic gameplay functional. I'm really excited about the new clothing system which uses meshes rather than textures: Walking with a White T-Shirt and Jeans:
Falling with Black Leather Gloves and Brown Work Shoes:
Another Perspective:
My focus here is really on polishing and quality over quantity. Hopefully this post has been interesting! Next week I'm planning get back to work on some new content for 3.20.8. |
3.20.6.0 | Sep 22, 2017 |
Update Notes:[]Additions:
Improvements:
Fixes:
Development[]This week I also began more seriously planning the foundation for Unturned 4.x. You might have seen some of this on the forum already, and I'm hoping to have further details to share soon. |
3.20.5.0 | Sep 16, 2017 |
Update Notes:[]Additions:
Improvements:
Fixes:
Life Progress:[]The transition to Toronto went well! It's been exciting moving out for the first time and a lot more work than I expected. Mostly everything's settled now aside from some cleaning to do and furniture to get. Thank you for your patience this past month while I was away from the job! I'm hyped to resume work. :) |
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.0.0 | Oct 27, 2017 |
Halloween:[]The Halloween event is now live! You'll find Neuschwanstein Castle and The Liberator have dressed up to celebrate and can get Halloween Gift Presents as drops throughout. It will be available until the next update on the 3rd. Trains:[]On Russia you'll now find a driveable train on the main line! It's the new fastest way to travel in the game - as long as your destination is along the tracks anyway. The goal is to sort out any issues with the train features this week and then in the coming updates to add support for multiple attached train cars (I'm thinking flatbeds so you can build huge bases on the train!) as well as bring them to the other maps. Update Notes:[]Additions:
Improvements:[]
Tweaks:[]
Fixes:[]
|
3.20.9.0 | Oct 14, 2017 |
Hotbar & Bicycles:[]
The first stamina-powered vehicle is now available in-game: the bicycle! These can be found commonly on all official maps except the Yukon and are the first vehicle not to burn fuel. You can ride the bicycle infinitely or hold the sprint key to consume stamina and pedal faster. Your movement/stamina related skills transfer over to bicycles as well! At the bottom of your screen you can now faintly see every item that you currently have hotkeyed. This helps when you use hotkeys for a lot of items but can be turned off in the options menu "Show Hotbar". Update Notes:[]Additions:
Improvements:
Fixes:
|
3.20.8.0 | Oct 7, 2017 |
Dirtbikes:[]
You can now find dirtbikes anywhere you'd find quads before! They offer similar advantages to snowmobiles but in non-snow environments. Update Notes:[]Additions:
Improvements:
Fixes:
Development:[]This week I've been continuing work on 4.x particularly server hosting automation. My goal is to be able to offer and maintain quite a few high quality 64-bit Linux official dedicated servers running the vanilla game. I've also been excited looking into options for save storage - I'm hoping to support a web API save option which will connect to an HTTPS endpoint (configurable by hosts to use custom implementations) and save the data to databases. This would also have the benefit of potentially keeping progress between servers akin to 2.0. |
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.21.4.0 | Nov 25, 2017 |
Update Notes:[]Additions:
Tweaks:
Fixes:
4.0 Development Progress:[]Earlier this week I put up a blog post describing recent progress on 4.x. You can find it here if you'd like to give it a look: |
3.21.3.0 | Nov 18, 2017 |
Trunk Storage:[]The long, long requested trunk storage space has finally arrived! You can access it underneath the usual vehicle menu controls like door locks and passenger seating. I did my best to add it to every vehicle, but there are quite a few so some tweaking might be required. Update Notes:[]Additions:
Tweaks:
Fixes:
Next 4.x Devlog:[]Lots more progress this week! I've been excited seeing your responses to the first Devlog and taking into account all your feedback at this early stage. The next post will probably be sometime next week - moreso timed around milestones than weekly. |
3.21.2.0 | Nov 11, 2017 |
Update Notes:[]Additions:
Tweaks:
Fixes:
Discord Integration:[]Unturned is in the first wave of games with Discord Rich Presence support! The Discord API has been integrated into the game to show friend status, sending invites and joining lobbies or servers through the Discord client. |
3.21.1.0 | Nov 4, 2017 |
Update Notes:[]Additions:
[/teleport wp]
Improvements:
Tweaks:
Fixes:
Development Progress:[]I've been really excited this week starting to get the gunplay working for 4.x and all the new effects: you can hear shells as they bounce off nearby walls/floors, the parts on the guns like the charging handle move when you pull them, you can see the dropped magazine fall from the gun and the new one in your hand as you insert it - and many more. There's still lots to do in this department but I'm hoping to have a video demonstration presentable soon! |
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.23.1.0 | Dec 31, 2017 |
Greece Patch Notes:[]Additions:
Tweaks:
Fixes:
Happy new year from myself and all the curated map teams! |
3.23.0.0 | Dec 25, 2017 |
Welcome to Greece:[]It's a holiday miracle: a brand new large survival map set in Greece from the team that brought you Hawaii!
Now available to play in-game, Greece is launching with a completely different architectural style to any of the other maps and NPCs right out the gate! This is only the beginning as well - you can expect an expandalone arena map set on the nearby isle of Cyprus and the full NPC questlines coming in January! If you'd like to support the team behind this map and get your hands on some stylish Greek cosmetics check out the: Greece Mystery Box on the Stockpile As with every Unturned project your feedback is much appreciated and critical to its direction, so please be vocal with your thoughts, suggestions and ideas! You can e-mail the team directly at [modz2much@smartlydressedgames.com modz2much@smartlydressedgames.com] or post on the Greece-specific Steam subforum, but chances are they'll see it no matter where you post. Update Notes[]Additions:
Improvements:
Tweaks:
|
3.22.1.0 | Dec 16, 2017 |
Holiday Update:[]Winter is coming to Germany! Festive Germany is now available featuring the Coalition's decorations prior to their downfall and blizzards to spice things up. You can also dress up for the holiday season with several curated cosmetics now available on the Stockpile, and the Holiday Gift Present now dropping with a special new skin. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.22.0.0 | Dec 9, 2017 |
Bunker Arena Timed Curated Map:[]
Danaby, the creator of several popular arena maps on the workshop, has just released his latest creation: Bunker Arena! It's now available in the official pool of arena maps so hop on a server and battle to the death! If you'd like to support Danaby in his creation of future maps you can check out the Bunker Arena Bundle on the Stockpile - get it quick, those items are available for a limited time only. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.21.5.0 | Dec 2, 2017 |
Blimps:[]You can now find blimps anchored at Kent Raceway in Washington ready to spectate the race!
They're the first air vehicle in the game that remains at their set cruising altitude without a pilot. You exit the blimp on top which makes it easier to build on. Update Notes:[]Additions:
Tweaks:
Fixes:
Development Progress:[]Admittedly this patch is pretty small - most of my focus has been on 4.x this week, however there are some fairly big exciting updates to 3.x planned for December and January coming up! Since I've been working on boring stuff e.g. controller support, AI, menus, custom editors, etc the next devlog will likely be someday the week after next. |
2016[]
December[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.17.11.0 | Dec 24, 2016 |
Steam Awards 2016:[]Unturned has been nominated for the "I Thought This Game Was Cool Before It Won An Award" award alongside Starbound, Euro Truck Simulator 2, Stardew Valley and Paladins!
Edit: Voting for this award has now closed. Congratulations to the developers of Euro Truck Simulator 2 for winning the award! Huge thanks to everyone who voted for Unturned in the nominations and this final round, I never imagined Unturned would be in the running for an award so this is absolutely mind blowing! Regardless of whether or not we win the award, I'm very humbled by all your awesome support and proud to see Unturned in the company of these other amazing games! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Foliage Upgrade:[]All of the official maps have been converted! Check out the shoreline of Russia and the overhangs especially, I'm really happy with how it looks now. For a full rundown of the benefits of these improvements check out the Foliage section of last week's post. Note that the old Ultra grass setting is about equivalent to somewhere between the new Medium/High settings, so you might want to tune it down. Enabling the scoped foliage option can also be expensive because it requires loading and drawing 2x as much grass. If your GPU doesn't support instancing Unturned will show a warning next to the grass setting to let you know you probably don't want to enable it, although my guess is that if you were in that case you probably didn't have it enabled in the first place. |
3.17.10.0 | Dec 17, 2016 |
Edit regarding unable to open Steam overlay:[]The improved BattlEye security this update has made it harder for cheaters to break into the game, but it's also had the unexpected side effect of blocking the Steam overlay due to the order in which Unity starts up the game. Unfortunately this means it can't be fixed from within Unturned itself in a patch, but we've come up with a few ideas and hope to have it working properly again for the next update. Edit: This has been fixed in the 3.17.10.1 patch. Festive Update:[]Russia has frozen over for the winter! It's cold enough that a swim is an easy way to freeze yourself, but on land you should be fine - aside from the restricted visibility! The Festive Gift Present is also dropping again with some new skins and elf outfit, although at a 50% chance rather than the usual 100% because the event is longer than previously. A few curated workshop items were accepted this week, but there will be another wave next week so get yours in as soon as possible if you're working on a holiday themed item! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Trees:[]TL;DR: Try out "New Trees - Blending Off" with wind quality "Low" and see if your computer can handle it! You might remember a bit over a year ago I experimented with some alternate appearances for the trees which got everyone excited, but this week I actually upgraded every single tree and got them into the game! There are two graphics options related to these: tree quality and wind quality. Legacy tree quality will use the original models. Blending off uses the new models, but with sharp transitions between LODs, whereas blending on smoothly grows out tree details as you get closer at a significant performance cost. Changing tree quality requires a game restart to take effect. Using the old tree models will still use the new tree hitboxes, however. Wind quality is the bigger peformance drain. Low is equivelant to the old windy foliage setting, but won't apply any wind to the new tree models. Ultra looks really fantastic especially in very windy conditions like in a storm or next to a helicopter hovering - the trunk bends to the wind, branches swaying slightly and leaves rustling. Comparison picture:
Grass/Foliage:[]TL;DR: If your GPU supports instancing check out the higher performance/quality grass on Devtest4! Note that the new grass wind/displacement shader isn't properly finished yet, however. This is where I spent most of my time this week, rewriting the grass/foliage system. The current maps PEI, Washington, etc all use Unity's built-in terrain grass (Devtest4 is using the new system), but this rewrite is a big upgrade in every way: The old grass has a significant FPS stutter when a new camera is enabled (equipping a scoped weapon) and when moving around the terrain, which are no longer present in the new one. Foliage information occupies only a small amount of memory and is streamed in/out on a separate thread as you travel the map. Rendering is done with hardware instancing, although note that this means grass performance will likely be worse than before for you if your GPU doesn't support instancing (and much better than before if it does). You can check the instancing performance difference with the foliage.force_instancing_off command. Another limitation of the built-in terrain grass was that it could only be placed/baked onto the ground, but now the new grass will automatically be generated both on the landscape and any surface with foliage information like the grass meshes used for overhangs or above tunnels/caves. Foliage baking rules are also much better than before where each surface (terrain material, object) references a foliage collection asset which contains a list of different foliage asset types like grass, rocks, bushes, trees, etc which then can each have different rules about where/how they are placed. Those classes can also be extended for very customized situations. The next terrain upgrade will focus on:
If you try baking foliage in the devkit on a custom map it will currently freeze up for a while, but don't worry it hasn't crashed. A future update will add a progress bar for this. |
3.17.9.0 | Dec 10, 2016 |
Edit for 3.17.9.1:[]There was a very confusing bug in multiplayer after the update came out where your character would bounce up/down while playing on a server, so I reverted the update while hunting it down. Unfortunately I didn't run into it while testing because of an option I had enabled on my server. It turned out that due to the bayonet fix the input packet was getting corrupted such that the server thought you were holding the jump key, so your player was rubberbanding to match the server's bunnyhops! :) Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Landscape:[]This week I completely rewrote the landscape features as the first half of a big improvement to the terrain systems/visuals - the next half (foliage/trees) hopefully being ready to go next week. I've put together a little demo on the Devtest4 map if you'd like to check some of these improvements out: Terrains can have caves/holes in them now by creating a LandscapeHoleVolume from the type browser. Previously underground areas on maps were large pits in the ground covered by meshes, so I'm really excited for the potential to create metro systems that connect multiple cities, underground cave networks, sewers, etc! This feature works with the old non-devkit terrains as well, so you don't need to upgrade your map to take advantage of it. Landscapes are composed of tiles which can be expanded in any direction, so your map doesn't have to be square and if you have an idea for a new location you can just extend your map. Tiles can also be deleted. Each tile can have up to 8 different terrain materials instead of the global 8 material limit previously, so a map can have many different biomes with different textures for mountains, swamps, flatlands, etc. Materials are added automatically when painting, but if you hit the 8 material limit you can select the tile and remove one to free up a slot. I've also really improved the sculpting/painting tools and they have a few features I haven't seen in any other terrain editors like eyedropping materials. If you want to try your hand at landscape creation open a map in the devkit, add a Landscape from the type browser, open the Landscape Tool from the window list and click in an empty space to add a new tile, or just open the Devtest4 map. Automatically converting old non-devkit terrains to the new system is supported in the tile menu, but although your material placement is preserved it can't automatically link the material assets. I need to improve and add some more features to the inspector before this becomes easy, so I'd recommend on holding off upgrading your existing maps until I upgrade the official ones. |
3.17.8.0 | Dec 3, 2016 |
Additions:
Improvements:
Tweaks:
Fixes:
BattlEye:[]This week we're up to ~8,600 bans, (~1,200 more than last week) so it looks like the cheaters are starting to give up! If you've been getting an "Unsupported Modules" BattlEye kick you'll need to remove any folders other than "Framework" and "Unturned" from your Unturned/Modules directory. In the future as modules become more stable I'll likely open up to signing popular ones so that they are compatible with BattlEye. Devkit:[]Everything is slowly coming together! Probably the biggest inheritance chain "ItemGunAsset" is now converted to use these new systems, so you can modify/create guns in the inspector without going through the files - however it's unpolished, messy looking and not very easy yet. The plan is also to make specific tools for some types for example a dialogue tree editor (wish I had that when working on the Liberator!) The Ace is the only item currently using the new format, so any bugs with it are probably down to a conversion issue. I'd suggest checking the tool out, but don't rely on it yet. Unturned will load the new .asset files over the .dat files, but your existing .dat files are preserved so if conversion goes wrong you can delete the generated .asset file. I'm very pleased to see the improvements between the old and new selection/transform tool so far, I feel like it shows I've learned a lot along the way. The old one uses a bunch of hacks to apply the transformations, whereas the new one properly does the math. You can also snap when dragging on a plane with the new one, while the old one would lock it to the 3D grid. When rotating it's now based on your mouse movement along the circle tangent, even when the circle plane is perpendicular to your viewpoint. There's also a visualization of your snapping intervals and console commands to adjust the handle sensitivity and size on your screen. Unity Update:[]The most visible change in this upgrade should be that those cases on huge maps where the shadows could flicker should hopefully be toned down or gone thanks to their new higher-precision shadow depth buffer. Water Sorting:[]Previously you could see glass in windows underwater from quite aways away - now that shouldn't happen. By default in Unity transparent objects are sorted by distance to your viewpoint, so with water being so big usually the transparent meshes underwater were considered closer and drawn first. Now Unturned keeps track of most transparent materials and splits them based on which side of the water they are on. |
November[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.17.7.0 | Nov 26, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
BattlEye Anti-Cheat:[]Another week and we're up to ~7,400 confirmed cheaters banned! Radio:[]Right now the Walkie Talkie broadcasts on all frequencies, but in the future selecting a specific frequency and listening for radio through car stereo or placeable radio are on the roadmap. Devkit:[]I made quite a bit more progress on the editor revamp this week in a lot of different areas, the most visibly different being that you can load up a level with the new editor now and check out the terrain/selection tool visuals (press R to resize brush for now - much nicer than UI slider) and the movement is better suited for big maps (scroll wheel to change speed) as well as features like panning. My goals for next week are to work on cleaning up these features, adding the new input system (mainly for controller support) and starting to make the editor functional with the asset editor, saving/loading and some basic level editing. There were a lot of frustrated comments last week concerning this new focus on improvements, and while some of these improvements aren't as much fun to work on as for example new content I really do believe it's the right thing to do to make the game so much better for the future. As you saw with the Hawaii teaser on Tuesday, even with me focused on features (which will benefit the Hawaii map too in this case) there's still awesome content on the way! Translations:[]I've written a replacement for the localization system which is now in place for the new editor, and will be phased in over time. It solves the main issues with the old system:
|
Postcard from Hawaii | Nov 23, 2016 |
Today I was checking my inbox when I came across this postcard from the community modding team who helped work on the Russia map!
We're trying something a bit different this time - everything in Hawaii so far has been made by Rain, Spyjack, Mooki2much and Gamez2Much. I'll be involved for the last stretch making sure everything fits the artstyle, but other than that the project is being led by G2M! The plan is for the map to come out once they feel it's ready for community playtesting, and they'll be able to release updates/refinements based on feedback. Their team has put together some screenshots and teasers of what they're working on, so if you're okay with a few slight spoilers you can read them here: If you're working on a similar community project and would like to find more information about getting it considered for an official update check out the guide here: |
3.17.6.0 | Nov 19, 2016 |
BattlEye Anti-Cheat:[]One week in and BattlEye has permanently banned approximately ~3,700 confirmed cheaters! BattlEye's been hard at work on improved custom detection features for Unturned and there's been a lot of progress on flat out blocking most current cheats. You can check if a cheater you suspected is BattlEye banned by the "Game Ban" visible on their Steam profile. Also note that if you skipped the BattlEye install step you can still run Install_BattlEye.bat in your Unturned/BattlEye folder to set it up! Roadmap:[]You might have noticed the last couple updates have been more focused on improvements than new content, and that's the direction I'd like to really go in for the next bit: upgrading/rewriting existing features, better graphics, expanding gameplay depth and as an indirect result improving performance. The first thing I think needs an overhaul is the editor: if you've played 3.0 for a while you know it's essentially the same as 2 years ago when it first launched. The goal is to make it extensible, streamline mod creation, give creators more control and add new tools to open up to higher quality future content - for example the next official map I create. I do realize the editor changes aren't going to be particularly interesting for anyone who doesn't use it, so going forward I'll add some fun new content with each editor update as well. Not to mention that the next community update map is coming along well, more info on that very soon. From the editor upgrade I'd then like to start on revamping gameplay features e.g. repairing individual parts of vehicles like shot out tires, making item color a property of the item so that you can dye clothes or paint your bases, adding electrical wiring and power consumption, etc. There's a huge variety of updates to-do here, for the full list check out the Trello page: Update Notes:[]Admittedly this is a boring update, as mentioned above in the future I'm going to try and better balance fun/new content with important improvements. If you press the terminal key you can see some of the editor features I started like window docking, partitioning, tabs, context menus, etc although a lot of what I worked on this week isn't visible yet. The inspector might already be slightly useful - you can double-click an asset file in the asset browser to view all of its properties/fields. Additions:
Improvements:
Tweaks:
Fixes:
Asset GUIDs:[]Right now with many mods installed you've probably run into ID conflicts. This instead will automatically assign a unique ID when your asset is loaded to prevent that, but it requires re-uploading your mods to the workshop so that there is a centralized agreed-upon ID. Multiplayer is setup to build a GUID <-> UInt16 table after connecting, however it will be a while before each system uses GUIDs instead of the current IDs. |
3.17.5.0 | Nov 12, 2016 |
BattlEye Anti-Cheat:[]Bastian [the founder of BattlEye] and I have been back and forth about integrating it for absolutely ages, and today I'm very happy to say BattlEye starts a trial run in Unturned! Because of how Unturned cheats work it should be able to completely block them, meaning all servers running BattlEye should become almost cheater free! The trial run will last a month where we'll be making sure it's effective, fixing any issues related to it and getting an idea of the average traffic to BattlEye's backend servers. Note that pricing is dependant on player population, so fair warning: it might become a Gold Server only feature. Most of my time this week went into debugging Unturned BattlEye [First Unity/C# game using it!] so there's not much new content, but as a result I'm relatively confident it's stable. Serverside modules/plugins [e.g. RocketMod] should be compatible, but if you want you can disable BattlEye on your server by setting BattlEye_Secure to false in Config.json. Clientside modules, however, require that you select the alternative launch option in Steam "Play without BattlEye" because clientside modules can be used as cheats. Note: You might need to restart Steam to get the new launch options! If you accidentally cancel the BattlEye installation or want to uninstall/reinstall it you can run Install_BattlEye.bat or Uninstall_BattlEye.bat in the Unturned/BattlEye folder. Update Notes:[]Additions:
Tweaks:
Fixes:
Terminal:[]To start experimenting with the Unity 5 UI system [which I want to use for the editor upgrade] I added a terminal window which can be opened by pressing Tilde [~]. Let me know what you think of this graphics style! Right now the only thing it's really useful for is requesting serverside BattlEye logs with sv.request_battleye_logs, but in the future I want to move all commands/input/output into it. For example, "give eagle" would do this nice popup filtering item names that start with "eagle". |
3.17.4.0 | Nov 5, 2016 |
Edit for 3.17.4.1 Patch:[]Aside from fixes this patch also adds an option to enable/disable Skybox Reflections, unfortunately this is lower performance compared to the previous method, but that didn't work outside the editor. With these updates changing so many core features I think we'll start using the preview branch again soon to avoid breaking the public version. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Modules:[]This week I've started taking the first steps toward a modding API for Unturned! It's going to take a while to refactor, clean up and document everything, but when it's done there'll be the potential for all kinds of awesome mods that would've been impossible before. In the meantime the biggest change is in relation to RocketMod. Sven, the creator of RocketMod, has been doing an amazing job opening Unturned's serverside up to plugins the past couple years with a wrapper that takes care of all the nitty-gritty, and this week we converted Rocket to use this Modules feature - although this week is a transition period so the main version will still use a patched assembly. This is great if you're a server owner using Rocket because installing is as simple as copying Rocket to the Modules folder, you can still play the game normally with Rocket installed and if nothing breaks you won't necessarily need to download the new version of Rocket after each update. Graphics:[]There are quite a few new graphics options in this update, so I thought it might be helpful to write out exactly what they do so you can make an informed decision on whether to turn them on/off:
Reflections:[]If you've created custom models for the game you might have noticed reflective materials showed up black, now at the very least the skybox is captured when the lighting is updated. If reflection quality isn't off then screenspace reflections will be visible as well. I've experimented with a variety of reflection settings for the official models but haven't decided yet (Should cars be polished shiny, how does that line up with the apocalyptic environment?), but you can now properly use it too! |
October[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.17.3.0 | Oct 29, 2016 |
Halloween:[]In celebration of Halloween until the next update you will now get dropped Halloween Gift Presents filled with free costumes, and can visit the Liberator to find the crew all dressed up! The biggest wave yet of mostly spooky curated workshop items was also accepted and now available on the Stockpile if you'd like to take a look: The most exciting bit for last however: there's a new secret achievement to solve, much more complex than the first! In my opinion it's a lot fairer (no localchat puzzle), so no hints this time! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.17.2.0 | Oct 22, 2016 |
Edit for 3.17.2.1 Patch:[]To help the lower spec computers I've brought back the option to use forward rendering, but it's not recommended. Decal objects will be converted to a flat plane when swapping between modes. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Deferred Decals:[]It was a bit of a nightmare to get everything working with them, but as far as I can tell the only issue now is a slight lighting difference with Use_Skybox_Ambience. Now that we have SMAA I think keeping forward rendering around alongside deferred isn't worth it considering the benefits of deferred, for example these decals or screen-space reflections (which I'll be swapping out for the planar reflections soon since I want to support arbitrary water placement). Decals are great because there's no gap between the old flat geometry and the surface, and they can "wrap" around curved faces. For modders to allow decals to show on your models you will need to set the least significant bit in the stencil buffer to 1, or use the StandardDecalable shader found in Unturned/Bundles/Sources/Examples. I decided on making the decalable feature opt-in rather than opt-out because objects that shouldn't get decals receiving them look far stranger than not. |
3.17.1.0 | Oct 8, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
NPCs:[]In the next NPC update I'll be working on a quest tracking feature so you can view quest goals outside of the info screen, the traitor uncovering/rescue questline, looking into "bossbattle" zombies e.g. go to a specific area to defeat electric megazombie and putting up documentation on all the NPC features. For mod creators I forgot to mention in the last post: You can press the End key in the appearance menu to copy your character details to the clipboard for creating NPCs, and the same in-game to view all active flags and values. There's also a "Flag" command to set a key/value for testing. Bit of a heads up: for the first time in I can't even remember how long there won't be any sort of update next week - I'll be away at the "Steam Dev Days" conference! |
3.17.0.0 | Oct 1, 2016 |
NPCs:[]This week I improved and expanded a lot of the NPC features, added the ability to have objects tied to quests e.g. fixing the map's radio towers, added the Liberator/new objects to Russia and got started filling it with characters/quests. If you do visit the Liberator there are several interesting quests, but be warned it feels very empty without all the dialogue complete/missing characters. Going forward I'll be adding the rest of the core quests/dialogue, of which I have some ideas I'm pretty excited about like uncovering a traitor and solving a murder mystery. Then the side characters will come in to fill things out (for example the guards will instruct to visit the Captain when you come aboard, address you by your rank and keep a close eye on low rep players). I also want to give the Scientist character some unique rewards to research as you help out to reward trying different quests, so you'll come to him after doing a few quests and get a blueprint for maybe a bayonet or 4 barrel shotgun. If you want to get started with NPCs in your own map you can check through the official content for examples, although there are 3 currently unused condition types: Skillset, Kills_Zombie and Kills_Horde and 1 unused reward type: Item_Random (takes a spawn table ID). All of the character, dialogue, vendor and quest files are in the Unturned/Bundles/NPCs folder, and don't require Unity to modify or create new ones. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
September[]
Version | Publish Date | Additions and Changes |
---|---|---|
NPCs Progress Report | Sep 24, 2016 |
This week I've been working on the backend/functionality for NPCs and I'm quite happy about the amount of progress so far! Characters are created with a new object type where you specify all the clothes, gear, equipped items, hair, etc you want them to have and then can be placed in the level editor. They have plenty of unique idle animations, look around, inspect their items and will look at you when you're standing next to them or talking to them so they aren't static like most objects! You then create a Dialogue which will be opened when the character is spoken to. The dialogue contains a list of potential messages for the NPC to say, and a list of clickable responses which chain together more dialogues. The text is animated and can have pauses inserted for emotional moments, although it can be skipped with F or disabled entirely in the options menu:
Now here's where it gets interesting: Every message and response is optionally given a list of Conditions and Rewards. Conditions limit when something can happen for example the player has to have the Police skillset, or their reputation has to be less than -20, or they need a special access pass item they were given from a quest. To give you a lot of options with this there's a Flags system which is stored per-player and can track information for you like the player's karma with a group, whether they said something to someone or how many times they performed an action. Most NPCs will use this in one way or another, but the biggest I have planned is to allow you to rank up through the Coalition as you do more quests to help out. Rewards then allow you to give the player items/experience/reputation and/or set these flags which can then be checked by conditions. The Quests system is built on top of these Conditions/Rewards, and can be given to the player as a reward. There is a new list in the information tab which shows all of your quests and lets you inspect them to check your progress:
Another main thing I did this week was bring back the reputation system. It's now determined by who the aggressor was: if you attacked first your rep will decrease and vice versa. You can also boost your rep by healing other players. Reputation is shown in the chat, playerlist and when looking directly at someone, and is titled/color coded as their score gets larger. Unfortunately it's tricky to determine whether a kill was offensive/defensive, so if this doesn't work out very well it can easily be adjusted more similarly to 2.0. The rest of today and probably a bit on the weekend I'll still be polishing up these features, for example adding item icons to the quest details, fixing bugs, improving the UI and more options for conditions/rewards. My goal/plan for next week is to start on the actual content with an NPC base in the waters of Southern Russia for 3.17.0.0 next Friday! |
3.16.4.0 | Sep 17, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Buildables:[]To help make the world feel more alive you can now place buildables from the level editor! This opens up several options such as fortifying a location for part of a map's story, while still keeping it available to destroy and build a custom base. While building in-game if you have the camera tools available you can now use the editor tools [F6] to get precise snapping and alignment just right, and work on creations that would usually be blocked. Pro tip: use Ctrl+B and Ctrl+N to copy paste positions/rotations to perfectly line up items like kitchen counters. NPCs:[]Yesterday I finally got started with NPCs! Right now the plan is to have a safezone out of the way on some maps where you can choose to visit and interact with the them - i.e. it's completely optional and you won't be running into AI bandits in the wild. I think it might also be a good reason to bring back the reputation system, where keeping a good rep is required for getting quests/trading (not offloading junk, more like the gunsmith is looking for high tier attachments/weapons) with most NPCs, and others a bad rep. Rewards for quests I'm thinking would include things like specially boosted weapons, otherwise unobtainable items and blueprints to craft modified items. Definitely this is very different for the genre, so I'll be keeping an extra close eye out for your suggestions/feedback. Personally I'm hopeful it will provide a lot more singleplayer and PvE content. |
3.16.3.0 | Sep 10, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Unity Upgrade:[]The biggest timesink this week was getting everything working again with the new version of Unity, and for the most part it's all fixed up as far as I can tell, but there are a few important changes for mod creators:
Item Filters/Tags:[]Valve has added support for filters in the market/inventory! I know this has been frequently requested so I got them enabled as quickly as possible - the inventory page should show them all, but it might take a bit for all the market filters to update. Right now the rarity/mythic tags aren't color coded, but once that feature is available I'll make sure to enable it as well. |
3.16.2.0 | Sep 3, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Server Info:[]Now when browsing the server list you can click on a server for more information about it before joining. If you host a server you can also include some extra details by setting a URL to a .png or .jpg icon and a short description in the Config.json file. Config:[]Options such as hitmarkers, crosshairs, ballistics and maps are now available in the gameplay config section, and zombie speed in the zombies section. There's also a new feature to prevent repairing higher tier weapons. Performance:[]The most notable optimizations are many repeatedly created elements now getting pooled/reused, and much more aggressive automatic batching (some mods might need to tweak their texture wrap settings due to this), but several other features were improved as well. From here the next step I hope to take is upgrading to a more up-to-date version of Unity, although this is made tricky because of a physics change between 5.2 and 5.3 affecting many of Unturned's features. |
August[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.16.1.0 | Aug 27, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Community Update Guide:[]Following the release of Russia I've put together the start of a guide based on what I learned from teaming up with workshop modders to help open up the opportunity for others, and I'm very excited about the potential for a few 100% community created updates! It will be adjusted over time to cover more aspects as feedback comes in. Here's the link: Russia Map Crash:[]If you are experiencing a crash while loading the Russia map then judging from submitted log files it's quite likely Unturned is running out of RAM/memory! In most cases this is due to preloading large amounts of workshop content - so as a temporary workaround you can unsubscribe from extra workshop files. Object IDs:[]If you have custom objects in your map chances are you've run into some ID conflict issues before. Maps saved after this update will now only use the ID as a backup |
3.16.0.0 | Aug 20, 2016 |
Russia Map:[]
The map you've all been waiting for is finally here - Russia is now available to play! Russia is Unturned's new largest map clocking in at 4x the size of PEI/Washington/Yukon giving you tons of room for bases and exploration, and through its tiered loot progression provides an interesting blend between survival and combat. Many of the new gameplay features from the past couple months have been designed with this map in mind as well, for example the best items are hidden away in the new radioactive deadzones giving reason to loot the lower portions of the map for gasmasks/filters. It's also been a bit of an experiment: until now Unturned's development has been entirely solo, but for this project I worked together with several community members popular for their workshop submissions to help on the map. This has proven a very interesting experience, and in the near future I'll be putting together documentation/tips/rules based on what I learned through the process so that this can be expanded to more community-created updates! Thanks to Justin "Gamez2much" Morton and Mitch "Sketches" Wheaton for their work on the map itself, Alex "Rain" Stoyanov for creating many of the new driveable vehicles and Amanda "Mooki2much" Hubler for several objects/houses. If you are enjoying the map and would like to support these creators consider checking out the new Russia Mystery Box! Rather than requiring a key to open, this mystery box is purchaseable for the same price as a key (the proceeds of which are split with the creators) and will probably remain on the stockpile page unlike the normal dropped mystery boxes. On that note: the Hot Mystery Box has been removed from drops and replaced with the Arms Shipment Mystery Box which contains skins for all of the new guns introduced in the Arms Shipment updates! Update Notes:[]Additions:
Tweaks:
Fixes:
Note: The creator of Rocket mod (Sven) would like all Rocket server hosters/admins to know that kicking suspect accounts is now enabled by default, but can be disabled in the Rocket config. |
3.16.0.0 Teaser Trailer | Aug 17, 2016 | |
3.15.13.0 | Aug 13, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map:[]Again this week I was mostly working on the new map, apologies for the filler update. As expected more required objects popped up alongside final steps like spawn tables, but everything's coming together so I think it's safe to say you'll be seeing more about the new map very soon! |
3.15.12.0 | Aug 6, 2016 |
Arms Shipment Part #2 of 2:[]Russian survivors have recovered a key military storage depot housing a huge arsenal of Russia's finest weapons, and have begun shipping them out to share with the Coalition. This week the full arsenal of newly uncovered weapons is deployed in Coalition airdrops! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Landmarks:[]A few large objects which need to be seen from extended ranges are now rendered past the view limit with the Landmarks option. Modders can add a super low LOD version of their objects named "Skybox" to take advantage of this feature. In the future I'd like to upgrade all large objects and trees to use it. Map:[]This week the update was mostly ready to go last weekend, so I've been powering through another ~90 new objects wrapping them up aside from whatever few miscellaneous things are required when finishing the level. On that front the map itself is coming along quite nicely, not too long away now! |
July[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.15.11.0 | Jul 30, 2016 |
Arms Shipment Part #1 of 2:[]Russian survivors have recovered a key military storage depot housing a huge arsenal of Russia's finest weapons, and have begun shipping them out to share with the Coalition. Starting today Coalition airdrops now contain the first half of these newly uncovered weapons! Next week the second half should be ready for deployment. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Map:[]As some of you may know these new guns were actually worked on/found in the files over the last two weeks. Previously when fully focused on working on a new map the updates were paused while everything came together, but this way there's still something new and fun to check out. In reality the majority of my work this week was on more new objects:
|
3.15.10.0 | Jul 23, 2016 |
Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Acid Zombie:[]You can recognize this new zombie by the cyan acid foaming around its mouth. If you don't take care of it quickly enough you might find your exit path blocked by a burning puddle of acid! Supply Drops:[]When you hear the roar of a massive plane's engines you might want to turn to the sky to try and spot if it's a dropship! If you follow it you'll see a care package dropped out of the rear cargo hatch parachute down loaded to the brim with high-tier loot. The frequency of these airdrops can be setup in the config events file, and the airdrop command will force trigger one. Friendly/Hostile Senties:[]The new friendly sentries can be used to create a safe public space because they only shoot players who pose a threat by for example having a weapon drawn. On the opposite end of the spectrum the hostile sentry is much better than the neutral one for interior base defense because it is absolutely merciless. |
3.15.9.0 | Jul 16, 2016 |
New Zombies:[]
The zombies have got some new abilities! Keep an eye out for the Flanker zombies which can stealthily attack you from behind, and the Burner zombies which explode in a burst of flames spreading to other zombies. The Mega zombie has also realized he's strong enough to tear concrete right out of the ground for use as a projectile - so you're no longer safe just out of reach! Mind you this is only the beginning... Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Viewmodel Preferences:[]You can finally customize your viewmodel! I've elected to hide it away from the option menus however, as changing from the default settings will reveal issues in the animations especially with a high FoV. Tweak at your own peril! VR Level Editor:[]Rather frequently Vive owners have been downloading Unturned for the VR mode (quite reasonably) assuming it's the main game, and are disappointed to learn it's currently only for the level editor. It's also annoying for non-Vive owners having the SteamVR category and SteamVR launch options. To help with these I've disabled the VR support info from Steam, and added more in-game information about launching it from the editor menu. While all recent editor upgrades have been applied to the VR version as well I do still want to do some VR specific upgrades, for example adding physical tools and a toolbox to carry them in, but judging from the negativity surrounding the initial VR update these should be prioritized after the core game's development has settled down. |
3.15.8.0 | Jul 8, 2016 |
Anniversary:[]Today marks 2 years since Unturned launched on Steam! To celebrate this anyone who plays will get dropped the Anniversary Gift Bag which contains a bunch of party hats and a new mythical. It's been a lot of fun working on the game this whole time. I hope you've enjoyed playing it! Thank you for all your support, and I'm looking forward to more awesome updates! :) Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.15.7.0 | Jul 2, 2016 |
Additions:
Improvements:
Tweaks:
Fixes:
|
June[]
Version | Publish Date | Additions and Changes |
---|---|---|
3.15.6.0 | Jun 25, 2016 |
Tanks:[]
Yes - you can finally drive the tanks found around PEI and Washington! On PEI you can find a tank at Confederation Bridge, or at the destroyed tunnels on Washington. If you manage to loot some tank shells you can use the tank's turret, but keep an eye out, as you're very exposed in the gunner's seat! Tank missiles are similar to rockets, but travel faster and drop less. The new turret system is also very generic for modders, so features like rear-facing guns on a biplane or missiles on an attack helicopter are possible. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.15.5.0 | Jun 18, 2016 |
Additions:
Improvements:
Tweaks:
Fixes:
Gasmask:[]The trend toward more challenging deadzones continues: gasmask filters are no longer infinite and need to be kept track of as you loot a deadzone. Previously wearing a complete biohazard suit would protect you from the radioactive waste, but now the gasmask or biohazard hood are the key items acting as a higher capacity buffer to your immunity. When wearing a mask with depleted filters you can equip a new filter and screw it on to replace the old one. On future official maps the endgames will be in the deadzones, so you'll need to collect filters and quickly get in and out in raids with your team. Streamer Mode:[]If you are streaming the game and running into issues with viewers stalking you there is now an option called "Streamer Mode" intended to prevent this. When enabled it prevents joining you through Steam, hides server info from the loading screen and pause menu, player icons from the player list and replaces player names based on Steam ID. You can customize the replacement names used by modifying the file "StreamerNames.json" which can be cool for putting viewer/subscriber names in-game with you. |
3.15.4.0 | Jun 11, 2016 |
Ballistics:[]
Scope sway, bullet drop and bullet travel time have been added! You can steady your scope by holding your sprint key. Dedicated snipers now have slightly longer range with a faster muzzle velocity than all other weapons, and their stats have been adjusted to prevent quickscoping while allowing you to track the bullet through the air to adjust for drop. Suppressors slightly decrease muzzle velocity causing a bit more bullet drop, but even more so with internally suppressed weapons. By default all guns will use the default ballistic values with Ballistic_Travel set to 10.0, Ballistic_Steps as Range / 10.0 rounded up and a Ballistic_Drop of 0.002. Deadzone:[]
Zombies in deadzones now explode in a radioactive mess when killed! This means you need range on these zombies, so melee combat isn't an option. The intention is that any future official maps will have high quality rare loot in heavily protected deadzones, and several upcoming changes will work towards making deadzones more challenging. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
|
3.15.3.0 | Jun 4, 2016 |
Sentry:[]
You can now defend your base while offline! The sentry turret will keep a watchful eye out as long as it receives power and ammunition, and if it spots a hostile player or zombie it will begin peppering them with gunfire. It will not shoot people in your group or handcuffed survivors, and will suspiciously track enemies with their hands up. Similarly to the weapon rack you can mount a firearm in the turret's clamp to arm it. This means the turret is more effective with better weaponry, and makes the light machine guns more useful. Keep in mind that the turret cannot reload on its own, so it can be a good idea to routinely check up on your defenses and refill ammo when necessary. The sentry does have its drawbacks however: it has a lower firerate and accuracy than a human survivor, and will only scan a short area in its field of view allowing bandits to sneak up behind it. Likely the game balance will still need some adjustments, for example being able to place it on moving vehicles might be too powerful, so as always feel free to voice your suggestions once you've given it a try! Library:[]
With a library you can read and write books to pass experience points between survivors! Libraries tax transferred experience at 10% as opposed to a 25% loss upon death. This can be helpful for avoiding huge losses following repeated deaths during combat. News Feed:[]Hello, world! If you can read this then the update worked - the main menu news feed has been upgraded to the Unity 5 user interface system to mimic the existing UI while taking advantage of several scaling improvements. Previously extra information like this was only available in the web browser with a [More info in full post!] tag, but is now easily viewable in the client, and thanks to Steam's recent addition of an image CDN for announcements all pictures like the ones above are downloaded as well. Update Notes:[]Additions:
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May[]
Version | Publish Date | Additions and Changes |
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3.15.2.0 | May 28, 2016 |
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3.15.1.0 | May 21, 2016 |
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3.15.0.0 | May 14, 2016 |
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Environmental Destruction:[]Many objects around the maps have been updated with destruction! Now you can barge right through all those pesky stop signs on your vehicular rampage! For a demo of all of the upgraded objects and effects copy the "Destruction" map from Unturned/Builds/Shared/Extras to Unturned/Maps. Next week I'll continue work on converting more destructible objects among other features. The objects documentation has been updated with information on destruction. You can even make your buildings crumble to the ground when all the supports are destroyed! [Although that's not currently planned for any official maps] Gold Server List:[]Prior to this update there was a Gold difficulty which was used for Gold-only servers. This did not make sense because Gold is not a difficulty, and the Gold-specific settings are now in the config files, so the few servers running it were usually empty. Now you can use the "Gold" command to restrict the server to members, and it will show on the Gold server list. |
3.14.16.0 | May 7, 2016 |
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Spawn Assets:[]TL;DR: Workshop mod creators can set up their content to automatically start spawning on official maps. For example a pack that adds some rare guns could start spawning in the spec ops weaponry table. Map creators can also opt into this system which means that when new content is added to the game it will spawn on their maps. I've been very excited about adding these new features for ages now and can't wait to see what you do with them! There are three main parts, so feel free to read them all or whatever is relevant to you. Content: To get your custom content spawning you'll need to set up a spawn table for it. I'd recommend creating one table as a buffer/proxy which generates the root spawner which generates each rarity of item which then actually spawn the items. In order to allow further extension on these spawners the minimum weight should be around 10, and the proxy spawner should be higher maybe around 100. Once your spawner is set up you can find any appropriate map spawners to assign as roots. Spawn Tables: These are a new asset type which represent the chances of getting an item/vehicle/animal. They follow this format when creating the asset: Type Spawn ID # // 1-1000 are reserved Roots # // Parent count Root_#_Spawn_ID // Spawner to set as parent Root_#_Weight // Weight in the parent spawner Tables # // Child count Table_#_Asset_ID // Item/vehicle/animal ID to spawn Table_#_Spawn_ID // If no assetID is set, spawn this spawner Table_#_Weight // Weight of this child Roots are the spawners that your spawner will attach itself to. If this is a spawner for a map you probably won't use this, but for a mod they can be used to extend existing spawn tables. Tables are the things that will get spawned by your spawner. A spawner at the bottom of the chain will be entirely assetIDs, whereas one near the top will likely be entirely spawnIDs. Tip: You can debug any spawner by using the new Spawns tool on the main menu under Workshop which lets you enter a spawnID to view what it generates, what generates it and the chances of each. By clicking on the parent/child spawners you can navigate up and down the tree. For example viewing ID 112 in item mode will show you what the chances of getting flares are. Maps: For the most part just using the legacy spawning system is probably fine for your map. If you would like to get the advantages mentioned above, however, it is fairly straightforward to upgrade your map and I've spent a good amount of time making the tools easy to do most of the work for you. The first important thing is to rename any tables that shouldn't use existing ones. For example if your table is called "Fire" it will find the existing fire fighter spawn table and use it instead. Any tiers that just spawn variants of an item, like flares, will find the spawner generating them and use it. When you're ready you can enter a starting ID above 1000 and export legacy tables. These files will appear in your level folder and will also create an IDs.csv spreadsheet so that you can keep track of what's what. If you are making a new map and want to set up the table names and proxies quickly you can use the export proxy tables button. Tip: You can now include assets for a specific map by putting them in a folder named "Bundles". The primary use for this is including spawn table assets, but can also be used for custom files that won't be part of a separate pack. One of the other neat results is it's starting to open up a path for accepting maps using this system into the official pool which I'm working toward as well. Servers: There are no hash checks on the spawners because they are entirely server side, so you can easily modify them to add/remove/adjust your spawns. |
April[]
Version | Publish Date | Additions and Changes |
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3.14.15.0 | Apr 30, 2016 |
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Building Interior Culling:[]You can now mark your buildings to hide the objects inside when further away for better performance. The easiest option is to add the "LOD Mesh" flag which uses the mesh bounds to determine what is inside. For concave objects you can instead use "LOD Area" and add multiple OcclusionAreas for the volumes with objects. Very large objects can also have a "LOD_Bias" multiplier which adjusts the activation distance. This also means you can have much more detailed interiors now, assuming the building is set up properly. Active Zombie/Animal Performance:[]Several server side performance improvements/update balancing were also made in an attempt to keep everything stable as it gets busy. The hope is that this will help keep the ping closer to just the travel time, but we'll see. Scope Performance:[]Previously the dual-render scopes only rendered twice when a scope was attached, but as part of a fix last week to reduce stutter when moving around the map with foliage enabled the same issue seems to have begun happening when enabling the scope camera, so to avoid these delays I've tweaked the scopes to always render in the background. If this causes a drop in performance you can also use the overlay scope option, but if it's generally too severe we can adjust the default scope quality or bring back the option to disable foliage. Ideally requiring foliage can be kept because it provides some cover, but fortunately there are bushes which are rendered regardless of the foliage setting. |
3.14.14.0 | Apr 23, 2016 |
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3.14.13.0 | Apr 16, 2016 |
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Cheats Filter:[]One common issue is finding public servers where the admins aren't spawning themselves loads of items, vehicles and experience. With this update those commands are now considered "cheats" and must be enabled with the Cheats command in the server startup file. You can then use this to filter for servers with cheats enabled or disabled. Plugins such as creative servers, economy and kits are not considered cheats because anyone on the server can use them. If you are a plugin developer and have made a command like god mode please respect the cheats enabled flag by displaying an error message when the command is used with cheats disabled. |
3.14.12.0 | Apr 9, 2016 |
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Test Server:[]Server Status: Offline Early Access:[]Looking at the Unturned store page you can see the "Early Access Game" section which is what I wrote in June 2014 about my expectations for the early access period. It's crazy to think, but we've come a long way since then (especially with the original "several months" estimate)! Seeing as it's all very outdated now I think it's about time to transition from the Early Access state, but I'm interested to know if you think there's anything which should be done beforehand? Note that development will still continue as normal afterwards. Right now my plan is that when we do exit Early Access there will be a big update with an arms shipment, a new mystery box and an exciting updated trailer. |
3.14.11.0 | Apr 2, 2016 |
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March[]
Version | Publish Date | Additions and Changes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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3.14.10.0 | Mar 26, 2016 |
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Item Asset Upgrades:[]You can now use rich text in your item descriptions, and add more context actions. Right now blueprint actions are supported in the following format: Actions 1 Action_0_Type Blueprint Action_0_Blueprints 1 Action_0_Blueprint_0 [Index] Action_0_Blueprint_0_Link [Present if the blueprint should be linked to.] Action_0_Text [Button Name] Action_0_Tooltip [Button Tooltip] Action_0_Key [If no name/tooltip, use this translation key e.g. Repair] If no actions are available the game will automatically add some for repairing, refilling and salvaging. Analytics:[]Last week I mentioned Unity 5's new analytics system, so here's the data gathered so far! Performance: Note: One source of error in this table is that running with vsync enabled caps the max framerate to monitor refresh rate which is usually 60.
Lifespan:
Death Causes:
Screenshot of analytics site death cause pie graph: Skillset:
Screenshot of analytics site abilities pie graph: Customization:
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3.14.9.0 | Mar 19, 2016 |
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Gameplay Config:[]The values previously controlled by the gamemode [e.g. easy, hard] are now available for you to choose! Clicking the "Advanced" button on the singleplayer menu will take you to the configuration screen where you can adjust everything. This uses reflection which means it will be straightforward to add more options in the future, and is shared with the server. You can manually modify these values in "Config.json" found in your server folder, or set it up with the tool in the menu and copy it over from the singleplayer worlds folder. Rain:[]You can configure the frequency and duration of rainstorms with the Rain command. Remember that you can type "help rain" to get some info on how it works! Note however that the changes won't be able to apply until the next rain cycle. You can start/stop the current rain cycle with the Storm command. To enable rain for your custom map you'll need to copy over the latest Ambience.unity3d and tick the "can rain" checkbox under lighting in the editor. Analytics:[]Unity recently added built-in analytics support, so I hooked up a few events in Unturned:
Once a bit of this data is recorded I'll hopefully be able to upload it somewhere so you can see! Should be interesting to get an idea of what specialities are often used, how players die the most and what the average framerate is. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3.14.8.0 | Mar 12, 2016 |
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Roomscale VR Support:[]The main focus this week was getting the VR support ready. For more details check out last week's post here, but today we have a short video demo: https://youtu.be/6JemlC6Mc9o If you'd like to see the full original video prior to commentary it can be found here. What do you think of the VR editor? If you give it a try let me know, I'd love to try and improve it! As for the next update don't worry, 3.14.9.0 will be normal with new features/content as usual. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3.14.7.0 | Mar 5, 2016 |
Update Notes:[]
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Handcuffs[]You can now passively restrain other players! Using handcuffs on a surrendered player will lock up their hands preventing them from using items and punching. Only the one who arrested them in the first place can unlock the handcuffs using a handcuffs key. You are able, however, to wiggle your way out of handcuffs by quickly leaning left and right for several seconds. Roomscale VR Support:[]Right after putting out the update last week there was a ring at the doorbell, and suprise it was a Vive devkit from Valve/HTC! I spent a couple days this week getting started with support in the Unturned editor for this roomscale virtual reality, and I think it's shaping up to be a lot of fun. Right now I've got the movement and object systems mostly integrated, so you can be anywhere between person size exploring a building or a giant stomping around the whole map. Alongside the normal editor object features like dragging transform/rotate handles/lasers you can also pick things up to move them around, and even throw them! I must admit I spent quite a while just throwing Stratford around the level watching it explode. Next week I'm going to prioritize working on these VR features because I think I can get all the tools working nicely in that time, and considering they sent over a devkit I want to make sure it's prepared before the full Vive launch. Once it's ready I'll also try and get a video together to show you what it's like! |
February[]
Version | Publish Date | Additions and Changes |
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3.14.6.0 | Feb 27, 2016 |
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Prototype Horde Beacon:[]The horde beacon is a new buildable that when placed draws in waves of zombies. Once they are defeated you get several rare items, but if you die, run away or disconnect it gets destroyed. Ideally this will provide an interesting risk/challenge to gear up, an easy way to summon zombies to attack the awesome base you built or perhaps bring the horde to someone else's doorstep. In the future some new super rare guns/items may be added as rewards for winning this horde mode. What are your thoughts? Curated Workshop:[]A few community-created workshop cosmetics/skins were accepted! Feel free to check them out here: Stockpile Going forward curated items will be accepted in smaller batches at a more frequent pace. Asset Hash Verification:[]When equipping items/getting in vehicles the server now verifies that the client's asset configuration, for example recoil, matches its own configuration. This prevents several clientside exploits, but also means that servers which modify buildable item health can't be equipped. For now to work around this you can use a mod which globally decreases barricade/structure damage, but one goal for the next update is to add an official command for multiplying buildable damage/health. |
3.14.5.0 | Feb 20, 2016 |
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Tip for level creators: You can customize the colors used for your road map by overriding the Charts file with either your own bundle or one copied from the other default maps. If you have created some custom workshop content please check out the new logs tool on the main menu! It will let you know if there are any potential issues/misconfigured files. |
3.14.4.0 | Feb 13, 2016 |
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3.14.3.0 | Feb 6, 2016 |
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Building Decay:[]One issue on large public servers is players who join, place a few buildables and leave forever. With the decay command you can now specify a delay before these items will no longer be saved. By default the timers last 7 real-life days, and are reset whenever the owner or group who placed the buildables joins. You can disable them by using 0 as the timer length, or for example 604800 to restore the 7 day timer. To avoid issues with losing bases on private servers or servers which only boot up every few days the timers also reset when the server has not been launched in half of the duration of the decay. Loadouts:[]Skillsets have made a return from 3.0.0.0! By default they do not spawn with loadouts, but you can configure this on your server by using the ID of the skillset in front of your normal loadout commands. To give the items to all players similarly to how loadouts worked before this update use 255 as the ID, or for a specific skillset the following are supported: 0 - Civilian 1 - Fire Fighter 2 - Police Officer 3 - Spec Ops 4 - Farmer 5 - Fisher 6 - Lumberjack 7 - Worker 8 - Chef 9 - Thief 10 - Doctor 255 - All Skillsets |
January[]
Version | Publish Date | Additions and Changes |
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3.14.2.0 | Jan 30, 2016 |
Seafaring:[]
You can now explore the waters with nautical vehicles! PEI and Washington have spawn points for several of each new transport, so all you need to do is hunt them down and launch without sinking. Similarly to cars/aircraft you can expand on the existing ones with in-game buildables, or create your own custom sailing contraptions using mods! The documentation and workshop have been updated to accommodate boats and other floating vehicles. Update Notes:[]Additions:
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3.14.1.0 | Jan 23, 2016 |
Aviation:[]
You can now take to the skies with airplanes and helicopters! Each official map has spawn points for one of each, so all you need to do is hunt them down, fill them up and take off without crashing in an explosive mess. Similarly to cars you can expand on the existing ones with in-game buildables, or create your own custom flying contraptions using mods! The documentation and workshop have been updated to accommodate these new vehicle types.
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3.14.0.0 | Jan 16, 2016 |
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3.13.11.0 | Jan 9, 2016 |
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Vote Kicking:[]Vote kicking is back with more information/options, but disabled by default. You can use the votify command to configure it. Here are the default values: Pass Cooldown: 5 // seconds delay for vote caller after a successful vote Fail Cooldown: 60 // seconds delay for vote caller after a failed vote Vote Duration: 15 // seconds length for the vote to time out Vote Percentage: 0.75 // multiplier of the server population required to pass Players: 3 // minimum players needed to call a vote |
3.13.10.0 | Jan 2, 2016 |
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Edit: Vote kicking has been temporarily kicked from the game by popular vote! Worth a try, but maybe doesn't work well with this sort of game for now. Happy new year![] |
2015[]
December =[]
Version | Publish Date | Additions and Changes |
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Festive Update | Dec 18, 2015 |
Festive Event:[]PEI is now decorated for the holidays! Explore to find some new loot and easter eggs like snowmen and ornamented trees!
As you play you'll also receive new Festive Gift Presents which can be unwrapped (no keys/etc needed) to get cool Holiday themed cosmetics and skins. These will stop dropping after the event, but can be used year-round. Thanks for all your great suggestions in the teaser comments! While playing in-game you may run into some of the new content/features you suggested. Update Notes:[]Additions:
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Holiday Tidings | Dec 12, 2015 |
As winter begins to set in on PEI the water freezes, snow covers the landscape and the zombies... put their festive lights and decorations up! Next Friday (18th of December 2015) marks the release of the Festive update! Among other things it contains some special holiday content and a new gift present. Is there anything in particular you'd like to see as part of this update? Let me know in the comments! |
3.13.8.0 | Dec 5, 2015 |
Temperature:[]The temperature system has been overhauled to make winter gameplay more interesting than simply rushing to the nearest clothing store! Clothing is instead a protective layer by increasing your resistance to the snow [same with warmblooded] before you start freezing and reducing the damage you take from cold weather. If you begin freezing you can find cover to temporarily warm up a bit, use a heatstim or settle down by a campfire. Building:[]You can now pick up buildable items if they have full health, or if they have been damaged you will get some of the ingredients back! This can be done by the player who placed it and the group they were in. Now that weapons are not needed to remove these most guns and melee do not damage them anymore, so explosives are your best bet to take down a base. Update Notes:[]Additions:
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November[]
Version | Publish Date | Additions and Changes |
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3.13.7.0 | Nov 28, 2015 |
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3.13.6.0 | Nov 21, 2015 |
Freeform Building:[]You can now create bases of any shape and size whether on land or vehicle! Previously houses were only built using the grid-aligned structure system, but you now have the option to use the new freeform buildables as well to construct much more believable and ramshackled creations. To further facilitate vehicle base building you can now also make your own vehicles from scratch by crafting a makeshift vehicle frame and extending it! Update Notes:[]Additions:
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Signs:[]You can now make signs to leave a message for other players! Their text automatically scales to fit based on how much you have written, and they can be formatted using standard HTML tags like color e.g. <color=#ff0000>red</color>. If you don't want other players messing with your signs you can craft a metal one which has much higher health and is locked to players not in your group. |
3.13.5.0 | Nov 7, 2015 |
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Multiplayer Improvements:[]When the player moves around the map the server will now detect which information they need to know and send it to them, as opposed to beforehand where the client could ask for info allowing some long range ESP cheats. If connecting to a server fails it will now explain exactly why as opposed to beforehand simply saying auth failure. Connecting directly to a server makes multiple attempts before cancelling, whereas beforehand you had to manually click connect several times. Trying to remove objects on a server by deleting the assets will now get a player kicked. Interactable Objects:[]The vast majority of objects in buildings can now be interacted with, and loot that was sitting outside of furniture now has to be actively searched for by opening these new furniture! Zombies will also be guarding the insides of these buildings, so to secure a location place a Safezone Radiator which blocks items and zombies from spawning. Phone Call Log #004419:[]*ring ring* *ring ring* Developer Nelson: Hello? Gamer Nelson: Hey! Sorry, very luckily I'm feeling sick the next few days unfortunately so I won't be able to come in to work on Unturned. *cough cough* Developer Nelson: Hmm... I don't suppose this has anything to do with the release of some highly anticipated games over the next week? Gamer Nelson: Err... *guilty cough cough* Gamer Nelson: Nononono of course not! I think I caught the zombie virus or something? :D *zombie noise* Developer Nelson: Well I suppose it's alright if you take a few days off, wouldn't want you to spread the zombie virus. Gamer Nelson: YES! Thanks bye. in-background Gamer Nelson: Alright let's play! *click* |
October[]
Version | Publish Date | Additions and Changes |
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3.13.4.0 | Oct 31, 2015 |
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Multiplayer Improvements:[]The multiplayer input system has been overhauled, and should lead to both much lower latency on servers and smoother movement for players/vehicles. Interactable Objects:[]Several objects in the world can now be interacted with! In the future you can expect many more objects to receive interactability. This feature is also available for modders on the workshop! |
Halloween Update | Oct 24, 2015 |
Halloween Event:[]PEI is now haunted! Explore to find some new loot and easter eggs like pumpkin pie or jack-o-lanterns! File:Halloween 2020 Update 3.20.14.0.jpg As you play you'll also receive new Halloween Gift Presents which can be unwrapped (no keys/etc needed) to get cool Halloween themed cosmetics and skins. These will stop dropping after the event, but can be used year-round. Thanks for all your great suggestions in the teaser comments! While playing in-game you may run into some of the new content/features you suggested. Update Notes:[]Additions:
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Steam Economy:[]The Red and Blue mystery boxes have been removed from the drops list meaning there is a limited supply of all the items inside. While playing you might now find the Carbon Fiber or Chrome Plated mystery boxes! Multiplayer:[]The multiplayer code is now a bit cleaner, and some new movement-related code was added. In multiplayer anything that moves should now appear much smoother. Edit: It looks like a bit more work needs to go into the new player/vehicle movement networking, so I will make that my #1 priority for 3.13.4.0. For the mean time I've rolled back these changes to player/vehicle but not zombie/animal in 3.13.3.1. |
Haunted Forecast | Oct 17, 2015 |
File:Halloween 2020 Update 3.20.14.0.jpg Spooky events are beginning to take shape on PEI! The trees are losing their leaves... the water is drying up... the birds are quieting down! It can only mean one thing: we're approaching a scary Halloween! Next Friday (23rd of October 2015) marks the release of the Halloween update! It will contain [among other things like upgrades to the skills system] some special Halloween content. Is there anything in particular you'd like to see as part of this update? Let me know in the comments! |
3.13.2.1 Patch Information | Oct 10, 2015 |
This week I worked on separating out various Steamworks related features from one another (which should have been done from the start of development, if you have a time machine go tell Nelson to fix that). This will make working on the networking easier because it uses Steam's multiplayer API, and previously I had it entangled with other Steam features like workshop and achievements. Hopefully this cleanup will be finished with each service abstracted nicely for next week's patch. Rocket mods should be functional with these changes, as Sven [developer of Rocket] was kind enough to patch it with an early version of the update. There were also some minor fixes alongside improvements such as:
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3.13.2.0 | Oct 2, 2015 |
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Sorry about the super early update! Something got mixed up and some parts of the update were distributed incorrectly, so may as well release everything else as well. :) One of the time consuming parts of this update is the tools upgrade for the economy. This is not really visible, but will make it a lot easier to quickly fix bugs or adapt to updates to the inventory service like tags. Today I got a new AppID on Steam named "Unturned Experimental" which is very useful to test upcoming Steamworks-related updates without messing with the release version, for example adding the new Workshop tags! In the future it may be used for closed testing of networking improvements (it has its own listing on the server browser) which leads into the next topic: Which of these would you like me to work on in October? Originally my intent was to create a huge Halloween event with Horde mode, but I think it may be more important and better for the future to really focus hard on optimizing the networking. I've been reading up on as many networking articles as I can find, and while 3.0's networking is better than 2.0's there's still plenty of room for improvement. Either way at the very least I will add some cool Halloween easter eggs/items! |
September[]
Version | Publish Date | Additions and Changes |
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3.13.1.0 | Sep 26, 2015 |
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What do you think of the woodland/arctic/multicam/desert weapon skins? They're intended to provide a bit more customization to your items, and the colors are intentionally high contrast to avoid an in-game camouflage advantage. |
3.13.0.0 | Sep 19, 2015 |
Washington Map:[]A new map set in Washington state is available to play now! With the military quickly deploying to try and prevent the spread of the infection you will find many more exciting PvP locations! It also features the biggest city in Unturned to date: Seattle. With this map being balanced more towards PvP PEI has been taken back a notch so that firearms are rarer and some of the locations to easily get weapons have been moved. If you have any ideas or feedback about these maps please let me know! There are quite likely some missing spawns or floating objects somewhere that will need fixing as well. Edit: 3.13.0.3 on 20/09/15:[]This patch fixed a few things for users with specific graphics cards and fixed pink materials on workshop content that has not updated to Unity 5 yet (which you should do!) The downloading process for workshop content from servers is also much better, but more details about that in 3.13.1.0 next Friday. 3.13.0.0 Update Notes:[]Additions:
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3.13.0.0 Progress Report | Sep 12, 2015 |
Several updates ago the idea was proposed to create a new map set in an American state and then split the different playstyles (hardcore pve, pve and pvp) into the maps that best fit them. Judging from the comments/feedback on that announcement post this is a popular idea, so earlier this week I began working on the new map and tweaking PEI/the Yukon. Here are the current plans for what to do with the maps (Although definitely open to suggestion!) and some questions to get some more feedback: PEI:[]In 3.13 right now I'm moving this more towards the survival end of the spectrum by doing things like removing player spawnpoints from the military bases, moving the police checkpoint to the airport, reducing the spawnrates of guns and ammunition and getting rid of extravagant fortified locations like the crashed helicopter, submarine and Scorpion-7 (Moved to the American map). How would you like to see it changed? What would you like to see fill in where Scorpion-7 was? Yukon:[]For 3.13 I haven't planned any changes for this map yet, although in the future I agree it would be nice to expand the temperature system beyond simply whether you have clothes or not. How would you like to see it changed or made more difficult to survive on? American State (which state undecided):[]This is definitely on the combat side of the spectrum with many more fortified locations like an evacuation zone constructed by the military, destroyed military convoys and military encampments set up to help protect the populace. It also has some cool locations to visit like a racetrack for fast vehicles or a golf course great for building bases. What sort of things would you like to see in this map? Are there any content additions you can think of that would fit well into this map? If we're lucky 3.13.0.0 will be ready for next Friday (the 18th of September), but there's still a lot to do so if not there will be a progress report to let you know. |
3.12.2.0 | Sep 5, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
The katana and desert falcon were voted as the most desired weapons to see Gold which is why they were picked, but fear not several more of the top choices will quite likely see the same upgrade! |
August[]
Version | Publish Date | Additions and Changes |
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3.12.3.0 | Aug 29, 2015 |
Upcoming:[]When PEI first came out it had to balance every different playstyle from hardcore survival to casual combat. With the addition of the Yukon map those hardcore survival players have a huge harsh location to explore and build bases, and it is the perfect location to begin adding more complex survival mechanics such as temperature and aggressive animals in the future. Next up I would like to create a map set somewhere in the USA for the opposite side of the playstyle spectrum which will have a much stronger military presence fit for lots of fun PvPing as well as crazy locations to find like a racetrack with racecars. With those two maps PEI can then be balanced to somewhere in between the extremes, more hardcore mechanics can be added to the Yukon and new weapons can be added to the USA. What do you think of this plan? What sort of things would you like to see in the USA map? Warning: Today's update contains some of the new items/vehicles intended for the USA map, so if you want to experience it all for the first time when this map comes out make sure not to spawn in the sabertooth, peacemaker, heartbreaker, golfcart or taxi. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Gold:[]One thing I'm considering right now is making it so that Gold members can toggle Gold versions of their weapons as an extra bonus. For example on the Timberwolf the main black body part could become shiny Gold, or the barrel/bolt could be Gold accented. What do you think of this idea? |
3.12.1.0 | Aug 22, 2015 |
Steam Economy:[]The Steam economy is now fully integrated into Unturned spanning from trading cosmetics to selling them on the Community Market! This allows you to give your character a unique appearance and keep that appearance between servers regardless of what loot you find. The easiest way to get cosmetics into your Steam backpack is to play the game! After playing a certain amount of time you will occasionally see a cosmetic drop notification showing what has been given to you. The rarest drops are Mystery Boxes which, when opened, will give you a random mystery item, or if you're extra lucky you might get a super-rare one with a mythical property like fire or sparkles! These require a key to open which cost $0.99 USD or your currency equivalent. While in-game if you find an item you would like to show instead of your cosmetics, for example a ghillie suit, you can click the button underneath your character preview to toggle them on and off. If you would like to get your own cosmetics into Unturned's economy you can submit one to the curated Workshop! More details on how to do that can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=460136012 Update Notes[]Additions:
Improvements:
Tweaks:
Fixes:
The in-menu patch notes now show just the changes portion of each announcement, and should fit better on most screens. Originally the quad was going to be part of the USA map update, but it was too much fun to make so I did it a couple days ago! |
3.12.0.1 | Aug 18, 2015 |
Improvements:
Tweaks:
Fixes:
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3.12.0.0 | Aug 15, 2015 |
Yukon Map:[]A new map set in the Yukon is available to play now! It's much harsher than PEI, with the snow making finding clothing a much higher priority. The increased separation between locations means that building a base is highly recommended, and log cabins found intermittently throughout the woods provide places to fortify for the night. Feel free to leave any feedback about the map, as you probably have some amazing ideas on how to improve it! I fully expect that there are some bugs which need fixing and spawns that need balancing. In the future it will hopefully be expanded on further with hostile animals like wolves and more survival elements such as traps and a better warmth system. If the Yukon is not your cup of tea rest assured because PEI is still available, the workshop is full of awesome community created maps which can now use the new items/vehicles/models/animals and additional official maps should be completed within the next month or so. Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
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3.12.0.0 Preview/Progress Report | Aug 8, 2015 |
It's about time that some new official maps are implemented into the game, and it looks like the first one is going to be set in the Yukon! Far in the Canadian North you can expect a harsh, cold climate with few signs of civilization. Where PEI offers an easier survival experience the Yukon is all about scavenging, improvising and struggling against the wilderness. You find yourself in the wreckage of a massive crash and must quickly find clothing and supplies to protect yourself from the freezing weather. You're not the only one up here however, Scorpion-7 seems to have been working on something in collaboration with their maniacal PEI division! Right now the map is visually close to completion, but some areas still need detail, spawns need to be placed and hopefully some new vehicles/items/animals will be added, too. If all goes well 3.12.0.0 will be ready for next Friday (the 14th of August), but if not there will be a progress report to let you know. |
3.11.10.0 | Aug 1, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
To see rangefinder distances in yards swap from metric to imperial in the options menu. |
July[]
Version | Publish Date | Additions and Changes |
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3.11.10.0 | July 25, 2015 |
Additions:
Tweaks:
Fixes:
Updates for the most part will now be coming out on Fridays (voted for here) to avoid downtime and help server owners by not worrying about getting the patches at crazy times. |
3.11.9.0 | July 22, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
The curated Workshop is now available for cosmetic items to be uploaded. This can be swapped to by changing "ready-to-use" in the submit tab to "curated". Right now the focus is on clothing as in shirts, hats, masks, etc. |
3.11.8.0 | July 21, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
Note: This should fix the crash when loading Linux singleplayer on 64-bit machines. |
3.11.7.0 | July 20, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
|
3.11.6.0 | July 16, 2015 |
Additions:
Improvements:
Fixes:
Every single type of content in the game is now documented! This means you can replace or create your own of anything you see. |
3.11.5.0 | July 13, 2015 |
Additions:
Improvements:
Tweaks:
Fixes:
Note: The Trello page has been re-organized to offer a better idea of what's being worked on and how to get involved. If something seems to be missing be sure let me know! |
3.11.4.0 | July 11, 2015 |
Hello! Additions:
Tweaks:
Fixes:
Sorry about the delay with this update, I had my wisdom teeth out which fortunately went well. There are some formatting issues with the news feed on the title screen, but those will be tidied up with the update to Unity 5 UI (hopefully soon!) Thanks for reading! |
1 Year Anniversary | July 8, 2015 |
Hello! == Today, the 7th of July 2015, marks the 1 year anniversary of Unturned's release on Steam. It seems fitting to celebrate this by putting Unturned 3.0 onto the main branch! == While 3.0 still has plenty of room for improvement the majority of the playerbase has been enjoying it for months and at this point it far surpases 2.0 in quality. Going forward there are definitely many more goals to achieve, bugs to fix and rough edges to smooth (particularly the networking), however even with all its issues 3.0 is far superior to the archaic 2.0. Over the coming months I can't wait to continue developing 3.0 with all of you, it's been a blast and can only get better in the future! Here are just a few of the highlights from the past year of development:[]
For users wishing to continue playing 2.0 or go back for nostalgia sake it's still available by visiting the steam library, going to Unturned's properties and joining the "classic" branch under the betas tab. Thanks for reading! |
3.11.3.1 | July 8, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Improvements:
Tweaks:
Fixes:
Today is the one year anniversary of Unturned 2.0 releasing on Steam! Wow. Thanks for reading! |
3.11.3.0 | July 7, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Note: There are no crawlers/sprinters in easy mode. Please post your feedback on the new zombie types! They're certainly open for change, personally I think the sprinter animations are a bit silly. Thanks for reading! |
3.11.2.0 | July 2, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
There will not be any updates on the 2nd to the 5th, as I'll be away visiting relatives in Vancouver. Happy Canada day! Thanks for reading! |
3.11.1.0 | July 1, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Tweaks:
Fixes:
Heads up in-case there's no patch tomorrow: I'll be away from the 2nd to the 5th. Thanks for reading! |
June[]
Version | Publish Date | Additions and Changes |
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3.11.0.5 | June 28, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Tweaks:
Fixes:
If you have a moment I'd appreciate if you could check in with this poll so I can get a bit of an indicator as to how well the transition to Unity 5 is going: http://strawpoll.me/4760497 Thanks for reading! |
3.11.0.4 | June 27, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Note: The character inspect screen in the inventory should be the only unfixed aspect of swapping to the linear color space (it's very dark). Soon the game should be upgraded to use Unity 5's UI system which will solve this among other things. Right now the big focuses are to solve as many bugs as possible, improve the code to be more maintainable and upgrade all elements of the game to Unity 5. After testing with some helpful users the issues with 32-bit windows have been narrowed down a bit, but if you find anything be sure to let me know. Several players have found that upgrading their graphics drivers resolved issues they were having with launching the game correctly, so give that a try as well. Fortunately all of my exams are now finished and I'm completely done high school! The limitless potential of summer awaits. Thanks for reading! |
3.11.0.3 | June 24, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
There seems to be some confusion over the addition of 64-bit support. This does not mean that 32-bit computers cannot play, but rather that players who have a 64-bit operating system will install the 64-bit version of the game. Edit: It seems there are some issues for users running 32-bit Windows. I'll do my best to get this sorted out as soon as possible. This Wednesday and Thursday I have my last two final exams. After that it's summer break and tons of progress! :D Thanks for reading! |
3.11.0.2 | June 23, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This patch does not resolve all the issues due to the recent engine upgrade from Unity 4 to Unity 5, but over the next several days I'll hopefully get it working much more smoothly as I learn what's causing problems and how to fix them. Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.11.0.1 | June 22, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This patch does not resolve all the issues due to the recent engine upgrade from Unity 4 to Unity 5, but over the next several days I'll hopefully get it working much more smoothly as I learn what's causing problems and how to fix them. Fixes:
If you're experiencing an issue loading into the game it's possible that one of the workshop files you're subscribed to is not compatible for whatever reason. If you unsubscribe you should be able to load in correctly, and the mod creator will hopefully update their content soon. Thanks for reading! |
3.11.0.0 | June 21, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Update Notes:[]Upgrades:
Additions:
Improvements:
Tweaks:
Fixes:
Custom Maps:[]Several updates to maps are recommended to keep up to date:
Custom Content:[]Unity 5 is now entirely open and supports the asset bundles Unturned uses for custom content out of the box. If you're interested in creating your own workshop mods you can check out Unity 5 personal edition. For authors of existing custom content you will need to re-export your bundles using Unity 5 to get them fully functional with the game again. They should work as is, but the shaders will likely appear odd and the audio might not play. It is recommended to swap over to the new standard shader. Proper documentation for creating these will be available soon, although there are currently some very helpful user-made guides and tutorials. Bug Reporting:[]Upon first converting to Unity 5 the game was a crazy mess to see. Vehicles were flying around the sky, the graphics were barely recognizable and the audio was a cacophony of strange noises. For the most part everything is working fine again, but if you notice any weirdness going on be sure to report it. Quite likely it's something I didn't notice when upgrading the game. Thanks for reading! |
3.10.9.0 | June 15, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Existing assets can still be replaced if put in the same spot as they were previously. Thanks for reading! |
3.10.8.5 | June 12, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Tomorrow is the most challenging of my exams: English essay writing! Once that's over with I won't need to study so much and progress will ramp up. Thanks for reading! |
3.10.8.0 | June 11, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Hunting:[]File:Hunting Update 3.10.8.0.png You'll now start to see some wildlife roaming the fields of Prince Edward Island! They're easily spooked, so bring some binoculars to observe from a distance. Update Notes:[]Additions: Added hunting. Added full moon alerts and zombie respawning in singleplayer when full moon. Added global stats to the main menu. Added animal spawns to the level editor. Added deer. [ID 1] Added raw vension. [ID 514] Added cooked venison. [ID 515] Added leather. [ID 516] Added leather top. [ID 517] Added leather bottom. [ID 518] Tweaks: Tweaked civilian rifle and crafted bow damage a bit lower. Tweaked effects to have "Static" flag which prevents audio pitch change. Fixes: Fixed explosion damage dropoff. Fixed grayscale applying before sun shafts. Fixed server not turning off zombie collider on death. Fixed server loading clothing. Fixed tree in radio tower. Fixed missing gate on warehouse. Fixed pine post. Fixed zombie spawn offset. Fixed needing fire to repair items. Fixed minor zombie performance issue. Fixed item/vehicle enter exploit. Sorry about the massive delay between the last update and this! Most likely the next update will add a few more animals and AI improvements. Note: Any custom weapons will need to be updated with animal damage values. Thanks for reading! |
3.10.7.5 | June 3, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Tweaks:
Fixes:
This is the last week of classes before exams so there's a lot of essays/tests to do, but assuming some progress is done every day there might be hunting by the weekend! Thanks for reading! |
3.10.7.0 | June 1, 2015 |
Hello! Fishing:[]
You can now get out your fishing gear and relax on the shoreline, enjoying the view while you wait for the fish to bite! Any water at least 4 meters deep is valid for fish to swim in. When you see bubbles around your bob they are near, so prepare to reel them in! Update Notes:[]Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
May[]
Version | Publish Date | Additions and Changes |
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3.10.6.0 | May 28, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Fixes:
Yesterday's update focused heavily on optimization, however there were a few issues that caused performance to drop on some computers. These have been tracked down, and performance should now be even higher than it was before. All graphics settings have been reset. This is because of confusion over the new off-ultra scale. What you were able to run on before is not necessarily what you can run on now, so see what works before cranking up to your previous settings. Thanks for reading! |
3.10.5.0 | May 27, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.10.4.0 | May 23, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Thanks to everyone providing help crushing bugs on Linux! Keep it up! This weekend I'll likely put out a networking test, heads up. Thanks for reading! |
3.10.3.0 | May 19, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Priorities:[]You may have noticed several updates that were switched on and then back off the last week or so, as the current major goal is to improve networking performance. I still have several things to test, but hopefully it will get much better in the future. To help with this I've also added Linux support which should lower hosting costs and open up access to higher quality servers. There are still some issues to work out though, so the client is not yet in tip-top shape. When testing it on your server run it with ulimit -n 2048 as it currently opens too many files as part of mod support. Post any issues you find to the Bug Reports section! Other than that I want to try and fix up the game as much as possible before moving onto new content and features such as hunting/fishing/the next map. Trello:[]The to-do list page found here is now a lot more organized! If you want to see what is currently being worked on you can check back there. 3.10.3.0 Patch:[]Additions:
Improvements:
Tweaks:
Fixes:
On a personal note this Wednesday is graduation! :D (Although there are still exams to do.) Thanks for reading! |
3.10.2.0 | May 13, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
To clarify what I meant by "disabling 3.9.9.6 network change" is that there was a major networking change patch put out only on Saturday for a couple hours adding some network optimizations which was disabled to improve it a bit more. Any previous optimizations are still in place. Thanks for reading! |
3.10.1.0 | May 12, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". []Additions:
Improvements:
Tweaks:
Fixes:
Unfortunately yesterday's update was a little bit rocky from all the major changes, but everything should be back to normal now. Thanks for reading! |
3.10.0.0 | May 11, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This update adds Steam cosmetics and cloud support! There is currently no definitive plan regarding Steam cosmetics, so what would you like to see?[]Personally I think that Steam cosmetics should be chosen from the workshop, and only ones that wouldn't make sense to find in-game like an astronaut suit or pirate clothes. Additions:
Improvements:
Tweaks:
Fixes:
Regarding the network optimizations in 3.9.9.6 that were taken down there was definitely promise there, but it looks like some tweaks might be required first. Optimization and networking improvements are still a big focus, but with the new features in this update it made sense to enter the next big version. Thanks for reading! |
3.9.9.5 | May 9, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
Thanks for reading! |
3.9.9.4 | May 8, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". This update should drastically improve your multiplayer experience, although there are many more optimizations to do to try and bring down ping and improve connection reliability.[]Improvements:
Tweaks:
Fixes:
With all the changes to hit detection there are quite likely some issues. Be sure to report them! There was no update the last few days as I had my AP exams, but I think they went quite well! No more exams until June now. Thanks for reading! |
3.9.9.3 | May 4, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions: Added blueprints for salvaging guns into scrap metal. Added blueprints for making supplies such as tape and rope. Added icon on the server list to servers with workshop content. Improvements: Improved day/night commands to take into account fade duration. Improved clothing tab to show that changes take effect upon respawning. Improved looking around code to use less memory. Improved server logging performance. Tweaks: Tweaked smoothing speed a bit lower. Tweaked ranger weapon/attachment spawn rate a bit lower. Fixes: Fixed wheel turning direction across network. Fixed crosshair when entering vehicles in third person. Fixed look update send rate. Fixed vehicle not waiting long enough before stopping. Fixed opening in-game menus when the cursor is free. Fixed compound bow repair blueprint. Fixed repairing orange juice. Fixed some classes/shaders getting misincluded. Fixed using time related commands when starting up. Fixed saving buffer size. Fixed barricades not showing on newly spawned vehicles. Just to clear up confusion: The plan is to use 3.9.9.0 -> 3.9.9.X to polish up existing content, fix bugs and improve performance. Thanks for reading! |
3.9.9.2 | May 3, 2015 |
Hello! If you're interested in testing out this upcoming update head on over to the Preview branch! You can gain access by right clicking on Unturned in your Steam library, selecting properties, navigating to the Betas tab and entering the secret passcode "OPERATIONMAPLELEAF". Additions:
Improvements:
Tweaks:
Fixes:
By default servers are first person only and singleplayer allows both. Thanks for reading! |
3.9.9.1 | May 2, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. Tweaks:
Fixes:
Since there were quite a few bugs needed fixing the 1st/3rd only option will be added once 3rd person has been thoroughly tested. It seems that the "no damage" issues on the server should be fixed, but report it if you find that still happening. Thanks for reading! |
3.9.9.0 | May 1, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. 3rd person view is now in 3.0!
Press H to swap to 3rd person view and Q/E to swap shoulders. If you have a mouse the middle mouse button works very well as a view swap key. Additions:
Improvements:
Tweaks:
Fixes:
Right now 3rd person is only disabled on hard servers for the sake of more people to test, but in the future it will be a server option. Note: When using melee weapons in 3rd person it won't use your cursor position, rather it hits where the melee looks like it hits. Be sure to report any issues you find! I fully expect there to be some pretty wacky ones as a ton of code was re-written to integrate 3rd person. Thanks for reading! |
April[]
Version | Publish Date | Additions and Changes |
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3.9.8.0 | April 27, 2015 |
Hello! If you're interested in testing out this patch head on over to the Preview branch! You can gain access using the secret passcode "OPERATIONMAPLELEAF" in the Betas tab. This update adds the ability to build on your vehicles!
Vehicle storage is now only limited by how unstable you want your vehicle to become! This upgrade required tons of changes to everything related to building which means there are quite likely some issues, so be sure to report them! Additions: Added chainsaw. (ID 490) Added asset classes for more item types so properties such as storage size, trap damage and growth time are configurable. Added seperate singleplayer saves for different characters. Your first character will have the previous singleplayer world. Added ability to combine ammo boxes of the same type together. Improvements: Improved menu and game dashboard understandability a bit. Improved hitboxes on many vehicles to better fit building on them. Improved crafting to show total amount |