15/02/17 12:41

JS Game Update 14th February 2017

[UPDATE: Feb 14th - 8:55AM PST]

Hi!

We have updated and unlocked the Live servers! Please note that this Live promotion also includes a server wipe.

This patch is a comprehensive QOL update with MANY individual bug fixes and new features:

NEW FEATURES / GAME-PLAY CHANGES
  • New lighting and light emitter effects (darker nights/interiors and better looking light emitter effects. Keep that flashlight handy!)
  • New zombie navigation system (zombies are smarter and more aggressive)
  • New low-loot servers: Deadwood - Low Loot (US) and Sparta - Low Loot (EU) have low-loot rule sets for players looking for a more desperate survival experience.
  • Visitor permissions are now automatically granted to anyone who successfully enters a code on a base door
  • Lead Pipes now melt down into Lead Alloy
  • Cooking containers now have maximum bulk limits
  • Changed the way ammo spawns to reduce clumping (please note: this did not reduce total ammo spawns or change loot quantities)
  • Chain link fences can now be destroyed with melee weapons

PERFORMANCE OPTIMIZATIONS
  • Changed the way certain dynamic objects render to improve client performance
  • New base-building component optimizations to improve client performance
  • Optimized timer-based items to improve their performance (cooking containers, IEDs, crops, etc.) to improve server performance
  • Changed the way crops render to improve client performance
  • Improved zombie navigation (in addition to zombies behaving better, they're also now handled more efficiently)

EXPLOIT FIXES
  • Continued and ongoing fair-play/exploit countermeasures
  • Fixed an exploit where people could turn in hospital air drop quests without removing all of the quest items from their inventory
  • Wrenches now lose durability when hitting vehicle tires
  • Fixed an exploit where players could clip through upper shelter walls by mashing several movement+stance keys at once
  • Furnaces placed on ramps and expansions will now take damage correctly
  • Players can no longer place torches on decks they do not own
  • Punji sticks no longer damage players through doors
  • Players can no longer glitch doors and gates to build them backwards
  • Fixed an issue where players could overlap certain base building items by building them over base gaps

BUG FIXES
  • Fixed Emotes (emotes stopped working for people on a per account basis)
  • Fixed several crash-to-desktop conditions
  • Fixed an issue where timer-based items could take significantly longer than they should to cook/detonate/grow
  • Fixed an issue where you could get your gun into a state where it appeared to be loaded but would instead fire a blank round
  • Corn mash now converts to moonshine correctly
  • Fixed a fertilizer bug where it would expire before the crop was ready to harvest
  • Fixed a bug with crumpled notes where dropping them would turn them into a battered trash can
  • Base ejection no longer ejects white-list server admins from a base if they don’t have base permissions
  • Fixed a bug where vehicles would slowly migrate in water
  • Fixed an issue where targeting the edge of a deck wouldn’t bring up the building permissions list
  • Shock trap FX will now play every time a player triggers a trap instead of just the first time
  • Fixed an issue where punji sticks would deal inconsistent damage
  • Updated various tool tips to better explain functionality and specific recipes
  • Fixed an issue where a player’s head could disappear permanently after backing into a corner in third person POV
  • Fixed an issue where the flashlight would switch off after backing into a corner
  • Fixed an issue where clouds would pop/stutter
  • Fixed an issue where clouds would rapidly expand and contract
  • Fixes BBQ/furnace rendering FX issues
  • Fixed various issues with new zombie navigation interfering with CQC/player interactions
  • Fixed an issue with the machete not melting down properly
  • Temporarily removed night vision goggles until they can be properly redesigned (previous incarnation did not function as expected)

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

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

I'll start a new Live Issues thread later today to start capturing new things you're seeing. Your feedback is always amazing and the entire team here hopes you keep that up. I said this in the Test update thread last week but it bears repeating: we don't get a chance to reply to everything, but we do read every single thing posted here. I love this community's enthusiasm and hope that these updates mean as much to you as they do to us. It is not lost on us just how important this game is to all of you. I hope our dedication to you with updates like this demonstrates just how important the game is to us, too.

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

Source: Reddit
13/02/17 11:07

Wipe Incoming this week PURGE MODE

Hello Survivors!

After the progress we have made this weekend towards issues reported on Test, we expect a wipe and Live update this week.

JS Test is being updated as we speak with what we hope is our final push before updating the Live servers.

We know many players have been desiring a wipe, and so we wanted to let you know as soon as the decision was made.

We have temporarily used an experimental system to crank up the loot on all LIVE servers. Please let us know what you think!

Please report issues on Test in the Test thread here:
https://www.reddit.com/r/h1z1/comments/ ... _feb_10th/

And please check out the live stream from Friday and the Reddit discussion here : https://www.reddit.com/r/h1z1/comments/ ... ruary_10th

An older version of this thread was here:
https://www.reddit.com/r/h1z1/comments/ ... this_week/

Thank you!
Source: Reddit
13/02/17 11:05

JS Test Server Update 10th Feb 2017

[UPDATE - Feb 13th 2:44PM PST]

In preparation for the pending Live update and wipe, we've updated Test with a few final fixes that we'd like to get some eyes on. If you get a chance, please hop on Test and help us verify these things!

Right now, we're planning on pushing Live tomorrow AM. Please be aware that Live will be for a few hours as we do this. I estimate we'll unlock Live sometime between 7AM and 10AM PST and I will post a new Live update when that happens with complete patch noes.

In the meantime, here are the issues we addressed over the weekend:
  • Zombies intersecting the player when rushing at them, causing issues with melee
  • Zombies falling through ramps when chasing players into bases
  • Player's head disappearing permanently if they hide their head by backing into a corner and toggling FPS/3PS
  • Metal Shard description mirrored wood log description
  • Crops function as expected now, but there are some aesthetic issues that may occur if/when you log out

Thanks again for all your help - be sure to check out Live before the update as we're trying a new Purge Mode pre-wipe that Michael details here.

Source: Reddit
11/02/17 01:16

Community Outbreak 10th Feb Replay


11/02/17 01:02

Just Survive New Map Design

At the end of today's Community Outbreak stream the guys surprised viewers by announcing that a new map is being developed solely for Just Survive.

They fronted up a concept piece of artwork which portrayed a mountain range with a cascading river rushing through the middle. To the fans delight they then switched to a game session and surprised the viewers by showing that work had already commenced and they were a solid way into the development.
**NEW MAP** in Development solely for the Just Survive community, already moved from concept https://t.co/fmXMoZVWsv @H1Z1JustSurvive


We are very excited about this new map and will keep an eye out for future updates :)

If you missed today Community Outbreak stream check it out.

Source: Twitter
11/02/17 12:59

Modular Base Building Update

New base building system being developed, much more modular and customisable, initial 3 tier support, bigger foundations. @H1Z1JustSurvive



Source: Twitter
11/02/17 12:57

New Melee Design Being Impemented

New melee design being implemented, much more intuitive and able to target multiple enemies at once.


Source: Twitter
10/02/17 05:49

JS Community Outbreak Live stream 3PM Feb 10th

Hi!

We didn't forget about this, I promise. In fact, the team's been talking about it a lot over the last month and we finally realized that if we did a complete reveal of everything we have planned for 2017, it'd be a 10-hour stream! I know a lot of people would actually enjoy a marathon show, but in the interest of focusing on key features we're going to segment things out over the next several streams instead.

This Friday at 3PM PST, JS Lead Game Designer Ben Jones will sit down with Senior Game Designer Justin Dazet and special guest, BruceLeeRob to discuss a number of new things. We'll talk about the new and greatly improved melee system, Strongholds (base building like you've not seen it before in JS), and we just might reveal a surprise at the end of the show. You've all been incredibly patient these past few months and deserve to see what we're up to! As always, we'll be happy to answer as many questions as we can so please come prepared.
Be sure to tune in: https://www.twitch.tv/h1z1justsurvive

Source: Reddit
10/02/17 05:47

JS Test Server Update 2nd Feb 2017

[UPDATE - 6:11PM PST February 7th]

Just a quick update tonight to let you know that we've updated and unlocked Test with the following fixes. When you get a moment, please hop on Test and help us verify these things:

  • Fixed the flashlight switching off in interior close-quarter situations
  • Punching with the flashlight equipped now breaks boxes
  • Crop timing issues addressed (need to verify this over time on Test)

Please note that we are still investigating these issues (among others):

  • Zombie pathing issues
  • Punji sticks not behaving as expected
  • Cloud stutter
  • BBQ/Furnace fire FX

I'm not willing to compromise Live with anything less than a solid update. This might mean the push to Live doesn't happen until next week so we can address those things above. I can't stress this enough - we're not going to adversely affect Live just to say we got something out there sooner. If you're holding off on spending time on Live anticipating an update, please don't let that affect your play. :)

I think most people understand where we're coming from on this and appreciate why this is so important to get right. Thanks for your continued patience, folks.

I'll post again when we have more to update on Test.

Source: Reddit
01/02/17 09:40

JS Test Server Update 30th Jan 2017

Howdy Survivors!

We have another Test server update today. We expect at least one additional test server update before we push to Live and do not have an ETA for a Live update at this time.

The goal of this update is to improve stability and functionality of the game, there are no new major feature additions.

Please use this thread to report issues you experience with the Test version of the game.

This update includes the following fixes:
  • FIXED EMOTES – if emotes were broken for you on Test, please come to Test and verify that they are working correctly now. Emotes stopped working for people on a per account, per client type (Test vs Live) basis if they were active during a certain timeframe several months ago.
  • Lead pipes are now salvageable into metal bars
  • Fixed an additional base construction exploit (four total, including the three from the previous update)
  • Player Structures will now show health bars (these had vanished accidentally on the previous Test update due to our performance improvements)
  • Changed the way ammo spawns to reduce clumping. Should reduce the frequency of random “megahouses” full of ammo and lead to a more even distribution of ammo
  • Fixed an issue where it was possible to get your gun into a state where it appeared to be loaded but would instead fire a blank round
  • Improved roof pathing on experimental zombie navigation (found on experimental Test)
  • Ground Snow and Rain masking improvements
  • Improved Experimental Zombie Navigation to fix the majority of zombie-stuck-on-roof issues.
  • Cooking Container Update
  • Cooking Containers should no longer exhibit timing issues at scale
  • Changed Cooking Container functionality – Now cooking containers have bulk limits
  • Changed Cooking Container burning function - wood items produce charcoal (not ash like they did on the previous test update)
  • Fixed an issue where Cooking Containers did not consume fuel correctly

Plus it also includes these fixes from the previous JS Test Server Update. These updates went out on 1/20.

The original thread for the 1/20 update can be found here.

  • Fixed three separate base building exploit issues that caused issues with raiding and player interactions
  • Fixed several crash conditions
  • Fixed a bug where looking at the edge of decks wouldn't bring up the building permissions list
  • Fixed an exploit with the hospital air drops
  • Fixed an issue with corn mash not converting to moonshine correctly - moonshine should now be harvested correctly.
  • Fixed an issue where admins were removed from bases if they lack visitor permissions
  • Fixed an issue where dropping a crumpled note would mysteriously turn it into a battered trashcan
  • Fixed an issue with vehicles slowly migrating in the water when no one is in them
  • Fixed an issue where wet / snow ground effects would vanish and reappear
  • Experimental Zombie Navigation on Test Experimental - please provide any feedback you may have
  • Additional miscellaneous fixes
  • Improved performance by changing the way certain dynamic objects are rendered
  • Improved performance by updating base building items to use a new, lighter-weight system - Please report any issues you find with base building
  • Visitor permissions are automatically granted to anyone who successfully enters a code on a base door.
  • Removed night vision goggles

Thank you Survivors!

Source: Reddit
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