10/12/16 01:17

King Of The Kill Test Server Patch 1495589

Following the deployment of King Of The Kill build 1495589 to the test server, 100 changes have been noted in the core item file spanning 29 items.
No new items have been introduced in this patch.
These items already exist in the item file but have been renamed and possibly re-categorised.
Mechanic's Chrome .44 Magnum Four Alarm .44 Magnum
Mechanic's Chrome .44 Magnum Four Alarm .44 Magnum
Firefighter Respirator Four Alarm Respirator
Firefighter Parka Four Alarm Parka
Firefighter Padded Pants Four Alarm Padded Pants
Firefighter Respirator Four Alarm Respirator
Firefighter Parka Four Alarm Parka
Firefighter Padded Pants Four Alarm Padded Pants
White Unicorn Full Helmet Rainbow Unicorn Mask
Black Unicorn Full Helmet Nightmare Mask
White Unicorn Full Helmet Rainbow Unicorn Mask
Black Unicorn Full Helmet Nightmare Mask
Irezumi Dragon AR-15 Frostbite AR-15
Founder's Shotgun Tribute 12GA Pump Shotgun
Founder's Backpack Tribute Backpack
Founder's Backpack Tribute Backpack
Founder's Shotgun Tribute 12GA Pump Shotgun

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Disclaimer: this post has been automatically generated based on a comparison of game data files, the changes listed above are only theoretical and may not appear on the live server and could be subject to change at any time.
04/12/16 01:33

Producer's Update 2nd December 2016

Hi Survivors!

Two months ago, we updated Just Survive…and it wasn’t the prettiest update we’ve done in the game’s history.

We’ve taken a different approach to how we deal with Live patches since then. We’re communicating with you, the community, as much as we can about what we’re up to (and what you’re seeing) on Reddit and on Discord. We’re using Test heavily and repeatedly. If you’re unfamiliar with what we’ve been up to on Test since that last update, take a peek at these past Reddit posts here, here, and here and you’ll see what I mean. We listened to your feedback. We addressed issue after issue, tweaked, and resubmitted back to Test – not directly to Live. We intend to continue using Test just like this in the future.

This Live patch addresses a long list of issues so I’ll highlight just some of the more important ones: lag was a major issue with the last update. We’ve reduced it. Vehicle and base exploits were huge issues. We’ve addressed those. Loot balance was a little inconsistent before. We’ve tweaked that, too. Perhaps what’s been most important to me to address is simply how we interact with you, the Just Survive community. This starts by earning your trust back. It’s been a long two months, but I hope the team’s efforts with this update confirm our devotion to this game and to all of you.

In my first two months here, I’ve learned a ton about Just Survive and more importantly, about you guys. I can say beyond the shadow of a doubt that the core player base here is one of the most devoted I’ve personally ever seen in my career. That’s beyond inspiring to me. I’m not going to lie to you - we’re not always going to see eye to eye. We’re going to break a few things along the way. And we might not always fix things in the order you want us to. But I can promise you that I’ll always be straight with you and communicate with you on a regular basis. This means frequent updates on Reddit. It means doing AMAs now that we’ve restored the Live version of the game to something you will enjoy playing again. It means Community Outbreak streams with the JS team.

Most exciting to me is that it means finally being able to talk about what we have planned for 2017. What most people don’t know yet is that we have a core portion of the team that has been working on nothing but the future of Just Survive. We’ll finally get to start talking about that soon. Fix now, cool later. Right? We’re getting a lot closer.

Just Survive isn’t dead. Far from it. We’re just getting started.
Source: Forums
30/11/16 12:57

Just Survive Update 29/11/2016

[UPDATE: 1:57PM CST / November 29th]
I wanted to let everyone know that we're targeting a promotion to Live for later this week. It could be as early as late Thursday. It could be early next week if we run into any major issues. I don't want to give you guys a specific time and miss it, but I did want to let you all know that's the window we're shooting for.

This Live update will include a wipe.

More updates to come as we get closer to the push. Thanks for your patience!
Source: Reddit
Targeting a JS Live update between this Thurs & next week. Will include a wipe. Follow https://t.co/8SE7w22P0c for info! #H1Z1
Source: Twitter
30/11/16 12:20

Possible Airport POI Discovered

Could this be the start of an Airport POI on the KotK test server?? @H1Z1KotK @greghenninger @H1Z1DBdotNET @infectioncast

Source: Twitter
24/11/16 08:53

Modular Building Coming

Interesting find in the latest JS Test Server Build (good spot @PhazePyre), could modular building be finally on its way!! @H1Z1JustSurvive

Source: Twitter
23/11/16 01:29

King Of The Kill Test Server Patch 1466285

Following the deployment of King Of The Kill build 1466285 to the test server, 473 changes have been noted in the core item file spanning 418 items.
No new items have been introduced in this patch.
These items already exist in the item file but have been renamed and possibly re-categorised.

View More Details

Disclaimer: this post has been automatically generated based on a comparison of game data files, the changes listed above are only theoretical and may not appear on the live server and could be subject to change at any time.
23/11/16 12:08

Just Survive Test Server Update 11/22/16

Greetings! We've updated the Test server. It's now unlocked and ready to use.

This is a comprehensive update so I'm going to enumerate the complete change-list over these past three rounds of updates, mostly for people wanting to check things out over the holiday break for the first time in a while:

General Improvements
  • Loot spawn rebalance - enough said. Tell us what you think!
  • Reduced server latency - this was the root cause of many UI/interaction issues
  • AoE (area of effect) checks for AoE weapons - this fixes several bugs including a few listed below

Exploits Fixed
  • General vehicle exploits have been fixed (namely those related to glitching into bases)
  • Lag switching has been addressed
  • Arrows/Spears fired at bases no longer crash players in nearby bases
  • Placing IEDs through doors is no longer possible
  • “Dual shelters” exploit has been fixed
  • “Map teleport” exploit has been fixed
  • Fixed an exploit where melee weapons could take on the behavior of other items

Bugs Fixed
  • Character Portraits now match their in-game character
  • General latency reduced; mostly UI / interactions taking multiple attempts, including:
    • Containers not transferring loot consistently
    • Door codes not entering/changing consistently
    • Discovering taking multiple attempts
  • Bows not reloading properly (causing them to never shoot) has been fixed
  • Door misalignment has been addressed
  • IEDS and Biofuel should now inflict proper damage next to structures
  • Explosive Arrows now should no longer damage players through building walls
  • Most structures now should be place-able inside shelters (workbenches, bee boxes, etc.)
  • Experimental Weapon Zombies should now respawn as expected
  • Medical stations should work as expected now
  • Bullets traveling through players occupying the same space – should be fixed
  • Bandages can be equipped in the flashlight slot but do nothing – should be fixed
  • Silent Zombies bug has been fixed
  • Character names can now be reused after the character has been deleted
  • Fixed an issue with free placing objects on base foundations (IEDs, etc)
  • Jittery camera issues have been fixed

We intend for this to be our last Test update before pushing to Live. Provided things look groovy after the holiday break, we'll promote it to Live at that point. Please continue to post feedback here in this thread in the meantime. I want to issue a reminder that we didn't fix every single outstanding issue reported so if you see something that hasn't been resolved, post it here. Chances are it's on our list here internally but redundancy isn't a bad thing in these situations.

Also, we've posted a Just Survive survey! You can also find it on the JS launchpad. Take a moment and let us know what you think!

Source: Reddit
23/11/16 12:06

KotK Test Server Update 11/14/16

We pushed out our next game patch to Test last night as part of our normal update process. This update was discussed in the last Producer letter, and includes the following:

  • Team follow cam, when you die in a team game, you will have the ability to follow your teammates to see how the rest of the action plays out
  • End of team game's UI sequence cleaned up and displaying correct information
  • Changes to the crafting screen to make it easier to use
  • An updated version of The Arena that focused on fixing a lot of visual bugs
  • We made some changes to the shotgun code in order to make the hit registration on that weapon more consistent
  • Bug fixes throughout the UI and game

We are continuing to look at some other hit registration issues and will continue to fix issues in future updates.

Just an update that we updated Test again this morning with just some ongoing bug fixes.

Would be helpful if people could play on test and let us know if you are unable to join a match.

Source: Reddit
30/10/16 05:16

Producer's Update 28th October 2016

After our large update in September, we wanted to modify our publish process to ensure a thorough testing procedure, and we set a rule that we will not publish a patch with new known issues. Of course we may be surprised and find something once hundreds of thousands of people jump in, but if anything turns up in our testing, we will hold the patch until we can resolve it. The net result of that change was that it took longer than it has in the past to lock down the actual patch and push it out. I am happy with the result though in that I have not heard of any new major issues yet. This also affects the amount of downtime to expect when we perform an update. With more code to test, and more datacenters to update, the standard amount of downtime will be 8 hours rather than what used to be around 4 hours.

I know this patch did not have every single thing that everyone wanted, but it is important to have quality updates that continue to improve the game overall. We made some internal changes to the EU servers and hopefully that will help alleviate some of the lag we’ve been experiencing lately. We will continue to monitor those servers closely over the weekend. We are going to be converting Air Drop tickets into Scrap soon too. You will get 100 Scrap for every Air Drop ticket you have in your inventory. We’ll let you know the timing on that before it happens. With that, let’s take a look at the next patch.
November Game Update
Our focus for this next update is the end game flow for Team Games. This includes getting the follow camera back in so when you die you will have the ability to follow your teammates around and spectate the action. We will also clean up the UI at the end of the game to show the correct information around XP and finishing position.

We have continued to work to get some bugs out of the Twitch integration and expect to have that working really solidly in the November update. This would include the leaderboards and the ability to invite viewers into a game with you as a streamer. If you are checking out new streamers, the in-game streamer tab will include number of players remaining if you are interesting in just checking out some end of game scenarios to see how they may play out.

We have slowly been adjusting our ping limits with the biggest adjustment coming in this last patch. We now have the ability to tune in-between patches, so we will continue to move that limit down further as we collect data and find the desired values.

In addition to the items mentioned above., a number of bug fixes are going into the November Update focused on The Arena and leaderboards.

This patch is currently being tested internally by our QA team, once everything is working as intended, we will push it up to our Test server where we will focus on it to ensure no new known issues are being introduced.
Season 1
You may have noticed that we are still in our first preseason. We are using preseason to watch play habits and the mechanics of the scoring and leaderboard systems.

We will begin Season 1 with the November update. While the November update will bring minimal change to the scoring system, we will adjust tier thresholds to ensure the number of players in each tier is close to the targets that we would like to see achieved.

While pre-season does not include rewards, the end of Season 1 will come with rewards based on which tier you achieved during the Season. We will add a badge to your scores screen to let you know which tier you achieved in your last Season. In the future, we would like to get this fleshed out to a full trophy room to see all of your achievements, though, that is a bit further down the roadmap. We are also working towards end of Season tournaments restricted to your particular tier. This will allow for some great competition amongst like skilled players.

We already have some changes planned to roll out for Season 2, but we will also watch the play in Season 1 to see if anything else is needed. Things being discussed, but we have not yet committed too, are a meta scoring system for Royalty tier players, in-game icons on the kill feed to designate a tier, and potentially an emote to use that shows other players which tier you attained last Season.

We continue to examine our server performance and stability and are steadily making improvements there to improve the overall experience. We tend not to talk too much about those, but they are really critical to the game working well and behaving consistently.

Source: Daybreak
25/10/16 09:20

Game Update 10/25

All servers will be unavailable beginning at 3 AM PT (10 AM GMT) for maintenance to introduce a game update. Downtime is anticipated to be approximately 4 hours.
  • The Scrapyard feature has been enabled again which will allow players to turn duplicate and unwanted items into Scrap and obtain new items.
  • If you are wearing a hoodie and equip a helmet, the hoodie will automatically go down so that the helmet is easily visible.
Infernal Crate:
  • The Infernal Crate is now available! Brand new ghastly items are avaialable to scare up some new looks for your character!
  • Players occupying the same space will now take damage from incoming fire properly
  • First Time Event (FTE) popups should only occur in training now
  • Bullet icons were redone to make it more obvious which rounds of ammo you have in your inventory
  • Reloading will always be interrupted by other game actions like healing and looting. Opening doors will still be possible while reloading.
  • Flora settings can now be correctly set to low, medium, and high.
  • Shift dropping a partial stack from your inventory will no longer lock the inventory screen
  • Left click looting a stack will now loot the entire stack
  • Some users were experiencing frame drops when using the inventory. This was due to high DPI mice and has been fixed
  • Some items were being duped in your inventory when skinning in it, that has been fixed
  • Some laminated body armor was disappearing from your inventory when you were already equipped with makeshift armor, this has also been fixed
  • Muting voice chat in Fort Destiny will no longer incorrectly mute voice chat everywhere
  • If you need to switch regions within the UI, you should no longer end up in an unresponsive state
  • There was a bug causing player’s crate inventories to change when switching regions, that should be consistent now

Source: Daybreak's Website
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GratGrat's Refried BeansDoctorDoctor's File
Black JeansBlack JeansGrey WorkbootsGrey Workboots
Spool of TwineSpool of TwinePork Sausage with GravyPork Sausage with Gravy
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.44 Round.44 RoundLight Blue Tactical HelmetLight Blue Tactical Helmet
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