To participate:
- right click on the game in steam
- click on properties
- click the "betas" tab
- the drop down menu will have latest_experimental available ← you want THAT
- select that and wait for the game to download.
Changelog A20.1 B5:
Added
- Show Stability makes a clearly different green for max and darkens colors every 1m of world space
Changed
- Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
- Updated to house_modern_18 made path more obvious, added torches, added triggers so sleepers aren't left behind, etc.
- Updates to remnant_skyscraper_01 based on QA feedback.
- Updated house_construction_01 and house_construction_02 with new art props
- Updated remnant_business_0205, updated with new art and shapes
- Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
- House_modern_23 Changes made based on feedback
- Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
- Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen's floor, replaced shelfs to prevent z-fighting.
- Remnant_waste_01 replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
- Updated downtown_strip_10 based on player feedback.
- Downtown_filler_27 removed door frame simulating door that was permanently closed to avoid confusion
- House_modern_23: changes made after level designers meeting feedback
- Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
- Slightly increased the probability of books found in book piles and crackabook shelves
- Enabled graphics jobs
- Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
- Updated loot probability and quality templates to better align with the new loot stage system
- Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
- Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game
- Reworked tiered chest loot to better reflect POI difficulty
- Reduced the amount of aloe cream found in backpacks
- Increased the chance to find acid in sinks and chemical sets
- Added another low chance to find vehicle wheels in Pass-N-Gas crates
- Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimeter wall )
- Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
- Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
- Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
- Moved the old chair out of the furniture helper and gave it its own new recipe
- Added produce baskets, pallets, and empty clothes shelves to furniture helper
- Updated preview thumbnail JPGs for part_loot_t1 through t5.
- Updated house_old_tudor_06 to new RWG standards.
- Updated house_old_bungalow_08 for new RWG country residential.
- Updated large_park_01 moved kiosk 1 block to the back, added extra floor under it
- Farm_04 made changes so it's no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
- Farm_08 locked front door. Added light pointing at the quest's entrance.
- Removed restore power quest from lot_downtown_filler_01
- Cut Game Stage Achievements in half
- Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
- Updated Localization for furniture helper blocks
- Drone description no longer references the ability to fight
- Reduced ammo loot counts by ~15 to 30%
- Reduced amount of ammo found in yellow zombie loot bags from large to medium group
- Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1
Fixed
- Remnant_downtown_12, mispainted textures
- Terrain density covers satchel in warehouse_04
- Missing paint behind curtains in house_old_ranch_01.
- Missing paint in gas_station_07.
- In body_shop_01, loot room sleepers on rooftop spawn within players view
- Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
- Distant and/or low resolution reflections/lighting on arrows are pink
- Inaccessible cabinets in house_old_ranch_06.
- In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
- In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
- House_old_modular_06 z fighting on exterior.
- Diner_03 density issue on roof.
- Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
- House_old_modular_08 z-fighting on exterior windows
- POI canyon_gift_shop has extra blocks.
- Survivor_site_09 z-fighting on watch tower.
- Fastfood_04 terrain hole under car.
- Treasure maps calculate location from 0,0
- Confuse does not affect vehicle controls.
- Drone can fall under bedrock and get stuck
- Junk Drone stay command sync error with clients that could cause multiple drones.
- Remove the "and fight" from the Robotic Drone's information localization
- Junk Drone case where teleporting away was not creating a nav object for the unloaded chunk.
- Handled a case where picking up the junk drone was not fully cleaned up from the player data.
- NRE caused by highlighted text in inventory search field
- UI button hover scale effect only playing once per button per game session
- Playtest and give feedback on countrytown_business_13 The Dead Rooster
- HUDStatBar not working with "statcurrent" for "ActiveItem" when holding a paintbrush
- Playtest and give feedback on countrytown_business_06 Ruby's
- Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
- Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
- Workbench duplication bug
- Can not shoot through bunkBedFrame
- Pathing incorrect ladder height check if open to sky
- SMG and Desert Eagle holosight location update.
- Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
- Inconsistent resources and scaling on military armor recipes
- AK47 and Pump Shotgun holosight location update.
- Tactical AR holosight scope offset for dot alignment.
- Holosight dot position updates for Iron Crossbow and Compound Crossbow
- Holosight dot position updates for Lever Action Rifle and AutoShotgun
- Structural Integrity is not recalculating when block pillar is recreated
- Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
- Playtest and give feedback on countrytown_business_13 The Dead Rooster
- Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
- Sniper Rifle holosight dot update.
- Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
- Scrolling too fast in part selector causes NREs
- Show Stability could show old colors
- Playtest and give feedback on commercial_strip_01
- Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
- Cellar door and shutter open/close issue
- Explosion of water fix would cause chunk regen to never resume
- ChangeBlocks handling of clusters with recursion
- Farm_07 mispainted texture in kitchen cabinet next to stove
- Achievements aren't working
- Switching between Steam offline mode and online within one save game results in different player profiles/saves
- Restore power host melee desync
- Z-fighting on exterior windows at house_old_bungalow_11.
- In POI motel_01 sleepers in final room do not spawn until after player is inside room
- Door unlocked in house_old_victorian_01
- House_mansard_06 unstable cellar door
- Z-fighting and missing paint at POI bank_01
- Exit sign in courthouse_med_01 is too low.
- Floating TV's in bank_01.
- Bank_01 z-fighting
- Action_time_shift index out of range.
- Using Twitch teleports while in a workstation UI does not close the UI.
- Added missing IndexName property for chandelierLight to work with restore power quests
- Origin shift could cause objects to fall through world
- Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
- Path node otherheight bad in cabin_11
Source: Changelog A20.1 B5