Players with different scope quality settings are now on a more level playing field: The Dual-Render Scope Quality setting (previously labeled Scope Quality) renders the world a second time, zoomed-in for your scope. Prior to this update, turning it off replaced the 3D scope with a 2D overlay. Some players used this as a competitive advantage because it wasn't affected by jumping, movement, near-death shake, etc.
After the update, turning the option off is much more visually similar, and keeps the performance benefit of not rendering the world twice. The gameplay tradeoff is now that dual-render off can see more up close in the peripheral (but blurred), whereas dual-render on retains peripheral vision of nearby surroundings. As an extra bonus, the scope now benefits from ambient occlusion, too!
We've introduced several new gameplay options for players and server hosts looking for fast-paced combat:
Viewmodel Aiming Jump/Land Multiplier: Scales how much the first-person scope moves while aiming and jumping/landing. Reducing this to zero keeps the character's aim centered while falling.
Viewmodel Aiming Misalignment Multiplier: Scales how much the first-person scope moves at all times, including while jumping/landing. Reducing this from 1 to a low value like 0.1 enables characters aim to always stay on target.
First-Person Recoil Multiplier and First-Person Aiming Recoil Multiplier: Scales magnitude of recoil and spread while in first-person perspective.
First-Person Aiming Zoom Recoil Reduction: At zero (default) recoil is unaffected. At one, recoil is divided by the scope's zoom level. A value somewhere in between makes shooting with scopes much easier.
Special thanks to everyone who shared feedback on this change during the preview phase—it was some of the highest engagement with the preview branch we've seen to date!
Quickly craft any structural item while building your base! Each button shows the number in your inventory plus the number automatically craftable from supplies in your inventory:
The Housing Planner (craftable from a GPS and Rangefinder) was first introduced to streamline base-building by quickly switching between items and speeding up salvaging. This update takes it a step further, thanks to the recent improvements to the crafting-related code, enabling it to automatically craft any structural item from the parts in your inventory. This includes automatically unpacking stacked supplies, crafting metal structures directly from scrap metal, and bypassing workstation requirements.
After 8 years online, we'll be closing our official offsite SDG Forum[forum.smartlydressedgames.com] later this year. Our sincere thanks to everyone who's participated in it over the years, from game feedback to helping each other to chaotic meta-discussion!
The forum will be read-only mode by July 30th, before fully closing on November 1st.
Over time, player feedback and support has become spread across many different platforms. We believe shifting resources from the SDG Forum elsewhere will better serve the majority of players. While the SDG Forum will no longer be available, you can still:
Discuss the game and make suggestions in our official communities (Steam and Discord[discord.com]) or the community-run r/Unturned subreddit.
Report bugs through our Issue Tracker on GitHub[github.com] or the Support Helpdesk[support.smartlydressedgames.com].
Seek troubleshooting and other support through our Support Helpdesk[support.smartlydressedgames.com].
Gameplay
Housing Planner can automatically craft structure items.
Destroying or salvaging placed item stacks recovers the item stack.
Hotbar shows equipped item's durability / quality.
Graphics
Replaced 2D scope overlay (when dual-render scope quality is OFF) with post-process effect copying main view into scope material.
Added an option to prevent loading small clutter details. Note: requires per-map support by level creators.
Water planar reflections use main camera's LOD settings. This reduces discrepancies between reflections and what's visible, but may decrease performance when planar reflections are enabled.
Added "-Cinematic" command-line flag to turn off all level-of-detail features. (With an intense performance cost. Useful primarily for level promotional screenshots.
Multiplayer Improvements
Added server info screen and pause menu buttons to copy server code. Your friends can use this code in the Join Directly menu.
While playing multiplayer, an "Invite Friends" button is available from the pause menu. This opens a Steam Overlay dialog to invite an online friend to your current server.
Added support for server codes in rich presence join functionality. (E.g., joining LAN servers through Steam friends list.)
Combined barricade and structure instantiation queues to prevent seeing into loading bases.
Crafting Menu
Blueprint details panel shows primary item's stats and extended description.
Crafting tooltip mentions blueprint is ignored in reasons it cannot be crafted.
Anti-Cheat
Reduced available information about distant players. This makes ESP and radar cheats less useful.
Significantly tightened server hit validation threshold, making the line-of-sight tests more effective.
Server Config
Added FirstPerson_RecoilMultiplier and FirstPerson_AimingRecoilMultiplier, similar to their third-person equivalents.
Added FirstPerson_AimingZoomRecoilReduction to restore (quite old now) sniper recoil behavior.
Added Viewmodel_AimingMisalignmentMultiplier and Viewmodel_AimingJumpLandMultiplier for reducing sway while jumping around scoped-in.
Added Disable_Motion_Sickness_Options (more detail under Accessibility section).
Accessibility
Added First-Person Arms Bobbing slider for players experiencing motion sickness to reduce viewmodel sway while walking and turning.
Added Disable Motion Sickness Options config for server hosts running realistic PvP combat to disable the First-Person Arms Bobbing, Explosion Camera Shake, and Damage Flinch options. A warning is shown on the server info screen if this option is active. Since these options affect game balance the intention is to improve support for servers negatively affected by their addition, while keeping most of the game more accessible by default.
Level Creation
Added road assets for sharing road textures between levels, and some new options like per-road physics material overrides.
Added a tab in the roads editor to switch between per-level road textures and assets list.
Added support for blending smoothly between ambiance volumes and per-volume falloff.
Added "/DrawAudioReverbZones" command to visualize non-volume reverb zone falloff.
Support placing decorative trees outside the max level bounds.
Increased spawns editor contrast behind rarity-colored entries.
Removed kill volumes from vanilla bunkers to make them more flexible for level designers.
New Properties (Modding)
Airdrop reward type for NPCs to call in an airdrop.
Sentry properties to prevent targeting players, zombies, animals, and vehicles.
Tactical attachment properties to override bayonet damage.
Sight attachment properties to override aiming alignment space.
Placeable item properties to override amount of items recovered when salvaged.
Item properties for effects and NPC rewards when item reaches zero quality.
Gun properties for significantly changing rechambering behavior.
Gun property to scale zombie ragdoll force.
Consumeable item property to turn off pitch randomization.
Vehicle properties for more bumper damage control.
Support hybrid rangefinder-laser tactical attachments.
New Components (Modding)
Airdrop Spawner component to call in an airdrop.
Barricade Spawner, Item Spawner, and Vehicle Spawner components.
Repeat component to replay an event multiple times.
Music Audio Source component to mark audio sources as music.
Barricade Destroyer component to clear barricades inside a sphere
Plugin Development
Added "-ModulesPath" command-line flag to override Modules directory.
Enabled running "/LogMemoryUsage" locally to copy results to clipboard.
Fixes
Arrows, Missile, Rail, and Rocket not removed at zero amount. (Thanks Dobs!)
Round farm growth percentage down rather than to closest integer. (Thanks PandahutMushy!)
Default DeleteAmount behavior changed by search rewrite. (Thanks Dobs!)
Potential cause of favorite blueprints button disappearing. (Thanks u/Dandelion07!)
Server not registering end of melee swing. (Thanks prank0079!)
Non-physical wheel rotation broken by previous update. (Thanks Kopfstroh!)
Primary/secondary slot visual not cleared when item breaks. (Thanks JienSultan!)
Editing deleted level. (Thanks Jdance!)
Inconsistency between uGUI and IMGUI drawing debug text while HUD is hidden. (Thanks RBMKBlaze!)
Blueprint primary item details not hidden when primary item indeterminate. (Thanks biedaktokox!)
Barricades/structures in a broken state in singleplayer when moved with admin editor. (Thanks Molt!)
Vending Machine hat misaligned mythical effects. (Thanks 桐生一航!)
Keep nearby foliage loaded regardless of frustum checks. (Thanks DiFFoZ!)
Missing mipmaps on scope render texture. (Thanks BoomViz!)
Protect against menu accidentally becoming empty during special events. (oops)
Reworked airdrop replication to exclude contents and landing position.
Increased terrain fallback quality to reduce pop-in.
Russia train tracks gravel was the wrong color.
Support // comments in Commands.dat.
Special thanks to Bananajoemcrandom, biedaktokox, BoomViz, CPL, KarmaWSYD, semtexexplosive, setaou, surv0013, and VTM for their help resolving a variety issues while this update was on the preview branch!
]]>I’ve been making mods for Unturned for about 4 years, but my first mod that was truly my own was Composite Structures. I am very proud of it. Instead of Composite Structures simply adding the same old structures with a fresh coat of paint, I added my own shapes. People really seemed to like it. It also ended up being featured in a blog. At the beginning of this year I started working on Composite Structures: Subterranean.View "Composite Structures" on the Steam Workshop
Then MapMania happened and it got put to the side for a couple months. After MapMania concluded, I got around to finishing this mod. People seem to like this mod too.
Anyways, keep an eye out for updates to “Composite Structures: Subterranean” and “Composite Structures.” Composite Structures had its one year anniversary recently and I have an update planned for it using the new crafting stations.
Undergrown is also still being developed and will feature things just as unique and cool as these bunkers. I also plan on making a video sharing how the Unity for this mod works, so others can build on it.
—VandaltheMenace