The Full Dmg. Re-added static snowmen random events with new hat cosmetic spawn. But the distant report or thump will be heard coming from the direction of the source firearm. You can find him near the old chapel, in the woods near the old chapel, in the woods surrounding NAS on the left side of the Aircraft Control Tower, or in the basement of the Officer's Quarters. - Plague Doctors cone Does not drop clothing. are picked up, Added auto stacking to the hotbar for all consumable items (x2, x3 etc will be displayed), Added hotbar saving for items the player chooses the slot for, Added new notification messages and and a one-minute timer when kicking players from a group, or leaving a group, Added new UI for the In Combat notification, Added 50-round drum magazine for the M1 Thompson, Removed zombies temporarily due to poor server performance and strange behavior due to a Roblox update, Removed tracer replication temporarily due to poor server performance, Removed headshot damage modifier for all shotguns, Removed flinching effect in first and third person when hit by a bullet, Remove weapon sway when walking and aiming-down-sight, Changed max player count to 26 (this will help make up for the lack of zombies), Changed in combat detection to only trigger when you nearly miss, or hit, a player or a zombie, Changed M1903, Model 788, PSG-1, and the L96A1 to deal 30 base damage (kills a player in two headshots), Changed firerate of Model 788, M1903 and L96A1 to be significantly lower, Changed firerate of shotguns to be significantly lower, Changed character to not appear to be aiming down sight when holding RMB in third person (now players can tell when someone is aiming down sights or hipfiring), Fixed ammo spawning in the same positions as firearms, Added ability to interrupt healing and food animations by equipping an item or sprinting, Added ability to jump off a ladder at any time, Improved smoothness of mounting and dismounting ladders, Changed Use item in inventory to automatically close inventory and begin the animation, Changed water to be safe for playing to jump into without taking fall damage, Changed sprinting inputs to be preserved when jumping/falling, Changed Maverick 88 spawn rate to be significantly lower, Changed Hi-Power spawn rate to be significantly lower, Fixed an issue where ladders were not mountable, Fixed an issue where holstering your firearm wouldnt allow you to click to interact with items, Fixed an issue where the squad leader could kick a member who was already in the process of leaving, Added new Military Helmet (green) to replace existing ballistic helmets, Added night ambient sounds from Apoc (new sounds to come in the future), Added new Tactical Vest and Hunting Vest (with four colors) to replace older variants, Added bullet holes when a gunshot hits a solid surface (may be temporary), Tracers now use Beams instead of Parts on the shooters client, not other peoples clients, Tracers will be visible when being shot at only when they are close enough to hear a whiz sound, Bullet whiz sounds now have variants between pistol and rifle class guns, Better character and zombie impact particles, Changed health and food item animations to no longer cancel when taking damage, Fixed JSON wrapper interpreting usernames as colors, Fixed shotguns falsely reporting red headshot markers, Fixed an issue where chat appeared to be posted by the server and not the player, Added three new vest items: Safari Vest, Militia Vest, and Militia Bandolier, Changed base damage for some firearms, and the headshot damage multiplier for most firearms (not all firearms deal 1.75x damage for a headshot anymore), Changed empty ammo box behavior, dropping them will now destroy them, Changed hit registering to better avoid trade kill situations, Changed random player spawning to try to favor better spawn positions, Optimized animation network and rendering, Optimized various raycasting implementations, Improved responsiveness on some inventory management actions, Firearms now have animation-ready action parts, Firearm shoot position casting now better detects head glitching, Will NOT replicate tracers or bullet whiz sounds for shots made by squad members, WILL replicate tracers and bullet whiz sounds if youre being kicked or are leaving the squad, Adjusted replication order to better handle close quarters shots, Fixed ammo count failing to update when transferring between boxes or magazines, Fixed green particles when shooting doors and windows, Fixed players not animating until a player-driven state change occurred, Fixed usage animations reaching for your pocket for the first few frames, Fixed item stat previews not disappearing properly from stat bars, Added new island and re-created university/volcano islands entirely, Added Military Airfield, Radio Station, and Grain Elevator as new unique locations (expect changes, and more additions), Added numerous small structures and furniture assets, and iterated on existing assets, Added new foliage/trees and removed previous iterations, Added Premium Hair Colors gamepass (Price will not change! doors should be mostly fixed now, they may have some opening delay but they do work now. Does not drop clothing, but does wear the WWII Flying Ace outfit which players can purchase for Robux and worn by the player. Damage numbers are now per shot - per hit target, not per bullet. Infected Bank Robber- This enemy was apparently infected halfway through a bank robbery, a bit of a joke on the part of the developers. Bullets now have travel time instead of instantly impacting the target. Type Does not drop clothing, but wears the Mafia Suit outfit, which players can purchase for Robux. They are always guarded by a Spetnaz Operator, Soviet Operator or Soviet Renegade and will not spawn unless a different Soviet unit has also spawned nearby. Infected Smuggler Enforcer- Security for the Smuggler's Airstrip compound, carrying heavy firepower and rocking one of the most beloved looks in-game (popular YouTuber RichSolace will often play whilst wearing this enemy's accessories). Infected Junkyard "Vagrant"- Added to the game on June 1st along with free access to the beta test of the game. After The Flash: Wintertide. *New impact effects for shooting at players, grass, dirt, stone, metal, and water. These stats have always been in Apoc 2. - Added helicopter crash sites that will randomly appear at set locations in the game, - Crash sites are a very good source of special forces and military loot, - Crash sites may spawn boss/mini-boss infected with unique loot drops, - Random events will not respawn their loot or infected once looted/killed, - Random events will not spawn or despawn near players, they will only do so when out of sight, - Removed all static helicopter crash sites in favor of the new events, - Implemented new inventory UI and layout for equipped items, - Added hover-text information for cosmetics in the character creator (this includes items that have not been unlocked), - Added simple descriptions for most items in the game, - Added a utility container as an equip slot for certain utility items, - Added a visual representation of your character when in the inventory, - Improved a number of drag-and-drop behaviors, - Added dynamic pop-out windows for managing equipped item attachments, - Improved a number of latency-hiding systems in the inventory, - Adjusted the UI elements for skin previews, - Fixed inventories becoming scrambled when backpacks are swapped, - Re-categorized all flashlights to be utility items, - Added Binoculars and Military Rangefinder (binoculars can be used to identify player usernames and infected, the rangefinder measures distance in studs), - Added four types of deployable light utility items (chemlights, road flare), - Non-deployable utility items may be stored in the new utility container within the inventory (these utilities can be bound to the hotbar), - You can now sprint while consuming or using items (this includes medical items), - Increased the minimum fall distance required to cancel item usage, - Adjusted the turning speed of characters to be more snappy, - Refactored a majority of the character and item controller systems, - Fixed character arm animations and firearm animations being out of sync with the camera, - Major refactor to infected behavior system, - Added new sounds for all infected states and actions, - Infected now require a short time to spot players before attacking, - Attacking an idle infected with a melee weapon from behind will instantly kill it (this does not work on players), - Changed infected stun animation to no longer reset if it is already stunned (time your attacks to keep the infected stunned), - The infected are now attracted to noise and will attempt to search for its source (crouching is silent, but running, sprinting or using items may be heard at short distances), - Infected will try to avoid obstacles or climb over them (windows, furniture, fences, vehicle wrecks, etc. Early patches that were smaller in scale had their logs listed in the game's description on the Roblox website; therefore, specific details of some minor updates are lost. All 70 of Apoc 2s firearms have had numerous stats rebalanced to accommodate the projectile system, and make many of them more unique than they once were. Spawns at Prison Bus events or the Prison. Apocalypse Rising 2. Damage fixes and many small tweaks, such as the Hiking Pack gaining more space. Drops Binoculars, stamina boosters, or a bottle of water. The dresser down the hall at the second floor of the dorm rooms at the University, and on the ground floor in the government building in Ashland. The Roblox Plague 2. Improved reliability of inventory dragging actions: Better tracking of item states between containers. Does not drop clothing, but their outfit can be purchased for Robux and worn by the player. ), Inventory and world hover UI is now more consistent in appearance, Interaction controls are now always displayed no matter the hover context, Better UI scaling size to match the context of the item, Most numeric stats will be presented as percentage bars, Almost all other stats will display as text, Green and red bars will be presented as a comparison for currently equipped items, Non-comparison red bars imply a negative effect, On death, your character life stats will now be displayed, On death, a list of all discovered items during that character life will be displayed, New music has been added for the death screen, Continuing from the death screen brings you to the character creator, and the music will continue as well, Refactored and optimized the playerlist UI code, Added new UI for player cards and dropdown elements, Added the ability to locally chat mute players until they leave the game or are unmuted, Fixed an issue with the squad leaving flash animation having inconsistent timing, Adjusted character respawn logic on death (not on server join), The game will attempt to put you 2500+ studs away from your death location, Resetting your character will not overwrite your last death location with the reset location, Spawns 500 studs or closer to other players will not be picked, If no safe spawns are available, a spawn will be chosen at random, Refactored large portion of the server player handling code base, Better handling of characters and character spawning, Better handling of character death/combat log corpse creation, Simplified character spawning behavior and data loading processes, Load order adjusted for quicker loading times (mostly on server start), Reworked the keybinds, discovery, and purchase history loading systems, Refactored a large portion client of render tied code, Removed old sequencer library in favor of a class based system, Removed a number of render loops, replaced with less frequent ones, Reorganized main render order for character, animations, camera, Split character controller into more appropriate logic loops, Fixed an issue with the character animator being out of sync with the camera in first person, Refactored the main menu camera and creator mannequin to be better separated, Refactored a large portion of UI controller classes, Removed a number of render loops from various UI elements, Properly split logic and render loops on various UI elements, Refactored mouse class to better handle mouse icon hiding cases, Fixed issues with the UI fade system not properly handling interruption cases, Adjusted how contextual controls are built when they are displayed, Removed render logic from a number of animating UI elements, Properly split logic and render loops for a number of heavier UI elements, Added a skins roller animation on skins purchase, Discovery UI now plays sounds when new items are unlocked, Attempts to fix a number of save data loss related bugs, Adjusted vehicle colour selections to better suit the world, includes Smuggler Airstrip, Mines, Mortar, (town) and other large unique locations, scattered small standalone unique structures, features hot springs and a new environment, includes Eden, (town) a research station, and a large camp, improved geothermal power plant with many additions/tweaks and replaced office structure, increased land area East of caldera significantly, caldera terrain is now more rugged and detailed, scattered small structures, tents, hunting stands, cabins, replaced monastery with a more fitting structure (until a new, larger location is developed), added spawn locations to Lulu and Mackinaw island, removed player spawn locations along the inner shoreline of the three main islands, added many new small unique structures across the map (cabins, tents, bunkers), increased foliage density for all forested areas on the map, replaced all farm fields with higher detail terrain, and unique farm variants (pastures, orchards, hayfields), improved appearance and internal layout of dozens of existing structures (mostly residential), replaced all grain silos with updated model, added numerous unusable vehicles across the map, which can be looted for supplies, improved logic (infected will investigate and react to sound + player actions in a more believable manner), successfully hitting an infected with any weapon will always cause them to target and approach the player, attacking an infected with a melee weapon will create noise, and may alert other nearby infected, infected will not detect players who are not within their line of sight, however infected often re-orient themselves as they wander around, crouching, running, and sprinting are heard by infected at different distances, improved infected ability to track/follow players, and accurately land hits (high latency should no longer result in infected to landing hits when out of range), reduced damage all infected will inflict on players to 15 (previously 20 per hit), slightly increased all civilian infected run speed and attack speed, increased loot drop rate for military infected, added various ripped clothing variants to most infected, visual timer added to main heads-up display, general in-combat timer increased to 5 minutes while in a combat zone, combat zones are displayed on the players map, remaining within the combat zone will result in the maximum in-combat timer, leaving your combat zone will clear your combat status, combat zones will move when combat is again initiated, changed default item-transfer control to LMB, can be changed in the settings, left-clicking items will now quick transfer items to or from ground/containers, quick transfering items while a container is open will now place the items in that container instead of the ground, transferred items will display a highlight animation, hotbar now has smarter memory (the hotbar will attempt to save your preferences by item type), added stacking group requests with amount indicator (you will know how many incoming group requests are waiting for approval), reduced how often the inventory needs to draw items, added entirely new recoil system for all firearms, and rebalanced all firearm recoil from scratch, changed handgun recoil to roll left or right depending on shoulder view, added variable sway effect to sniper rifles and magnified optics, improved projectile system performance and reliability, improved recoil stability for higher FPS levels, improved functionality for recoil smoothing systems, increased weapon skin texture resolution (all skins should appear less pixelated), changed spawn location for Mosin PU Sniper and M1919A6 LMG, transferring ammo between ammo boxes or magazines now takes time, the process will be stopped if the inventory is closed, handgun magazines, rifle magazines, and machine gun boxes each have different ammo transfer rates, loading or unloading ammo from a particular object will take the same amount of time, added spinner icons when transferring ammo (the icons will display over the two containers that are involved in the transfer), added six new ammo containers for all rifle calibers, each container is significantly more efficient at storing ammo, compared to the small default ammo boxes, each container has a handful of unique spawn locations, spawns with a small amount of ammo (players will have to find more to actually fill them up), changed the maximum amount of ammo that can be held by small default ammo boxes, 30 rounds instead of 50, for 5.56mm NATO, 7.62mm Soviet, and 5.45mm Soviet, 20 rounds instead of 50, for 7.62mm NATO, 7.62mm Springfield, and 7.62mm Rimmed, all smaller caliber ammo boxes can still carry 50 rounds, and shotgun box capacity is unchanged, removed all extended magazines except the AK-47/AKM 40-round magazine, M14/G3/FAL 30-round magazine, and the Thompson 50-round drum (all smaller magazines are still present), reduced PSG-1 magazine capacity to 5 rounds, all reloading cases have improved safeguards to prevent loading failure, added energy drinks and sports drinks, which quench thirst and also behave like stamina boosters, added new rotten food items for freezers (which were previously empty), added six new food items for fridges and cabinets, including Canned Beans, rebalanced the stats of most food items, generally increasing the hunger stat in most cases, reduced the hunger stat of Military Ration to 85 instead of 100, group member tags expand to display player name on focus, group member tags hide when aiming firearms, group members no longer show up on the map (this is meant to make group members communicate more), simplified back-end character creation process, changed firearms to feel less static when aiming down sights, changed overalls to be layered on top of any shirt (the shirt has been made into 4 new separate items), added one new backpack, Vintage Duffel Bag, added sound effects when falling onto various surfaces, added horn function and sound effects for most vehicles (sirens will be added soon! Rarity It should be noted that the "Vagrant" can also drop a SPECIAL variant of his iconic sidearm, the "Vagrant" Lupara Shotgun: a modified variant of the standard model with a deep mahogany finish, underbarrel laser built into the varnished wood, and adapted Picitanny rail system on the top catch system of the firearm for mounting optics. le prevendite di FFXVI si impennano dopo lo state of play di ieri. Infected Prison Guard- Regular Infected in dark khaki prison guard uniforms. Drops a Maroon Vintage Duffelbag (a 56 slot backpack), M16A1 Assault Rifle, 1 5.56 30rd STANAG magazine, 2 5.56 20rd STANAG magazines, and a box of 5.56x45mm NATO ammunition. Added new ambient environmental sound effects to the day and night cycle. Infected Smuggler (Maverick-88 Variant)- An Infected Smuggler that will occasionally spawn near the armory building. Throw to poision players hit by the potion, reduces their health over time. ), Added damage feedback numbers when shooting zombies, Changed hipfire/third person spread to be 25% worse for all firearms, Changed how damage feedback numbers display, to prevent them from obstructing the target, Changed all shotguns to fire four less pellets (16 less potential damage per shot), Changed all shotguns effective range to be about 25% less, Changed Auto-5 reload to be 50% longer per round, Changed SPAS-12 reload to be about 40% longer per round, Changed PSG-1 semi-auto fire-rate to be 25% slower, Changed mouse sensitivity when aiming-down-sight to be about 20% more sensitive, Changed tracer effect for unsuppressed firearms to be parts instead of beams (increased visibility), Changed the M1911 to have a magazine loaded when the player spawns in, Changed the maximum camera distance to be 50% less, when the player doesnt have a weapon equipped, Fixed inventory occasionally breaking (unable to open), Fixed players keeping their loot after death, Fixed client-side bullets not considering network ping, Fixed inability to click on items in the hotbar to equip them, Fixed a geometry issue when firing with the ACOG attached, Fixed typing in chat activating controls UI, Added keybindings page on the main menu and in-game, Added six new firearms: M1909 Snubnose revolver, Maverick 88, M1 Garand, Lupara (Sawn-off DB), G3, and the Hi-Power, Added M1909 Snubnose as the new starter weapon, instead of the M1911, Added sounds for doors opening and closing, Added one new backpack and four new vest items: the Vintage Army Backpack, Construction Vest, Quilted Vest, Special Forces Webbing, and the Leather Vest, Added new climbing functionality to trusses (will be improved in the future), Added variable jump height dependent on jumping frequency and available stamina, Added stat increase previews when hovering over items in your inventory, Added animations to food and medical items (the effect wont be applied until after the animation is complete, and if you take damage, the animation will be cancelled), Added auto assignment to the hotbar when consumable items (medical, food, etc.) Infected ATV Driver [NOF]- A Soviet soldier, who drove an ATV before being infected. ), Increased difficulty of military infected, Decreased difficulty of most common infected, Added some rare infected with unique stats and loot drops, All inventory and character creator icons were updated (please inform us of misaligned or discolored icons, they will be improved upon), Added new lighting for easier clarity at nighttime in particular, Added basic pickup and drop sounds for items and dragging in the inventory, Added consumable and medical item usage sounds, Increased effectiveness of most melee weapons against infected, Long distance rendering for structure silhouettes (you can see locations beyond the fog), Rebalanced the volume and max distances of all sound effects, including gunfire and footsteps, Changed the location of some Rare firearm and Rare cosmetic spawns, Reduced the distance that ambient beach sounds can be heard, Removed Soviet item spawns from common houses, Vicinity container items stacking when too many items were present, Vicinity items moving off the grid after combining items of the same type (ammo etc. Does not drop clothing, but wears the Mafia Suit outfit, which can... 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