Update log
Full Fargone update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Performance
- UI and audio
- Balance
- Fixes
Added
Updated the unbuilt bridge POI in the Grasslands to use the new Swampland terrain (this was planned for the main update but held back due to AI pathfinding issues).
Partial rework of the Grasslands Factory POI.
Added tooltips for each skill tree to better explain how to level it up.
Improvements
Improved several poor-quality LODs.
Improved performance of distant character LODs.
Improved several areas that had sparse vegetation.
Smoothed out some potential stuttering caused by the new world origin shift system.
Smoothed out intro and ending fades on several ambience tracks.
Added a small buffer to the datapad notification beep sound to prevent spam.
Weapon degradation has been rebalanced; each gun now degrades at different rates based on its stats.
Balancing
Rebalanced AI firing patterns to better differentiate trained vs. untrained NPCs.
Slightly reduced the base needs reduction rate.
Rebalanced some skill tree progression to better align with players’ overall level.
Reduced recoil of the Nova slightly.
Tightened shotgun spread slightly.
General minor rebalances across all weapons (this was held back from the main update yesterday for further testing).
Increased armoured zombie armour rating.
Slightly increased brute health to compensate for weapon rebalances.
Fixes
Blocked several areas that the player should not be able to access for now.
Fixed the ammo crafting bench at Day’s End Bar being pick-up-able.
Fixed shallow and deep water footstep sounds not playing correctly.
Fixed the player being able to save while swimming, which was not intended.
Fixed certain weather types not playing sound effects correctly.
Fixed certain weather types not playing all particle effects correctly.
Fixed grass stretching too much during heavy wind weather types.
Fixed an issue that could cause controllers to conflict with keyboard and mouse when both are connected.
Fixed an issue where swapping primary and secondary slot weapons could break the slot if one was empty.
Fixed AI not always using inverse kinematics correctly to aim their weapon.
Fixed a bug that could cause weapon gunshot sounds to abruptly end or cut off.
Fixed Enver deciding he no longer wanted to stay in the village…..
Fixed brutes not attacking correctly.
Fixed the missing infected deer cave.
Fixed a bug where the datapad notification would display the wrong skill tree name.
Source
