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Full notes
Full 致命解药 The Killing Antidote update
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What changed
- Fixes
- Gameplay
- Store
致命解药 The Killing Antidote changes
Fixes
Fixed an issue where disarmed landmines could still explode.
Fixed an issue where NPCs would attempt to collect thrown grenades.
Fixed an issue where items taken from an NPC's backpack might incorrectly return to it.
Fixed a softlock that occurred if the player died while in Photo Mode.
Fixed an issue that prevented zombies in lockers from moving.
Fixed an issue that caused mutated mercenaries to become stuck.
Fixed an issue in Chapter 1 where retrieving a modified weapon from the backpack didn't work correctly.
Fixed a rare issue in Chapter 1 where some zombies could spawn in incorrect locations.
Fixed an issue in Chapter 1 where Jodi could walk through certain fire effects.
Fixed incorrect throwable item usage counts.
Fixed an issue where several new outfits couldn't be collected.
Fixed a camera bug where the perspective could get stuck if the player was grabbed by a mutant while using a scope.
Fixed an issue where clothing items taken from the wardrobe appeared damaged.
Improvements
New clothing items in vending machines now have a special indicator.
Adjusted flashlight position to minimize interference from suppressor shadows.
Shotguns are highly effective against Slayers and Gluttons, capable of knocking them back.
Note for Modders
Due to changes in the save system, spawned zombies now require additional initialization. If you are not using the ZombieSpawnerclass, please use the GameState - Spawn A Zombiefunction to ensure proper zombie behavior.
Note for Players
To resolve the aforementioned issues, we regrettably had to rewrite the core blueprint classes related to the camera system. This necessary change is highly likely to break any mods that interact with these classes and may cause game crashes. We strongly recommend disabling all camera-related mods temporarily and waiting for their creators to release updated versions.
Source
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