Update 0.9.4D Changelog
New features, improvements and fixes in 0.9.4D.
Electricity and Generators
Added a power grid. Meteors, tornadoes, tripods and building collapses can knock out power to areas.
Added interior lighting to buildings, with powered streetlights turning on at night.
Added portable generators that can be carried, transported in vehicles, fueled and started.
Generators power the nearest building, but their noise can attract tripods at night.
Bringing a running generator to the radar allows an early evacuation call once per game or a military support call.
The lighthouse lamp works at night when powered by a nearby generator.
Buildings without interiors display illuminated windows at night and go dark during outages.
Water
Added a Water main system, you can wash your hand or drink from sinks and fill tubs to have water to drink or wash your hands.
The Water main system goes down after destruction in the area or 1-2 days
Added drinking directly from rivers and lakes with E.
Added filling bottles from natural water sources with Q.
Unsafe water can cause sickness. Boil it or use water purification tablets before drinking.
Finished drinks leave an empty bottle.
Red weed contaminates water.
Injury System
Added bruises, scratches, cuts, gunshot wounds, burns, sprains and fractures, with bleeding and infection.
Added Hardcore and Legacy injury modes to single-player and multiplayer world setup. Legacy allows medical items to directly restore health.
Added a wound card to the gear screen with body markers and recommended treatment. Press H to perform the recommended action.
Added an injury HUD card, visible wounds in first and third person, and blood trails from wounded players.
Wounds heal naturally, with treatment speeding up recovery. No wound takes longer than approximately 20 minutes to heal.
Sprained and broken legs allow slow jogging and small jumps. Adrenaline temporarily allows running.
Improved fall damage scaling and injuries based on landing severity.
Simplified bandages to one type.
Expanded medical loot in emergency vehicle trunks, bathroom cabinets, firehouse lockers and medkits
Crafting and Gathering
Added plant fiber gathering from tall grass, reeds and cattails.
Added craftable fishing rods, wooden bows, and wooden, stone and metal arrows.
Added gathering stones from natural rocks.
Added foraging for berries, mushrooms and feathers. Some mushrooms are poisonous or deadly.
Forageable resources regrow and are more common in natural areas.
Certain foods now go stale over time and need to be refrigerated to preserve them.
Craft Splints with one stick and one bandage.
Small trees drop one log sized to the tree.
Increased wildlife in the wilderness.
Red Weed
Humans can now burn red weed with a torch, flare, or molotov cocktail.
Burnt red weed no longer damages your player and also retracts progress from the exterminator teams district harvesting
New Plane Crash
The Plane Crash is now a random event that can crash and land anywhere on the map with a dynamic physics based realistic crash site.
The aircraft breaks apart realistically and explodes and can knock down trees and collapse buildings.
Crash sites contain lootable luggage, backpacks, and galley carts.
Hiding and Distractions
Added hiding beneath parked cars and wrecks by holding Q.
Tripods that see you crawl underneath a vehicle can lift it.
Added car alarms triggered by tripod footsteps, gunfire, explosions and thrown shards.
Tripods investigate car alarms, allowing vehicles to be used as distractions.
Hiding panic only begins within 12 meters of a threat.
Holding your breath is now the Caps Lock binding.
Map and Respawning
Added map markers: Home, X, Flag, Danger, Supplies and Camp.
Right-click the map to place a marker and choose its visibility and duration.
Added choosing a respawn location from the full map
Respawning provides a charged flashlight and walkie-talkie.
Added SHOW MY BLIP to control whether other players can see your map marker.
Reputation, Traits and Skills
Added reputation affecting how civilians and soldiers react to you.
Reputation can influence trading discounts, followers, greetings, trading refusals, people fleeing from you and military taking your weapons from you, or killing you.
Added 13 new traits covering abilities such as helicopter piloting, tank operation, aiming, reloading, toughness, reading and driving.
Added six different lootable skill books.
Helicopters and tanks require the appropriate pilot or crew skill.
Rebalanced trading values for raw materials and ammunition.
Vehicles
Vehicles now have car alarms, are locked, and need to be hotwired or you need to find the key for the car.
You can right click the key in your inventory to lock the car and hear the double beeps to know which car the keys belong to.
You can also set off the alarm remotely with the keys to distract aliens, probes, and tripods
Added riding in AI military vehicles with F.
Added hijacking from inside with G, or taking out the driver.
Improved braking across vehicles.
Jumping out of a moving vehicle preserves its momentum and causes damage and ragdolling, potentially killing the player at high speed.
Wreck debris clears after 90 seconds and no longer creates barriers.
Fixed parked cars spawning inside buildings.
Combat and Weapons
Added the flamethrower and Javelin weapons.
Added a grenade sacrifice action while caged: hold E with a frag grenade in your inventory to pull the pin and take the tripod down with you.
Reworked grenade and Molotov explosions, fire, smoke, scorch marks, distance-delayed sound and camera shake.
Molotov fire spreads approximately twice as far and lands on the ground instead of on bodies.
Rebuilt the first-person stomp with a knee lift, downward strike and impact sound.
Added subtle breathing sway while aiming down sights.
Added unloading ammunition from guns stored in crates.
Tripods and Probes
Prevented AI probing before 10 PM on Day 1.
Increased harvesting and capturing when military forces are absent, with more capture and needle use on later days.
Nearby microphone noise makes tripods stop and listen. Repeated noise can trigger a probe search.
Tripods eventually abandon searches for hidden players.
Increased sick tripod resistance to rockets and gunfire.
AI tripods grab, burn and throw military vehicles at soldiers.
Tentacles can grab Abrams and Bradleys. Carried tanks stop firing.
Improved tentacle attempts through doors and windows, including alternate routes after stalled grabs.
Crouched probing tripods can reach for players spotted outside.
Probes can break framed house windows.
Player cabins and bases are now included in tripod probing and AI searches.
Improved third-person spotlight illumination in fog.
Lit rooms are visible at greater distances for tripod pilots at night.
Increased Uberpod horn volume.
Corrected oversized distant horizon tripods.
Cage and Grinder (Still Work in Progress)
Reworked the grinder sequence so shredding begins during the pull-in.
Added hatch sealing, new engine audio and blood buildup inside the cage.
Screams match the victim and sound muffled to bystanders.
Improved the grinder death camera so it no longer sits inside the victim’s head.
Hidden the HUD during grinder death and added glowing hot blades and heat distortion.
Aliens
Added AI and Player Alien wall and ceiling climbing, corner transitions, dismounts and entry through upper windows.
Added deploying hunting AI aliens by holding F while crouched in a tripod.
Squads can be recalled with F, the horn or the command wheel.
Aliens dropped onto roofs climb down on their own.
Military
Rebalanced military arrivals: Day 1 deployment begins at 8 PM or 10 minutes after the first tripod rises, Days 3–4 have lighter activity, Day 5 brings a stronger response
Reduced the final day to occasional convoys and aircraft instead of continuous waves.
Expanded military base defenses with a siren, armor, infantry and Apache support from Day 2.
Fixed destroyed base props floating.
Supply helicopters can be shot down with rockets, dropping their cargo at the crash location.
Radio messages direct players toward the military base, where a survivor or fax leaflet awaits.
NPCs and Wildlife
Raiders arrive faster and track players more effectively.
Prevented raiders multiplying when several players travel together.
NPCs put away flashlights during fistfights.
Civilians beneath porches and canopies flee tripods instead of freezing.
Improved NPC movement across collapsed rubble.
Caged soldiers and raiders retain their uniforms and equipment.
Fixed NPCs running in circles when cornered or moving beneath the farmhouse basement.
Animals stay off roofs and no longer detect or attack players through walls.
Lighting, Weather and Buildings
Fixed buildings switching to blurry distant models too close to the player.
Prioritized loading nearby buildings.
Improved tornado density, travel lean, rope variants and reddish coloration over red weed.
Brightened lightning.
Background meteor showers stop after Day 2.
Corrected day progression after the arrival night.
Fixed meteors and collapses dragging players underground.
Fixed rain leaking indoors.
Audio
Added an exterior audio muffle system when inside buildings
Smoothed transitions between rain intensities.
Reduced excessive player-flown helicopter audio range.
Meteor rumble is limited to the impact area.
End narration plays even when music volume is turned down.
Rebalanced birds and crickets, reduced constant daytime birds, and improved indoor attenuation.
Reduced heatray wall explosion audio.
Multiplayer and Saves
Added multiplayer Exterminator Endless continuation.
Multiplayer days last 20 minutes by default now.
Mod mismatch messages identify which mods differ.
Fixed tree cutting, gathering, mining, probes and interior tentacles for clients far from the host.
Improved NPC availability for distant clients.
Fixed unexplained multiplayer client deaths.
Fixed respawn being blocked after dying while spectating.
Added saving during tripod emergence, with the sequence continuing after loading.
Fixed fall deaths when loading saves.
Built doors remember their open or closed state.
Performance
Reduced major hitches during Day 5 military arrivals and improved large battle performance.
Improved performance in encounters involving multiple tripods.
Reduced stutters during meteor arrivals, storms, initial probe deployment, alien drops and rain transitions.
Improved alien performance in crowded towns.
Fixed recurring map-streaming stutters while driving and flying.
Improved multiplayer client performance and reduced gunfight stuttering.
and a lot more bug fixes and improvements.
