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Hotfix - 1.3.5.2.172724+172352

SCUM ·

Prisoners, We're closing off the week with a small hotfix that will iron out some of the smaller issues that popped up with the latest update. Read more below: [img src="{STEAM_CLAN_IMAGE}/27012442/4c449c745c8041198e69be01257ca1f1f1699a72.png"] UI & Interaction [*] Fixed a bug where chat messages appeared at the bottom of the screen instead of below the chat box. [/*][*] Fixed a bug where the Sit interaction prompt did not appear when looking at seats on one side of the train, even though players could still sit in them. [/*] Vehicles & Server Settings [*] Fixed a bug where vehicles continued taking damage from collisions with other vehicles and environmental objects even when the corresponding zone settings were set to Block. [/*] Level Design [*] Fixed a bug where plants in the Apex Research Facility had incorrect collision, causing bears to climb over them and characters to appear partially above the ground when standing inside them. [/*][*] Fixed a bug where invisible collision inside the Zelena Milja disco prevented characters from shooting. [/*] Visuals & Animations [*] Fixed a bug where gas pumps did not cast visible shadows under the same lighting conditions as nearby objects. [/*][*] Fixed a bug where the flame clipped out of the Gas Lantern in first-person view when using higher FOV settings. [/*] Quests [*] Fixed a bug where quests disappeared from the journal immediately after being accepted at the General Goods Trader. If you've accepted a quest and it has since disappeared, it will become available again once the current quest cycle is complete. [/*] Base Building [*] Fixed multiple smaller issues with the foliage under base building elements. [/*] [img src="https://clan.fastly.steamstatic.com/images//27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png" style="border-width: medium; border-style: none; border-color: currentcolor; border-image: none; -webkit-user-drag: none; max-width: 100%;"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.4.2.161892

SCUM ·

Prisoners! Some of you had a very profitable night fishing in the radioactive zone. A bug meant processing Radioactive Carp produced excessive amounts of Depleted Uranium, allowing players to earn far more money than intended. Because of the impact on the in-game economy, we needed to fix this today rather than wait for the next update. We know another download so soon after yesterday’s hotfix is disruptive. Thanks for bearing with us. This release also includes other fixes for fishing, wildlife, equipment and the chat interface. You’ll find the full list below. [img src="{STEAM_CLAN_IMAGE}/27012442/00cfc9c0c947bc952f39c1f4cc1057d02069ce4d.png"] FISHING [*] Fixed an issue where processing Radioactive Carp yielded excessive amounts of Depleted Uranium. [/*][*] Fixed an issue where a fishing spot in the radioactive zone remained active at all times. [/*][*] Fixed an issue where fishing rods were positioned incorrectly when dragged on the ground or from the inventory, causing them to move or drop away from the mouse cursor. [/*][*] Fixed an issue where catfish could only be caught in lakes instead of also being available in rivers. [/*] KNOWN FISHING ISSUE [*] We’re aware that pulling a fish ashore while walking backwards can cause the line to break. This remains unresolved, and we’re working on a fix. For now, avoid walking backwards while bringing your catch ashore. [/*] GAMEPLAY & AUDIO [*] Fixed an issue where players wearing a headlamp could be visible in the dark even when it was switched off. [/*][*] Fixed an issue where a nocked arrow could become unusable and remain stuck on the bow after the bow was dropped and picked up again. [/*][*] Fixed an issue where vehicle engine idle sounds could be heard from too far away. [/*] UI [*] Adjusted the position and size of the chat and message widgets. [/*] WILDLIFE [*] Fixed an issue where crickets did not spawn on the Island. [/*][*] Fixed an issue where birds in a flock could appear stuck together when spawning too close to one another. [/*][*] Fixed an issue where circling bird flocks spawned at incorrect locations. [/*] CLOTHING [*] Fixed an issue where Angler Waders were cut off beneath the Bulletproof Vest and clipped through female characters’ bodies. [/*][*] Fixed an issue where the Master Hunter Mask clipped through other clothing items. [/*] [img src="https://clan.fastly.steamstatic.com/images//27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png" style="padding: 0px; margin: 0px; border-width: medium; border-style: none; border-color: currentcolor; border-image: none; -webkit-user-drag: none; max-width: 100%;"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.4.1.161318

SCUM ·

Prisoners! Following October’s Update , today’s hotfix addresses several issues you’ve encountered on the Island, including a fix for performance hitches caused by field-of-view changes when aiming down sights. The Specialist Angler Waders were incorrectly assigned the green version instead of the yellow version shown in the pack images. We’ve swapped them so the pack now includes the yellow waders, while the green version is available to all players. Sorry for the mix-up. You’ll find the full list of fixes below. [img src="{STEAM_CLAN_IMAGE}/27012442/00cfc9c0c947bc952f39c1f4cc1057d02069ce4d.png"] PERFORMANCE & GAMEPLAY [*] Fixed an issue where changing the field of view, including when aiming down sights, could cause noticeable performance hitches and frame rate drops. [/*][*] Fixed an issue where the Hands slot could disappear from the cooking interface, making heatless recipes unavailable until the player logged back in. [/*][*] Fixed an issue where Abandoned Bunker timers and the number of active bunkers could be restored incorrectly after a server restart. [/*][*] Fixed an issue where unfinished base building blueprints could interrupt jumps and cause players to fall. [/*][*] Fixed an issue where entering an aeroplane in single-player automatically applied the handbrake, preventing movement or take-off until it was manually released. [/*][*] Fixed an issue where players could gain Survival skill XP in Safe Zones when “Allow Skill Gain in Safe Zones” was disabled. [/*][*] Fixed an issue where multiple flocks of birds would spawn and fly towards the same bird point of interest. [/*][*] Fixed an issue where the weed dying animation did not consistently play when using herbicide in multiplayer. [/*] FISHING [*] Fixed an exploit that allowed players to bypass much of the fishing minigame and catch fish faster than intended. [/*][*] Fixed an issue where fishing reels could fail to register mouse wheel input at higher frame rates. [/*][*] Fixed an issue where players could attach fishing accessories to a rod without a reel, leaving them unable to fish. [/*][*] Fixed an issue where fishing lines could be cast through buildings. [/*][*] Fixed an issue where the casting prompt displayed the default left mouse button binding instead of the player’s custom binding. [/*][*] Fixed an issue where the Corn Fish Bait recipe produced the same amount of bait regardless of the remaining uses of Canned Corn. [/*][*] Corrected the descriptions of Fishing Lines and Fishing Line Pieces following the fishing rework. [/*][*] Fixed an issue where Specialist Angler Pack fishing lines had different tolerance values from their standard counterparts. [/*][*] Fixed an issue where Specialist Angler Pack fishing attachments appeared in trader searches for players who did not own the pack. [/*][*] Fixed an issue where the fishing line was misaligned when attached to the Specialist Angler Fishing Reel. [/*][*] Fixed an issue where the player’s hand clipped through the Specialist Angler Rod and Reel, including while casting. [/*] KNOWN FISHING ISSUE [*] We’re aware that pulling a fish ashore while walking backwards can cause the line to break. This remains unresolved, and we’re working on a fix. For now, avoid walking backwards while bringing your catch ashore. [/*] CLOTHING [*] Corrected the Angler Waders item allocation: the yellow version is now part of the Specialist Angler Pack, while the green version is available to all players. [/*][*] Fixed an issue where Specialist Angler Waders and Boots clipped through other clothing items. [/*][*] Fixed an issue where the Apex Predator Jacket clipped through the Bulletproof Vest and Armor Tactical Vest. [/*][*] Fixed an issue where wearing any colour variant of the SCUM Event Shirt deformed male characters’ arms. [/*] INTERFACE [*] Fixed an issue where the mouse cursor remained in text input mode after closing the “Set Name” interaction, instead of returning to the centre of the screen for camera control. [/*][*] Fixed an issue where voice chat displayed the player’s Steam name instead of their in-game name. [/*][*] Fixed an issue where changing a squad’s name caused its emblem to disappear from the squad list. [/*][*] Fixed an issue where changes to a squad’s name, emblem, information or message took too long to appear in the squad list. [/*][*] Fixed an issue where the Fish Face emote showed the wrong DLC in the emote wheel. [/*] [img src="https://clan.fastly.steamstatic.com/images//27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png" style="padding: 0px; margin: 0px; border-width: medium; border-style: none; border-color: currentcolor; border-image: none; -webkit-user-drag: none; max-width: 100%;"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.3.4.149664

SCUM ·

[p align="start"]Prisoners! Our previous hotfix was intended to fix an issue preventing quest progress from loading correctly, but it did not apply correctly for some players who continued progressing their quests while the issue was active. We know it’s frustrating to need another hotfix for the same issue. We’re sorry this wasn’t resolved earlier. No quest progress has been deleted or reverted. The game will now check whether the previous fix was applied correctly and reapply it where needed. All existing progress, including progress made while the issue was active, will then load correctly, allowing affected players to continue from where they left off. Thank you for your patience and for continuing to report the issue. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] [img src="{STEAM_CLAN_IMAGE}/27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.3.3.148720

SCUM ·

[p align="start"]Prisoners! Yesterday’s hotfix introduced an issue that prevented quest progress from loading and displaying correctly for some players. No progress was lost or reverted. We’ve now fixed the issue. All existing quest progress, including progress made while the issue was active, will load correctly again, allowing affected players to continue from where they left off. Thanks to everyone who reported it. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] [img src="{STEAM_CLAN_IMAGE}/27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.3.2.148381

SCUM ·

[p align="start"]Prisoners! Today we’re releasing a second hotfix for the August Update , addressing further issues reported by the community. This includes crashes, a server-join error and problems affecting loot in TEC1 Research Facilities. We’ve also increased nutrient absorption rates across all food while we continue to review your wider feedback on food and metabolism. You can find the full list of fixes and adjustments below. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] CRASHES & EXPLOITS [*] Fixed crashes that could occur when enabling DEENA’s dialogue or starting the game. [/*][*] Fixed an exploit that allowed players to gain infinite stamina by repeatedly using the Sit emote. [/*] SERVER CONNECTIVITY & ONLINE SERVICES [*] Fixed an issue that could prevent players from joining a server. [/*][*] Players should now be able to access previously earned Twitch Drops and receive new Drops as normal. We’ve implemented a temporary backend solution while work continues on a permanent fix. [/*] FOOD & METABOLISM [*] Increased the rate at which the body absorbs nutrients from all food, including proteins, carbohydrates, fats, vitamins and minerals. [/*] TEC1 RESEARCH FACILITY [*] Fixed an issue where placing a flag near a Research Facility could prevent its loot from respawning. [/*][*] Fixed the Mutant Bear jittering or behaving erratically when attempting to reach players in elevated positions. [/*][*] Fixed the blast door alarm continuing to play after repeatedly interacting with the door across multiple facility runs. [/*][*] Fixed weapon lockers in Research Facilities occasionally spawning empty. [/*] LOOT & ITEM SPAWNING [*] Fixed the Force Lock interaction pushing players beneath the map. [/*][*] Fixed Keycard spawns not respecting the limits set in the server settings. [/*] KNOWN ISSUES [*] Server Browser: Some servers may not appear when browsing or searching for them in-game. Affected servers can still be joined by manually entering their IP address. We’re working on a fix and will let you know once the issue has been resolved. [/*] [img src="{STEAM_CLAN_IMAGE}/27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.3.1.145413

SCUM ·

Prisoners! [p align="start"]Following August's Update , we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] CRASHES [*] Fixed a crash that could occur after opening the Manual and then the Journal from the Inventory. [/*][*] Added a new crash reporter, allowing players to provide additional information and submit a report after the game crashes. [/*][*] Server crash reports will now be submitted automatically. [/*] TEC1 RESEARCH FACILITY & QUESTS [*] Fixed the barbed wire surrounding TEC1 Research Facilities not dealing damage to players. [/*][*] Fixed the Apex Mutant Bear becoming stuck in an elevated position when a player blocked its path. [/*][*] Fixed the Apex Mutant Bear remaining aggroed on the player who triggered it. [/*][*] Fixed the “Enter A Block” Apex Hunt objective not progressing after leaving and re-entering the Apex Facility. [/*][*] Fixed server restarts resetting Apex Hunt quest progress. [/*][*] Fixed quests being completed during active events by using event weapons. [/*] GAMEPLAY [*] Fixed Crab Apples, Dates, Plums, and Watermelons not being available for use in the Fruit Salad recipe. [/*][*] Fixed incorrect descriptions appearing on heatless salads. [/*][*] Fixed a second Triangle Twig Foundation not being placeable on the opposite side of a Twig Wall. [/*][*] Fixed Level 3 (metal) Triangle Foundations not being upgradeable to Level 4 (brick). [/*][*] Fixed locks removed from a Barba while it was in the water disappearing instead of being returned to the player. [/*] WORLD & VISUALS [*] Fixed missing ground collision near the secret bunker in sector C3, which allowed players to crawl under the map. [/*][*] Fixed low-quality shadows on the guard booths at the entrance to the trader zone. [/*][*] Fixed a container in sector B1 appearing at low visual quality. [/*][*] Fixed the Apex Jacket clipping through Tracksuit Pants on female characters using the 1-1-5 (skinny) body settings. [/*][*] Fixed Socks clipping through Apex Predator Boots when worn without Trousers. [/*][*] Fixed Master Hunter Pants clipping through the Luis Moncada Jacket. [/*] SERVER & SANDBOX [*] Fixed the base decay setting not working within circular custom regions. [/*][*] Fixed the command for spawning fish being unavailable. [/*][*] Fixed players being unable to spawn DLC items they owned in Sandbox Mode. [/*] KNOWN ISSUES [*] Twitch Drops: We’re aware that some players are currently unable to access previously earned Twitch Drops. This is a backend issue, so the fix will not require another hotfix or game download. We’ll let you know as soon as access has been restored. [/*][*] Server Browser: Some servers may not appear when browsing or searching for them in-game. Affected servers can still be joined by manually entering their IP address. We’re working on a fix and will let you know once the issue has been resolved. [/*] [img src="{STEAM_CLAN_IMAGE}/27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.2.2.137892

SCUM ·

Hey there, prisoners! [p align="start"]Hot on the heels of the July Update , we’ve dropped our second hotfix, addressing more of the most pressing issues you’ve encountered out in the wild. [p align="start"]You can find the full list of resolved issues and adjustments below. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] CRASHES & PERFORMANCE ISSUES [*] Fixed a client crash that could occur when crafting an item using ingredients at the very edge of the player’s vicinity range. [/*][*] Fixed a crash that could occur while driving a vehicle. [/*][*] Fixed an issue where server crashes did not always generate crash reports. [/*] EXPLOITS [*] Fixed an exploit that allowed players to farm Keycards from police stations indefinitely, depleting the server’s global supply. [/*] HUNTING [*] Adjusted the unlock requirements for Master Hunter quests. They can now be accessed without completing a regular Hunter trader quest first. [/*][*] Fixed an issue that prevented some regular Hunter trader items from appearing at the Master Hunter trader. [/*][*] Fixed an issue where the destruction sound for the Hunter’s Blind could be heard across the entire Island. [/*][*] Fixed an issue where Survival Tips still referred to hunting tasks after they were renamed tutorials. [/*] BOATS [*] Fixed several issues affecting the Kinglet Mariner, Barba, and Dinghy, including boats bouncing or sinking unnaturally in the water and players encountering issues when steering or rowing. [/*] ITEMS & CHARACTERS [*] Fixed an issue where certain items clipped through the Ultimate Quest Reward Boots when worn by female characters. [/*][*] Fixed an issue that caused every Keyhole Shirt variant to appear black. Each variant now displays its correct color. [/*][*] Fixed an issue where the Grilled Rabbit Leg occupied twice as much inventory space as a Rabbit Leg. [/*][*] Fixed an issue where cutting a Long Wooden Stick weighing 0.4 kg produced three Small Wooden Sticks weighing 0.5 kg each. It now produces five Small Wooden Sticks weighing 0.1 kg each. [/*][*] Fixed an issue where items stored inside quivers and holsters became invisible after being recovered from a corpse. [/*][*] Fixed an issue where the Doctor trader charged the same price for every tier of BCU memory upgrade. [/*][*] Fixed an issue where male Apex-type characters could not be customized at the Doctor trader. [/*][*] Fixed several visual issues affecting Apex Predator clothing, including the Gloves clipping through certain long-sleeved clothing, gauntlet sleeves disappearing when the Jacket was worn over certain shirts, and the Belt Pistol Holster strap not appearing on female characters wearing the Jacket. [/*][*] Fixed an issue where the Apex Predator Chest required the materials needed to build a Metal Chest but only provided the capacity of a Wooden Chest. It now provides the same capacity as a Metal Chest. [/*][*] Corrected the listed source of the Enlisted Jacket and Pants, which were incorrectly attributed to the Luis Moncada DLC instead of Twitch Drops. [/*][*] Fixed an inconsistency between the in-game and Steam DLC names for the Archer Canopy camouflage pattern. [/*] [img src="{STEAM_CLAN_IMAGE}/27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png"] As always, if you encounter anything else that requires our attention, please let us know through one of the following channels: [*] Bug Reports forum on Steam [/*][*] Official SCUM Support [/*] See you on the Island, prisoners.

Hotfix - 1.3.2.1.135487

SCUM ·

Hey there prisoners! [p align="start"]Hot on the heels of the July Update , we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] PERFORMANCE & CRASHES [*] Fixed a server crash that could occur if a client closed the game immediately after initiating a connection. [/*][*] Fixed a client crash that could occur when another player took the last bite of food. [/*][*] Made changes to address client crashes when driving vehicles at high speed. [/*] VEHICLES [*] Fixed a bug where locks would disappear after being removed from a vehicle. [/*][*] Fixed a bug where players would be unable to operate the Dinghy at certain locations. [/*][*] Fixed a bug where vehicles could be accessed through base building floors from adjacent levels. [/*] WEAPONS [*] Fixed a bug where the Blackline Compound Bow string sight would be misaligned with the front sight. [/*][*] Fixed a bug where the camera would clip through the VHS2 while firing in ADS mode. [/*][*] Fixed a bug where the character’s finger would clip through the Hunter Recurve Bow. [/*][*] Fixed an issue where the Apex Predator Ivory Hunter 85 was unavailable on servers with mines and traps disabled. [/*][*] Fixed a bug where aiming with the Ripper Bow would be offset. [/*][*] Fixed a bug where an incorrect grip was applied to the Hunter Recurve Bow. [/*] QUESTS, HUNTING & ANIMALS [*] Fixed a bug where kill quests would not be completed if the target was initially damaged using an incorrect weapon type. [/*][*] Fixed a bug where players would be unable to adjust the zoom on the Hunter Monocular. [/*][*] Fixed a bug where the Bait Feeder could be moved by crouching and clipping through it. [/*][*] Fixed a bug where the Deer Skull Trophy crafting recipe incorrectly required a Doe Head. [/*] ITEMS & INVENTORY [*] Fixed a bug where loot could not be moved from a Cargo Drop into the player’s inventory. [/*][*] Fixed a bug where the Tracksuit Top would take up more inventory space than the Tactical Sweater. [/*] [*] Fixed a bug where spawning a Camouflage Jacket would instead spawn a black and orange variant with collision issues. [/*][*] Fixed a bug where the Hunting Quiver’s description did not identify it as a quest reward. [/*][*] Fixed a bug where the Duck Target and Stone Arrowhead charms would have incorrect prices and Fame Point requirements. [/*] USER INTERFACE [*] Fixed a bug where the ‘Welcome to the Island’ survival tip would ask the player to open the ‘Tasks’ tab, which is now called ‘Tutorials’. [/*][*] Fixed a bug where the survival tip for Hunting tutorials contained minor wording errors. [/*] As always, if you've encountered anything else that requires our attention, please let us know via the following channels: [*] Bug reports forum on Steam [/*][*] Official SCUM support [/*]

Hotfix - 1.3.1.1.128880

SCUM ·

Hey there prisoners! [p align="start"]Hot on the heels of the June update, we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] SERVER SETTING CHANGES [*] Increased the maximum number of flags per person to 100. [/*][*] Reduced the number of animals in the world by modifying the following settings: [*] scum.AnimalGlobalDensityMultiplier = 1.000000 -> 0.500000 [/*][*] scum.MaxNonVirtualAnimalsInWorld = 800 -> 500 [/*] [/*] SERVER & CONNECTIVITY [*] Fixed a server crash that could occur when spilling liquids out of containers. [/*][*] Fixed a bug which would disconnect players from the game after making a big purchase at a trader. [/*] INVENTORY [*] Fixed a bug that allowed crafted chests to be sold for money. [/*][*] Fixed a bug which made some items in the inventory immovable. [/*][*] Fixed a bug where items from the inventory would visually disappear upon entering a vehicle. [/*][*] Fixed a bug where inventory item movement would be blocked when attempting to move it either right or down. [/*] WEAPONS [*] Fixed a bug which caused weapon attachments to be dropped to the ground when removed via quick access. [/*][*] Fixed a bug where the character would stand up when reloading the MAC-10 while mounted on the RIS or Dirtbike. [/*][*] Fixed a bug where aiming with the RPG-7 was offset while aiming down the sight. [/*][*] Fixed a bug where the MAC-10 magazine color would not change when painting the entire weapon. [/*][*] Fixed a bug where the Hunter85 paint would appear transparent or faded. [/*] USER INTERFACE [*] Fixed a bug where a pop-up would appear for a split second and then disappear when connecting to a server for the first time. [/*][*] Fixed a bug where the context menu for the Gas Lantern would display 'Gasoline Required' instead of 'Container Full'. [/*][*] Fixed a bug where hovering over any base building blueprint would cause item icons to disappear or display incorrectly. [/*][*] Fixed a bug where quest item turn-in containers could break inventory item icons and interactions by making them disappear or corrupted. [/*] HUNTING [*] Fixed a bug where animals sometimes would not receive headshot damage from a large caliber weapon. [/*][*] Fixed a bug where animals would use their far-distance LOD when viewed through a scope even though they are physically close. [/*][*] Fixed a bug where animals could leave tracks on cement roads. [/*] BASE BUILDING [*] Fixed a bug where base building element coloring would not be saved in the database. [/*][*] Fixed a bug where certain base buildings elements were missing the 'Paint' option. [/*] OTHER [*] Fixed a bug where a cut-off between body and head textures would be visible in the character creator. [/*][*] Added new detections for the anti-cheat violation manager. [/*] As always, if you've encountered anything else that requires our attention, please let us know via the following channels: [*] Bug reports forum on Steam [/*][*] Official SCUM support [/*]

Hotfix - 1.3.0.2.119181

SCUM ·

Hey there prisoners! We have another hotfix incoming featuring some very welcome quality of life improvements and bugfixes so make sure to check out what we have in store for you! [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] Performance and bug fixes [*] Fixed an issue where performance would drop and disconnects could occur when opening chest full of guns with attachments [/*][*] We also made sure to fix an issue where logging in while you have certain quests active would result in your character loading in naked and subsequent disconnects. Yikes. In any case, you should see significantly fewer disconnects from the game that were caused by quests. [/*][*] Fixed an issue where the player's corpse would disappear after respawning in Sandbox mode. [/*][*] Takedown and Recurve bows had an offset animation when firing an arrow. It is fixed now! [/*][*] We fixed an issue where the idle SFX for the deer would play even when the animal is dead if it was killed while the SFX was playing. [/*][*] We removed the option for the Hunter's blind to be picked up. The interaction was visible even though it was never intended to be added, so we removed it completely. [/*][*] While on the topic of interactions, there was an issue where the ''Remove Current Skin'' interaction did not work on the Woodland Chandelier. It is fixed now! [/*][*] There was a bug where players could pick up an active animal bait feeder. It is now fixed. [/*][*] The Hippie Shirt 02 had a wrong icon attached to it at the General goods trader. Also fixed. [/*][*] Trader prices for certain items (such as the Laika and WW vehicles, as well as other vehicle-related items) were way too low. The prices are right now! [/*][*] Sometimes the character would ragdoll and fall through the terrain when teleporting. No more! [/*] Quality of life improvements [*] There was an issue with the sorting inventory option where selecting the “sort by type” option, items would indeed be sorted by their type, but if the player had a lot of different items from the same type, they would all be jumbled. Now, same items of the same type get neatly placed next to one another when you opt to sort them! [/*][*] Base Building Expansion Kits are now have an unlimited stock at the General goods trader! [/*][*] We made a change to filling placeable crafting recipes! To explain this, we'll use the Improvised fireplace as an example. Before, when you wanted to craft a fireplace, rags would be offered to be added to the recipe, and there would be no other way to select i.e. tinder even though it could be sitting right next to it. Now, filling the crafting recipe adheres to the following logic: [*] Item in hands [/*][*] Items that are selected in the inventory/vicinity [/*][*] Default item [/*] [/*][*] The Woodland DLC items can now be both bought at the trader and crafted using their parent items as base + other items depending what is being crafted. The crafted item inherits durability from the base crafting recipe item at a 1:1 ratio. Trader prices of the Woodland DLC items have been adjusted to their crafting recipe base item for preventing the exploits of crafting and selling them for big profit. Their crafting recipes can be found in the Crafting → Cosmetics → DLC section with their appropriate icons. Also, their buy and sell prices have been fixed. [/*][*] We also created a crafting recipe for the DLC Poncho, meaning that it can now be easily obtained through the crafting menu. [/*] Known issues [*] Also, just wanted to let everyone know that we're very much aware of the issue where player corpses would disappear when the killed player is waiting in the respawn screen, and that this will be fixed with the upcoming update that we'll be releasing later this month! [/*] [*] Also, we're aware that the hunting task is not working properly, so we decided to remove it altogether and return it with the upcoming update when we get it up and running properly! [/*] As always, if you've encountered anything else that requires our attention, please let us know via the following channels: Bug reports forum on Steam Official SCUM support See you on the Island!

Hotfix - 1.3.0.1.118271

SCUM ·

Hey there prisoners! Hot on the heels of the latest update, we’re releasing a hotfix for the most pressing issues you’ve encountered over the past week. You can view the full list of resolved issues and adjustments below. [img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"] Connectivity & Server Access [*] Fixed an issue where the max lag check was too aggressive, preventing some players from accessing servers. [/*][*] Fixed an issue where SteamID mismatches could cause connectivity issues for players. [/*][*] Fixed a client crash tied to weapon holsters. [/*][*] Temporarily disabled SDSpeechTools while we investigate crashes affecting some older CPUs. SDSpeechTools is a speech-to-text component intended to support future accessibility features. It intentionally uses a local model so voice data does not need to be sent to third parties, and is not used to collect or store player voice data. [/*] Quests & Performance [*] Reworked the hologram quest object system to reduce the number of network objects. Hologram quest objects now spawn client-side only, with the server checking them when players interact with them. [/*][*] Fixed an issue where trader discounts obtained as quest rewards were not working. [/*] Smoking, Cooking, & Food Balance [*] Rebalanced the experience gained from smoking meat, as it was granting too much experience. [/*][*] Fixed an issue where players could remove meat from the smoker and gain the same amount of experience as if it had completed the full smoking process. [/*][*] We've increased the overcook time for smoked items. Before, overcooking your meat for just 2 minutes would make it unusable and would despawn it. Now, that overcook time has been increased to 6 real-life hours. [/*][*] Fixed an issue where the smoker would lose health when repaired through the flag. [/*][*] Smokers can no longer become bad quality and can now always be repaired beyond 50%. [/*][*] Fixed an issue where the item was missing from the kitchen basin recipe. [/*] DLC Gear & Trader Adjustments [*] Reduced the trader price of the Hunter Bow and set its draw weight to 35. [/*][*] Reduced the trader price of the Woodland Quiver, and adjusted its weight capacity and inventory slots - it now matches the Military Quiver. [/*][*] Set the Woodland DLC item stock to unlimited at the Hunter trader. [/*][*] Reduced the Poncho warmth level from 4 to 1. [/*] Visual & Item Fixes [*] Fixed an issue with the arrow socket mismatch on the Woodland Quiver when worn by a female prisoner. [/*][*] Fixed a visual issue on the bait feeder where the front latch could be missing. [/*][*] Fixed an issue where the bait feeder would be offset while the character is holding it in their hands. [/*][*] Fixed an issue where the metal detector had an incorrect interaction hint for resources, wrongly requiring gasoline. [/*][*] Fixed an issue where the metal detector was missing the “Take in hands” interaction when not already held. [/*][*] Fixed an issue where treating an infected wound with alcohol would consume the whole bottle. [/*][*] Fixed an ammo box exploit where selling a 1/30 ammo box to a trader who did not already have that specific ammo box in stock could allow players to buy back a 30/30 ammo box. [/*][*] Fixed an issue where an item placed in a weapon holster would not be visible in the main menu. [/*][*] Also fixed an issue where turrets would enter broken audio/animation state after generator power loss followed by powering it up again. [/*][*] Fixed an issue where the Dinghy could not be properly purchased. [/*] A quick note on Woodland Hunter items: they are not craftable in this hotfix, but this is planned for next week’s hotfix. Once that update is live, you’ll be able to craft them and find their recipes in the crafting menu. If you've encountered anything else that requires our attention, please let us know via the following channels: Bug reports forum on Steam Official SCUM support See you on the Island!

SCUM: INTO THE WILD - May Update | 1.3.0.0.117753

SCUM ·

Hey Prisoners, Last week, we shared more on where SCUM is heading and introduced Into the Wild , our first focused run of updates. Across May, June and July, Into the Wild is about improving hunting, fishing, cooking, farming, wilderness survival, and the systems connected to them. Some features will arrive sooner than others, because bigger systems take time to build, test and balance, but each monthly update is designed to make that side of SCUM better. Today, the May Update is here. No server wipe has taken place with this update. This release gives every prisoner new ways to track wildlife, hunt with more control, make better use of the food they find, get more from their crops, and spend more time surviving in the wild. Into the Wild Season Stat Bonus To help every prisoner step into the wild, all existing and newly created characters will receive a temporary boost to their Archery and Awareness XP gain for the duration of Into the Wild. Archery helps with bow reload speed and access to stronger bows. Awareness improves your ability to hear animals in Focus Mode and unlocks a compass at the top of your screen at higher levels. Because Into the Wild is focused on hunting, tracking, and wilderness survival, we wanted everyone to feel a little more prepared for that side of SCUM while the season is live. The bonus is active by default throughout the season. [img src="{STEAM_CLAN_IMAGE}/27012442/d5f2d88d527d95d2e0c95b5749e7b2ac171255ee.png"] Hunter's Grotto [img src="{STEAM_CLAN_IMAGE}/27012442/fab7eab12a5c57a06fbdabe6b69a9f7ad2e84eec.gif"] [img src="{STEAM_CLAN_IMAGE}/27012442/5accfaec1aa9f0991de3170e90eab75c105a18c2.gif"] A familiar place just got a lot more interesting. Tucked within the Island's existing outposts, the Hunter's Grotto is a dedicated corner for those who stalk the wilderness for sport, survival, and glory. A curated selection of hunting supplies is now right where you need it - no detour required. It's a gathering point. A place to swap stories with fellow hunters, forge unlikely alliances with strangers, and pick up some of the most challenging quests the Island has to offer. Some hunts are too dangerous to tackle alone - and the Grotto is where you find the people crazy enough to join you. Animal Trail Generation [img src="{STEAM_CLAN_IMAGE}/27012442/0c12978fda27b0a0da4d6cce326cacc3f568dc4c.gif"] [img src="{STEAM_CLAN_IMAGE}/27012442/76004758e4b75c8f965fafab28b0329120dd220b.gif"] The hunt is getting easier to read! Animals can now leave visible tracks after appearing during a hunt, giving you a trail to follow as you pursue them. For this update, tracks work within the existing hunting system: hunts still begin with hunting clues, then Focus Mode can help reveal an animal’s trail after it appears. Awareness affects how easy those tracks are to read. This is an early step toward one of our bigger goals: bringing animals back across the Island in a future Into the Wild update, supported by a new system built for better performance. Bait Feeder [img src="{STEAM_CLAN_IMAGE}/27012442/e762327e806a8b638937cdd0f48c4d2bc8846d25.gif"] Found in hunting towers, shops, and around farmland, or purchased outright, the Bait Feeder is a deployable container you can slot with a single food item to attract animals to a set location. Different bait draws different animals, so knowing what roams your local biome is half the battle. Once placed and loaded, the game checks whether a compatible animal can actually spawn in the area, which means where you set it up matters just as much as what you put inside it. Rather than chasing prey across the map, you can use the Bait Feeder to establish a reliable hunting spot and let the wildlife come to you. Kill Quality Influences Meat Quality [img src="{STEAM_CLAN_IMAGE}/27012442/59f79a08c9bb369b92c4abdede357d6336aeee45.gif"] The quality of meat and materials you get from a kill now depends on how you take the animal down. In other words, where you hit it, and what you hit it with, now both play a big role. The aim of this system is to reward players who gear up properly and aim carefully. If you want the best yield out of every animal, it pays to consider what you're hunting for and what kind of gear you use for hunting before you pull the trigger (or release your arrow). [img src="{STEAM_CLAN_IMAGE}/27012442/f54629624ad07198a42e797676a99dcfa2fe6cad.png"] Smoker [img src="{STEAM_CLAN_IMAGE}/27012442/b281f69aea7f1348064c3a841eb39df45c2fece2.gif"] Have way too much leftover meat from your last hunt and worried that it'll go bad? Fret not, we've got you covered! The Smoker is a new base building element designed to help you preserve food and stretch your supplies further. Once you fuel it with small wooden logs, sticks, or planks, and light it with a fire starter, you can load it with up to six items at a time and begin the smoking process. Smoked meats last significantly longer than their raw counterparts. Beware, however, as quality matters here too and timing is everything! Leaving something in too long will start degrading it and making it less appetizing. A single base can hold up to five Smokers, and when running, they'll visually show smoke from the top and a faint fire from the stove with an audible crackling to match. Farming Rebalance [img src="{STEAM_CLAN_IMAGE}/27012442/7d57eef984495cd9d772ba5d9e3379a7cba35292.gif"] Farming has had a big rework, making it feel less like a chore and more like a genuine survival strategy. Your Farming skill level is now locked in at the moment you plant a seed, meaning the yield you get is determined by how skilled you were when you put it in the ground and not when you come back to harvest. Fruit and other produce are now guaranteed on each cycle rather than being left to chance, and you can see exactly when your plants will be ready by pointing at them in Focus Mode, which displays the remaining growth time. On top of that, the sunlight requirement for optimal growth has been lowered, which means plants in tougher conditions - like cold regions or early morning hours - will now grow closer to their full potential than they used to. Overall, the farming loop has been tightened up to feel less like a waiting game and more like a system worth actually engaging with. Food Loot Rebalance [img src="{STEAM_CLAN_IMAGE}/27012442/36ebb70ad72bc543554e5b6a83b80d65e6ab9873.gif"] Now that we have introduced (and will continue to introduce) more ways to obtain food through gameplay, we’ve rebalanced how food loot appears across the Island. The goal is to make hunting, fishing, farming, and food preservation more meaningful, rather than letting every location solve your food needs through loot alone. Overall food distribution and spawn rarities have been adjusted across all locations, with many non-survival foods removed from various loot spawners. You will still be able to find ingredients and other food items, but not as many as before. We are also starting to introduce a system that changes the trader economy and makes it depend more on what prisoners are buying and selling. In other words, item availability will be directly tied to the trader’s stock, meaning some items will only be available to purchase if players have previously sold them to that trader. We’ll begin this change with food items, tying it directly to the wider farming, fishing, hunting, and food loot changes. The system will eventually expand to other items, but we’ll talk more about that in later updates. [img src="{STEAM_CLAN_IMAGE}/27012442/4a0442115c60c4b9121392ef5d120905ff21f373.png"] Dynamic Fish Activity [img src="{STEAM_CLAN_IMAGE}/27012442/299c4ed1f664c2bd6c7714bc26ae5a12841bcdf5.gif"] Fishing has received a significant overhaul, introducing special activity spots scattered across the island's rivers, lakes, and coastal waters that signal their presence through audio and visual cues and offer better odds of landing bigger, species-specific catches. With 98 of these spots spread across the island, there's plenty of ground to cover - but finding an active one will make stumbling upon it worth it! Only 10 of them will be active at any given time. They will not appear on your map, so you'll need to physically explore to find them. If you hear the sound of splashing water or see fish breaking the surface, you will know that you have found one such spot! Every 5 hours, when the server restarts, the active spots rotate to a new set, keeping the best locations fresh and preventing the same spots from being farmed repeatedly. There are a handful of permanently active spots as well, found where rivers meet the sea - but we'll leave it to you to track those down. Note that you will still be able to catch fish at any random location, but your chances to catch something are now reduced. Fish size and weight now directly impact how much inventory space they occupy and how many fillets you can get from them, so a bigger catch has a tangible payoff. Inventory Auto-sort Functionality [img src="{STEAM_CLAN_IMAGE}/27012442/f870b68cc1ae5f93c5deb6b3567a31310c49f7ef.gif"] One of the most requested additions for the inventory rework has finally arrived! From now on, item manipulation has been greatly improved as we have added the option to sort items by type, amount and durability, both from your character's inventory and from other inventories such as chests. [img src="{STEAM_CLAN_IMAGE}/27012442/34f8bfac25bbb5ea3741aea471675e7fe0c81617.png"] Alongside the free May Update, two optional DLC packs are now available, inspired by Into the Wild. Woodland Hunter Pack Outfit yourself for the hunt with a new collection of hunting-inspired items, including cosmetics, gear, weapon skins, emotes, poses, trophies, and more. [dynamiclink href="https://store.steampowered.com/app/4529160/SCUM_Woodland_Hunter_Pack/?beta=0"] Woodland Furniture Pack Turn your hideout into something closer to a lodge. Decorate your base with a new collection of furniture and decoration items for prisoners who want their shelter to feel a little more like home. [dynamiclink href="https://store.steampowered.com/app/4635190/SCUM_Woodland_Furniture_Pack/?beta=0"] These packs are optional and separate from the free update content listed above. [img src="{STEAM_CLAN_IMAGE}/27012442/1a448956f0b86f7f523cc489f40f36385a019d27.png"] [img src="{STEAM_CLAN_IMAGE}/27012442/2fbf949cbb92a7ea500f1992a719f81c53ed736e.png"] Now, onto server settings, bug fixes, balance changes, and quality-of-life improvements coming to SCUM with this update: SERVER SETTINGS [*] Campaign Skill Boosts \ -> FEATURES - SKILLS scum.EnableSelectedSkillsPromotion=True Enables or disables experience gain boosts for skills related to the current campaign. [/*][*] Smoker Limits Per Flag Area \ -> FEATURES - BASE BUILDING scum.SmokerMaxAmountPerFlagArea=-1 Determines the maximum number of Smokers allowed per flag area. Default: 5 Minimum: 0 Maximum: 10 [/*][*] Smoker Increased Decay Threshold \ -> FEATURES - BASE BUILDING scum.SmokerStartDecayingIfFlagAreaHasMoreThan=-1 Determines how many Smokers can be placed in a flag area before they start decaying at an increased pace. Default: 5 Minimum: 0 Maximum: 10 [/*][*] Fishing High Activity Zone Rotation \ -> WORLD - HUNTING scum.FishingHighActivityZoneRotationTime=-1.000000 Determines the time, in hours, before a new set of fishing high activity zones can be activated. Activation happens on server restart. Default: 5 Minimum: 0 Maximum: 8760 [/*] EXPLOITS [*] Block Explosive Damage to Vehicles setting wasn’t working for certain explosive traps, such as Claymore, Improvised Claymore, Pressure Cooker Bomb, and some Mines, resulting in vehicles taking damage inside the safe zone with the explosive damage setting blocked. Now the setting blocks all explosive damage to vehicles. [/*] [*] There was a way to fast plant explosives (Frag grenades, TNT) on the Base Building element by canceling the action bar during planting. Instead of canceling the action, the explosive would get instantly planted, which we find highly disruptive, as it was possible to instantly plant huge numbers of explosives. [/*][*] Similarly, there was an issue where Cargo drop explosions would still damage and destroy nearby vehicles, even when explosion damage was disabled in server settings. It does not happen anymore. Additionally, we've added a custom zone setting where you can specifically enable/disable cargo drop damage to vehicles. [/*][*] You could pick up items from the vicinity while driving inside a vehicle, which gave an unfair advantage over players who are on foot. You could gather fast loot and dropped loot during a fight. Also, you could gather other stuff, including chests and dropping chests, without ever leaving the vehicle. And with the new pickup system that we introduced in the latest update, all functions of this particular action became even more powerful. Now, the items in the vicinity will be greyed out and actions will be disabled while inside of a vehicle, but you can interact and drop items/chests from your or the vehicle's inventory while driving. [/*][*] This was a sneaky one. Checking the wind direction while holding a backpack in hands would store it inside the magic pocket, which would free the character’s hands, while also removing the weight penalty. This is no longer the case as the backpack now drops to the ground while checking wind direction. [/*] AUDIO [*] We fixed an issue where there would be no sound while repairing items with the sewing kit. Now the sound has been added to the repairing animation. [/*][*] Miss the crackling sound of fire? Don’t worry. There was a bug where the fire SFX was missing from Fire Ring, Bonfire, and Improvised Fireplace. It has been fixed, and you can enjoy the fireplace again. [/*][*] There was an issue where chests full of items would sometimes play a very loud item SFX after opening. It was pretty annoying as it wouldn’t happen every time, so we fixed those inconsistencies. [/*] [*] When fighting a puppet, its growling and screaming sounds could overlap with the hit sound effects, causing both audio cues to play at the same time and sound duplicated. This has now been fixed. [/*] UI [*] There was an issue when the chat console was opened, and if you clicked anywhere except the input box, then closed it, it would not be focused when reopened. This has been fixed, and now the chat console input box is always focused when reopened. [/*][*] After buying the Underpants_01 and F_Undershirt_Bra_01 at the General Goods trader, their icon would be displayed incorrectly in the purchased item section. It has been fixed now, and the icons are shown correctly. The same thing happened with Short Pants icons, so we fixed that too. [/*][*] You may have noticed that discounted items are not shown at the trader after you completed the Tier 3 Quest "The Big Bang". This issue has been resolved, and now the discount section appears normally. [/*][*] There was an annoying issue where pressing anywhere in the inventory UI while holding a fully equipped fishing rod would incorrectly cast the rod instead of ignoring fishing inputs. Now, fishing inputs will only work when you click on an empty part of the screen. [/*][*] When placing ingredients for the Grilled Veggie recipe, the interface would always show Bell Pepper regardless of which vegetable type was actually used. This has now been fixed, and the correct ingredient is displayed in the interface. [/*][*] The icon for the tequila drink item was displayed differently in the inventory and the vicinity. Now, it shows the same icon everywhere. [/*][*] If you have the map opened, pressing ESC will close the map immediately. [/*] WEAPONS [*] High-caliber rifles were dealing too much damage to base building elements, creating an imbalance compared to other weapon types. This was especially noticeable with rapid or repeated fire from weapons such as the M1 Garand and SVD Dragunov. The affected weapons include Mosin Nagant, M1 Garand, SVD Dragunov, AWM, and 98k Karabiner. Damage against BB elements has now been reduced and rebalanced. [/*][*] We noticed that the SKS Clip would lose ammunition after a server restart so we fixed that and now it does not happen anymore. [/*][*] We’ve also found that when you shoot the target at 100m with a caliber sniper, bullets get affected by low wind speed and that changes bullet direction. Since it shouldn’t be that way, we have fixed this and the sniper bullets are no longer affected by low wind at such small distances. [/*][*] We found that there was an aim offset when you applied a weapon sight on the improvised handgun. It is now aligned properly. A similar issue occurred with the scope. The scope was incorrectly positioned and oriented in the player’s hands when used unmounted, and could clip through the character’s head while aiming down sights. This has now been fixed. [/*][*] The player’s hand was clipping back through the Trench Gun when using the P17 Bayonet. This issue has now been fixed. [/*][*] Strange light reflections would appear while looking through a scope lens at elevated locations at 8 PM in-game time. The reflection should appear as a bright spot, and it should not cover almost the entire scope lens, which was the case here. Now it’s been fixed. [/*][*] The Vampyr scope had an issue where a black border appeared around the inner optical lens while ADS. This has now been fixed, and the inner lens is now clean without any border. [/*][*] We fixed an issue where aiming with a bow while crouching would dislocate the character's hand. [/*][*] There was an issue with turning on or off the weapon flashlight with the keybind while in first person. Sometimes it would work if the flashlight was operated manually first. But nonetheless, it’s fixed now. [/*][*] While in the main menu, the pistol stored in the pistol holder would not be visible. It has been fixed, and the pistol is now showing in the holster while in the main menu. [/*][*] We've found that 7.62x39 crap ammo does not do enough damage to the dropship. For instance it took 31 regular bullets of that caliber to down the dropship, while more than 100 crap bullets were not enough. It has been rebalanced now and it takes fewer bullets to down it. While we're on the topic of the dropship, there were some base building elements that were immune to its damage. No more! [/*] OTHER [*] We have removed the interdependencies among quest givers, meaning that all traders now have T1 quests unlocked right from the start. [/*][*] We've fixed an issue where the max ping limitation was not working. Now that it's up and running, we've set the default max ping value to 400, but you can modify that value to a lower or higher one if you want to. [/*][*] Fixed an ICMP issue that was causing a lot of connectivity problems with the server. [/*][*] Some of the white clothing material used to reflect light, causing it to "glow" under direct light. This issue affects clothing items that are white or contain white-colored sections. This has been fixed, and now your whites are just white, no glow. Similarly, while other bra items match their colors with underpants, F_Undershirt_Bra_01 appears grey instead of black, so we fixed it to match. [/*][*] The prisoner’s clothes no longer get dirty while driving in a vehicle. [/*][*] There was an issue where either allowing or blocking the "Vehicle parking" custom zone setting would affect the "Flag overtake" setting instead. It is fixed now. [/*][*] No more free base repairs! We fixed a bug where repairing all base elements by the flag repair would use only 1 Toolbox use, instead of 1 Toolbox use per 1 base element. [/*][*] There was an issue where the Kroks level-of-detail textures would aggressively degrade when moving slightly away from them. That is also fixed and it is no longer as egregious as it used to be. [/*][*] There was an issue where treating an infected wound with alcohol would consume the entire bottle instead of just a single use. Using alcohol to treat infected injuries should now only consume one use (or 50g of liquid). [/*][*] Cooked food items that were prepared before the latest update did not display nutrient values when hovered over with the cursor. This issue has now been fixed, and all cooked food items correctly show their nutrient values again. [/*][*] Also, there was an issue where using lower-quality ingredients in cooking does not have an effect on the nutritional values of the final meal. This would result in meals with perfect nutritional values despite using lower-quality ingredients. This is now fixed and now the quality of ingredients affect the quality of the final meal! [/*][*] The Armorer had multiple Ghillie suit items sharing the same display name, including Ghillie_Suit_Pants_01, Ghillie_Suit_Pants_02, and Ghillie_Suit_Pants_04, as well as Ghillie_Suit_Jacket_01, Ghillie_Suit_Jacket_02, and Ghillie_Suit_Jacket_04. This has now been fixed, and each item is correctly named. [/*][*] Memory modules could be found in the vicinity, but would not drop when examining boxes where they were intended to spawn, even with adjusted loot settings. This issue only occurred in multiplayer and has now been resolved. [/*][*] The male organ has now received pubic hair in Character creation. [/*][*] Holding a flare in hand would cause the character’s hand to become visually disfigured in third-person view. This issue has now been fixed. [/*][*] Players who were a little too quick on the “F” key could accidentally restart the “Remove Weed” immediately after finishing them, even when there was nothing left to do. This would trigger an extra action that didn’t actually do anything. The issue has now been resolved. [/*][*] There was a bug that made Improvised Water Container come out of crafting already full, as if someone had kindly pre-filled them. This has now been corrected, so you’ll need to find your water the proper way. [/*][*] Fixed an issue where the liquid quantity bar incorrectly appeared empty on full bottles after relogging. [/*][*] There was an issue where the different lamps, when turned on, would have their light dimmed and barely visible. Now they shine bright! [/*][*] We noticed that crafting a Practice Bomb would consume an entire Car Battery instead of only using the required amount of charge. This has now been fixed, and the recipe correctly uses five charges from the battery rather than the whole item. [/*][*] When an NPC was killed, their bodies weren’t despawning properly. If you moved out of range, they would disappear visually, but were still tracked by the #ShowArmedNPCsLocation command. Over time, this also led to server errors. It’s been resolved now. [/*][*] There was an issue where the Gas Lamp and a Wall-Mounted Gas Lamp would display dislocated flame after applying Eastern skin to them and vice versa. It has been fixed, and the flames are now placed at their designated spots. Let there be light! We fixed an issue where lamps would appear turned off after applying a skin, even though they were actually turned on. [/*][*] Gear colors in Brawl and MMA events were showing up incorrectly as orange instead of the usual black or white. This has now been fixed, and the gear colors display properly again. [/*][*] Apparently, lighting a cigarette using the oven would cause the oven to be destroyed. This weird issue is now fixed. [/*][*] The Bass fish animation would break after catching the fish while the keep or release minigame was still active, causing the fish to clip through the player’s hand. This has now been resolved. [/*][*] All bayonets currently have the description “short bayonet for xy”. Since this is inaccurate, as some bayonets are not short by definition and can be almost half a meter in length, we have decided to remove the word ‘’short’’ from the bayonet descriptions. [/*][*] Multiple level design fixes in the form of fences clipping through walls and misplaced spawners in Z2 sector. [/*][*] We fixed an issue where animal head on a spike items (e.g. boar head on a spike, donkey head on a spike, and other animal variants) could not be placed when used on base building foundations. [/*][*] There was an issue where characters could perform chopping actions while holding a two-handed axe and lying down. No more! [/*] [img src="{STEAM_CLAN_IMAGE}/27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png"] That’s it for the May Update! Into the Wild starts here, but it doesn’t end here. The June and July updates will keep pushing further into the survival systems at the heart of this season. As always, thank you for playing, reporting issues, breaking things in ways we didn’t expect, and sticking with us as SCUM keeps moving. See you on the Island!