- Update v1.3.2.1.135487:
- 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.
- Update v1.3.2.0.134527:
- INTO THE WILD CONTINUES
- Before we get into everything included in the July update, we want to remind you that Into the Wild is continuing beyond its original three-month plan.
- When we first announced the season, we said it would run from May to July. Since then, it has grown beyond that original schedule, so Into the Wild will now continue through August and September. That gives the team more development time and gives each update a little more room.
- Across the next two updates, we’ll continue building on hunting, cooking, food systems and fishing, with new challenges and further improvements still to come.
- With that covered, here’s everything included in the July update.
- THE TEC1 CONDITIONING FACILITY
- THE CAMERAS ARE LIVE. GIVE THEM SOMETHING WORTH WATCHING.
- The TEC1 Conditioning Facility is a purpose-built training complex designed to prepare you for the survival show waiting on the Island.
- SCUM throws a lot at you from the moment you arrive. The Conditioning Facility gives prisoners somewhere to learn the essentials before the pressure is on, so those opening hours on the Island can be spent surviving rather than working out how everything functions.
- You’ll be taken through a series of practical exercises covering the skills you’ll need once you reach the Island. Get to grips with movement and stealth, craft essential tools and weapons, face your first puppet, treat your injuries, and prove you can handle yourself in combat.
- Complete each stage of the conditioning program, repeat anything you need, and prove you’re ready for the next test.
- The new tutorial also brings changes to the wider onboarding experience. The previous intro cinematic has been removed, while Deena has a new voice and all-new dialogue throughout TEC1. Her Island tutorial dialogue has also been rewritten to match the style introduced in the facility.
- HOW TO ENTER THE FACILITY: Select TUTORIAL from the main menu. The Conditioning Facility is a standalone tutorial experience, separate from Single Player and Multiplayer, and does not begin automatically when creating a prisoner.
- ISLAND TUTORIALS
- The tutorial system on the Island has also been updated, giving you more control over what you learn and when.
- Open the Tutorials tab and choose from Survival, Crafting, Metabolism, Economy, Base Building, and Hunting. There’s no fixed sequence, so you can tackle what you need, when you need it.
- Objectives are more flexible too. Instead of expecting every action to happen in a specific order, tutorials now focus on the result. Already completed a step or acquired a required item in another way? The tutorial can recognize that progress and move on.
- Improved tracking and highlighting make relevant items and locations easier to identify, while any tutorial can be abandoned and restarted later without losing access to it.
- With tutorials now selected manually, the old character creation prompt asking whether they should begin automatically has also been removed.
- Mutant deer, boar and wolves are now appearing in specific locations across the Island. They’re tougher than their regular counterparts, and sit at the center of the new Master Hunter quest lines.
- Deep inside the Hunter’s Grotto, the Master Hunter waits, dressed in the trophies of a lifetime spent killing things that fought back.
- He has no time for unproven prisoners. Complete one quest for the Hunter first to unlock the Master Hunter’s Quest Book and gain access to three increasingly dangerous tiers of hunting challenges.
- THREE TIERS OF THE HUNT
- The Master Hunter offers three tiers of increasingly demanding quests, with each featuring a different mutant animal:
- TIER 1 sends you after mutant deer
- TIER 2 raises the stakes with mutant boars
- TIER 3 puts you on the trail of mutant wolves
- Beyond the mutant hunts, you’ll face a variety of objectives with different conditions. You may be asked to use a particular weapon or return with intact hides, meat, antlers and heads.
- The condition of what you bring back matters, so a careless kill could leave you without what the Master Hunter needs.
- REWARDS WORTH THE HUNT
- The Master Hunter’s quest lines offer the biggest collection of earnable quest rewards we’ve added to SCUM so far.
- Where earlier quests largely rewarded Fame, cash and trade deals, these new quest lines allow you to earn exclusive weapons, hunting gear, animal charms, base-building recipes and even pieces of the Master Hunter’s own outfit.
- TIER 1 rewards include the Hunter’s Recurve Bow, Hunting Quiver, Ridgeline Bait Feeder, Deer Skull Charm, Deer Skull Trophy and Master Hunter Trousers.
- TIER 2 rewards include the Hunter Blackhawk Crossbow, Hunter Monocular, Seasoned Hunter Skinning Knife, Deer Skull Chandelier, Boar Skull Charm, Boar Skull Trophy and Master Hunter Boots.
- TIER 3 rewards include the Blackline Compound Bow, Master’s Skinning Knife, Hunter Double Bed, Wolf Skull Charm, Wolf Skull Trophy and Master Hunter Field Jacket.
- Physical item rewards are delivered to the trader depot when their quest is completed. Completing the quest also permanently unlocks that item for purchase from the Hunter.
- Base-building rewards work differently. Once earned, their recipes are added directly to the base-building menu, allowing you to build them whenever you have the required materials.
- WHERE THE SYSTEMS COME TOGETHER
- The quest rework introduced in May brought item rewards, clearer progression and a more flexible foundation for future quest lines. The Master Hunter builds on that work with new reward categories, base-building unlocks and a much larger collection of items to earn.
- You can preview upcoming tiers and their rewards before unlocking them, with locked quests showing what you need to do next.
- The presentation of quest rewards has also been improved to make the wider range of weapons, equipment, clothing and recipes easier to understand before beginning a quest.
- For animal kill quests, a matching animal killed within 50 meters can contribute to your quest progress when hunting with other prisoners. Completed quests can also no longer be accidentally abandoned.
- Together with free-roaming wildlife, tracking, bait feeders and kill quality, these changes give the Master Hunter’s quests more variety and a stronger sense of progression.
- HAVEN’T COMPLETED IT YET?
- The SCUM 1.0 Anniversary Quest is available until July 31st.
- Start it at the Hunter trader, follow the trail across the Island, and earn the Carbon Hunter Ironpaw, an exclusive weapon skin recipe. No previous quest progress is required, so every prisoner can begin straight away.
- Once unlocked, the Carbon Hunter Ironpaw can be crafted using a Carbon Hunter and a toolbox.
- July also brings a set of practical improvements across everyday play, from faster inventory management and clearer menus to more prisoners on official servers.
- MOVE EVERYTHING AT ONCE
- The new Drop All option lets you empty clothing, containers and vehicles into the vicinity in a single action, including everything found inside searchable objects.
- Once the items are on the ground, Pick Up All lets you collect everything from the vicinity at once.
- Trader depots now also have a Pick Up All button. Buy several items, then collect the whole order at once instead of transferring each one individually.
- REFRESHED CRAFTING, COOKING AND BASE BUILDING TABS
- The Crafting, Cooking and Base Building tabs have been given a visual refresh, bringing them closer in style to the updated Inventory UI. The revised layouts make each menu clearer and more consistent to use, while giving the team a stronger foundation for future additions to these systems.
- MORE ROOM FOR TAUNTS
- As the number of available taunts has grown, fitting them all into one radial menu was becoming increasingly unwieldy. The redesigned taunt menu now separates base-game and DLC taunts into two categories, making them easier to browse and select.
- 80 PLAYERS ON OFFICIAL SERVERS
- Official servers now support up to 80 players, raising the previous limit of 64.
- We’ve been testing the increased player count across official servers and monitoring its impact on performance and stability. Following those tests, the new 80-player limit is now confirmed across official servers.
- Alongside the July Update, the APEX PREDATOR pack is now available, continuing the Into the Wild theme. This pack is separate from the update content covered in these patch notes.
- Apex Predator Pack
- Built for prisoners who want to look as dangerous as the Island they’ve survived, this pack unlocks exclusive gear, weapons, charms, base-building items, character customization options, emotes, and selfie poses.
- KNOWN ISSUES
- The game may crash during the transition to the Island when using DLSS Balanced or Performance mode with DirectX 11. To avoid this, switch to DirectX 12, select a different DLSS preset, or use another upscaling method. The team is investigating the issue.
- HUNTING & ANIMALS
- Fixed a bug where animals would take too little damage from firearms.
- Fixed a bug where bears could survive being hit by an M82 rifle.
- Fixed a bug where prey would ignore predator sounds.
- Fixed a bug where herbivores would not flee from nearby predators.
- Fixed a bug where an animal carcass could become too damaged after two or more hits from a high-caliber weapon.
- Improved animal navigation balancing.
- USER INTERFACE
- Fixed a bug where the SpicesMix_02 icon was low-resolution and contained blurry text.
- Fixed a bug where the crafting component list would overlap the ‘Back’ and ‘Craft/Place’ buttons when expanded.
- Fixed a bug where items added to the cart from Hunting trader subtasks could have their quantity increased but could not be reduced or removed.
- Fixed a bug where incorrect trader icons would be displayed for raincoats.
- Fixed a bug where the #DrawEnemyHealthBars command would not display Sentry health bars.
- Fixed a bug where the fishing casting strength bar would remain visible while other inventory panels were open.
- Fixed a bug where certain animal heads could not be moved through the vicinity menu.
- Fixed a bug where the radial progress bar would sometimes end at 50% when eating olives.
- Fixed a bug where clicking on the Goat Steak and Horse Steak icons in the Hunting trader’s menu wouldn’t add the items to the cart.
- Fixed a bug where the Outback Knife Sheath Twitch Drop was incorrectly listed as a crafting component for itself.
- BASE BUILDING
- Fixed a bug where base building blueprints could snap or stick to invisible points instead of following the cursor smoothly during placement.
- Fixed a bug where the Zhan Ma Dao sword would float when placed on the wall-mounted weapon rack.
- Fixed a bug that could cause the server to hang when dragging the airplane door blueprint near an airplane door frame.
- Fixed a bug where gardens could not be built on fresh databases.
- SERVER FUNCTIONALITY & SETTINGS
- Added a new admin command, #ListDLCItems, which displays the blueprint names of spawnable items from a specified DLC pack.
- For example, entering #ListDLCItems WoodlandHunterPack will list the spawnable items included in the Woodland Hunter Pack.
- Note: DLC items can only be spawned in single-player if you own the corresponding pack.
- Fixed a bug where restarting a server and exiting the game could bring back the old main menu.
- Fixed a bug where items would become and remain irradiated even after the radiation setting was turned off.
- VEHICLES
- Fixed a bug where vehicles would sometimes fail to spawn in Sandbox mode.
- Fixed a bug where vehicles would sometimes disappear when players moved away from them in Sandbox mode.
- Fixed a bug where items stored in a tractor carriage would remain after the carriage was destroyed.
- Fixed a bug where Barba could fail to spawn on the map.
- WEAPONS
- Fixed a bug where weapon magazines could clip through the character’s hands during the ‘Check ammo’ animation while prone.
- Fixed a bug where the bow firing animation would not be properly replicated to other players if fired in quick succession.
- Fixed a bug where the improvised flashlight was incorrectly placed on the M16A4 Apocalypso.
- Fixed a bug where the M70 bayonet would be incorrectly positioned on the RPK.
- Fixed a bug where arrows could be delayed and fall out of sync with the Manchu bow shooting animation.
- Fixed a bug where the Hunter85 had an inconsistent name and description.
- Fixed a bug where the aiming point on the BlackHawk crossbow would be offset.
- Fixed a bug where bows sometimes couldn't nock arrows while leaning.
- QUESTS
- Fixed a bug where players would be unable to deliver quest items to a specific mailbox in Samobor.
- LEVEL DESIGN
- Fixed a bug where some terrain surfaces used incorrect properties.
- Fixed a bug where players could build chests inside of a specific rock.
- Fixed a bug where grape vines would flicker significantly.
- Fixed a bug where the quest turn-in container would be floating.
- Fixed a bug where rain would fall through the B0 bunker and persist even after a relog.
- Fixed a bug where an invisible source of water in sector C4 would allow players to drink from it or fill containers.
- Fixed a bug where a bullet hole visual effect would appear on barrels when they were hit with a melee weapon.
- Fixed a bug where some doors in a building in sector D2 were locked and unusable, while other doors worked correctly.
- Fixed a variety of level design issues, including inaccurate shadows, tree branches protruding through rocks, floating items, unnatural terrain shapes, and more.
- Fixed a bug where graffiti decals would be projected onto nearby characters.
- Fixed a bug where a wheelbarrow blueprint could be placed inside the C4 bunker.
- Fixed a bug where players were unable to bury items across a large area of sector Z2.
- Fixed a bug where the wooden beams inside the Hunter’s Grotto in sector A0 would not have any collision.
- Fixed inconsistent signage in safe zones, where some signposts displayed ‘Hunting’ and others displayed ‘Hunter’.
- Fixed a bug where the lamp mounted on the saloon in the Z3 safe zone was missing its textures entirely.
- Fixed a bug where a quest box was placed directly behind the notice board in the radiation zone.
- OTHER
- Fixed a bug where Fire Rings and Bonfires were destroyed when used to light cigarettes, cigars, or spliffs.
- Fixed a bug where the Sleeveless Shirt would clip through multiple other clothing items if equipped by a buff character.
- Fixed a bug where eating while running would interrupt the player’s movement with every bite, causing them to repeatedly stop and speed up.
- Fixed a bug where players could kill one another in a safe zone by driving planes into them.
- Fixed a bug where the character’s arm would become deformed while drinking from the watering can.
- Fixed a bug where drinking from a glass would cause the player to crouch and the drinking sound effect to loop indefinitely.
- Fixed a bug where a player’s corpse could disappear after they respawned in Sandbox mode while using a DLC character.
- Fixed a bug where the Raymond Cruz DLC character’s leg textures could be missing after death.
- Fixed a bug where the male character’s arms could become deformed when wearing the SCUM shirt from the Supporter Pack DLC.
- Fixed a bug where the Woodland Poncho’s textures could stretch unnaturally when the player jumped.
- Fixed a bug where equipping both the Improvised Raincoat and Woodland Poncho would cause the character’s hair to disappear.
- Fixed a bug where the Woodland Chandelier’s destruction visual and audio effects could repeatedly trigger when teleporting nearby.
- Fixed a bug that limited players to one Woodland Hearth. You can now build as many as you need.
- Fixed a bug where certain DLC base building elements could be spawned without owning the relevant DLC.
- Update v1.3.1.1.128880:
- 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.
- Update v1.3.1.0.125621:
- Free-roaming land animals are back!
- June’s Into the Wild update returns wildlife to the Island, along with a limited-time SCUM 1.0 Anniversary quest, trophy fish wall mounts, improvised cooking recipes, customizable tombstones, new custom server settings, fixes, and more improvements based on player feedback.
- Watch the Free-roaming Animals Dev Diary
- For a deeper look at the work behind free-roaming land animals, watch the Free-Roaming Animals Dev Diary, going live alongside this update:
- As shared in the June Update Preview, this update includes a partial official server wipe.
- Character progress, gold, and basic starting gear remain, while vehicles, bases, and all other items on official servers have been reset.
- We know a mid-season wipe is disruptive, and we’re sorry for the impact on affected players. Going forward, our intention is to align planned wipes with the start of a season wherever possible, so players have clearer expectations around major resets.
- With free-roaming animals back on the Island, wildlife is once again part of the world around you, rather than something you only encounter through a separate hunting flow.
- This isn’t the old animal system being switched back on. Animals were previously removed for performance reasons, so bringing them back properly meant rebuilding the wildlife system around SCUM as it exists today.
- Animals can now roam through the world instead of only appearing as part of a separate hunting flow. The hunting minigame has also been removed, so you now find, follow, and hunt animals directly in the world.
- Under the new system, wildlife is shaped by where you are, what you can see, and what the world is doing around you. Biome populations, time of day, player distance, visibility, and Level of Detail [LoD] animal AI all play a role.
- Not every animal needs to run in a fully active state all the time. Animals can move between lighter and fully active simulation states depending on distance, visibility, and nearby player activity. That means a hunt can begin with movement on a distant ridge, continue as you close the distance, and develop naturally instead of only starting when an animal is already nearby.
- WILDLIFE ACROSS THE ISLAND
- Animal spawning is biome-based
- Now that free-roaming land animals are back in the world, wildlife spawns through biome-based populations. Mountains, forests, fields, and other areas can support different animals, giving each part of the Island its own wildlife profile.
- Wildlife changes over time
- Wildlife population updates happen throughout the in-game day, with time of day also influencing spawning. This helps the world respond more naturally as animals are hunted, replaced, or shifted across their biome population. An area that felt quiet earlier may not stay that way forever.
- Animals persist beyond your immediate range
- The new Level of Detail [LoD] system keeps wildlife present across the Island without every animal running at full server cost all the time. Animals can remain part of the world while far away or out of view, then move into a fully active state as you spot them, approach them, or move through the area.
- HUNTING IN THE OPEN WORLD
- Scouting is part of the hunt
- Animals become part of the hunt when spotted at range through clear line of sight, with scope magnification letting this happen from farther away. Binoculars and scoped weapons now have a clearer role, giving you another reason to scan ridgelines, treelines, and open ground before moving in. Use foliage and line of sight to plan your approach before you close the distance.
- Predators share the hunting ground
- Because wildlife now exists through biome-based populations, prey and predators can move through the same areas. Scout before you move in, and stay aware of what else may be nearby. A bear beyond the treeline can end a hunt fast.
- Carcasses can attract predators
- Leaving a dead animal behind may draw nearby predators to the carcass. Every kill can create an opportunity, or a problem if you stay too long.
- BUILDING ON FREE-ROAMING ANIMALS
- Bait feeders now work with wildlife populations
- Bait Feeders have been updated to fit the reworked wildlife population system. They can attract existing animals nearby, or spawn a suitable animal if there are none around, so using one should still feel rewarding.
- Animal AI has moved to Behavior Trees
- Animal AI now uses Unreal’s Behavior Tree framework, giving us a stronger base for improving behaviors, tuning animal-specific encounters, and supporting more varied wildlife threats in future updates.
- Land animals are the focus for now
- This update focuses on free-roaming land animals first, rebuilding tracking, hunting, predator behavior, and carcasses around animals that exist directly in the world. Puppets, NPCs, birds, and other world spawns are separate systems, but this work gives us a stronger foundation for future improvements across the Island.
- Thank you, Public Alpha players
- Thank you to everyone who took part in the Free-Roaming Animals Public Alpha. Your feedback helped us test the system under real server conditions, identify edge cases, and continue tuning how animals spawn, move, flee, die, and interact with the world.
- This is a major foundation for wildlife in SCUM. As more players spend time with the new system, we’ll keep watching how it performs in live conditions and continue improving animal behaviors.
- A hunter’s left a trail across the Island. Follow it, survive it, and you can earn the Carbon Hunter Ironpaw, an exclusive SCUM 1.0 Anniversary weapon skin recipe.
- This limited-time quest runs until July 31 and can be started at the Hunter trader. No previous quest progress is required, so all prisoners can begin straight away.
- With free-roaming land animals back on the Island, this quest gives you another reason to head into the wild, follow the diary pages, and prove yourself against the new hunt.
- Once unlocked, the Carbon Hunter Ironpaw can be crafted using a Carbon Hunter and a toolbox, matching the crafting flow for other weapon skin variants.
- TROPHY FISH WALL MOUNTS
- Rare trophy fish can now be caught at select fishing spots. Carp, Tuna, Catfish, Pike, and Dentex can all be turned into decorative trophies for your base.
- Trophy fish are separate from regular fish. Once caught, they can be chopped to collect the head, which can then be crafted into a decorative wall mount using a wooden plank and a sharp tool.
- Put them on display and give your squad a reason to believe your fishing stories.
- IMPROVISED COOKING RECIPES
- We’ve added the first improvised cooking recipes, giving players a more flexible way to turn basic ingredients into a cooked meal.
- You can now prepare:
- Improvised Pasta Dish
- Improvised Rice Dish
- Improvised Soup
- Improvised Stew
- Unlike many existing recipes, improvised recipes are available by default and don’t require a cooking book to unlock. They also use simpler core requirements, then let you add a wider range of optional ingredients to improve the dish when you have more supplies.
- Better ingredients still help, but you should now be able to cook something useful without needing a long list of exact items first.
- TOMBSTONES
- Players have asked for more ways to mark meaningful places on the Island, including memorials for members of their communities. This update adds a new craftable tombstone that can be placed in the world and customized with player-written text.
- Use them for memories, warnings, threats, or whatever your squadmate did to deserve it.
- Try to keep the spelling mistakes to a minimum.
- Tombstones are built from a blueprint recipe using stones and any hammer. Once placed and finished, hold F to add your chosen text, which will appear on the tombstone.
- They can be placed anywhere that supports the blueprint, but they still need to be maintained. By default, tombstones decay after 30 days if left unattended, so prisoners will need to return from time to time to pay their respects.
- Server owners can control how many tombstones each squad can build, from 0 to 100 per squad. Official servers use the default limit of 3 per squad.
- Alongside the June Update, two new optional DLC packs are now available, continuing the Into the Wild theme. These packs are separate from the June Update content covered in these patch notes.
- Specialist Archer Pack
- Unlock snakeskin-themed specialist gear, charms, emotes, and camouflage patterns.
- Specialist Scout Pack
- Unlock scout-inspired specialist gear, charms, emotes, and camouflage patterns.
- This update adds new custom server controls for free-roaming animals, fishing spots, radiation, flag ownership, and tombstones, while removing older hunting settings that are no longer used by the new free-roaming wildlife system. Some vehicle settings have also been consolidated, with control moving into the relevant maximum vehicle settings.
- FREE-ROAMING ANIMALS
- Animals Allowed in World
- [World] -> HUNTING
- scum.AreAnimalsAllowedInWorld=True
- Enables or disables free-roaming animals in the world.
- Animal Global Density Multiplier
- [World] -> HUNTING
- scum.AnimalGlobalDensityMultiplier=1.000000
- Controls the global animal density cap, increasing this value increases the total number of animals that can exist in the world.
- Default: 1
- Minimum: 0
- Maximum: 25
- Maximum Non-Virtual Animals in World
- [World] -> HUNTING
- scum.MaxNonVirtualAnimalsInWorld=800
- Controls the maximum number of non-virtual animal actors that can be present in the world at once. Virtual animal population entries can exist beyond this number.
- Default: 800
- Minimum: 0
- Maximum: 2500
- Animal Population Representation Multipliers
- [World] -> HUNTING
- These settings control how strongly each animal type is represented within biomes where that animal is allowed to spawn. Values can be increased or reduced, and work in relation to the other valid animals in that biome.
- Default for all populations: 1
- Minimum: 0
- Maximum: 100
- For example, in a biome that can spawn bears and goats, increasing the bear multiplier or reducing the goat multiplier can both make bears more likely to appear compared to goats.
- scum.BearPrevalenceMultiplier=1.000000
- In-game name: BEAR POPULATION REPRESENTATION MULTIPLIER
- scum.BoarPrevalenceMultiplier=1.000000
- In-game name: BOAR POPULATION REPRESENTATION MULTIPLIER
- scum.ChickenPrevalenceMultiplier=1.000000
- In-game name: CHICKEN POPULATION REPRESENTATION MULTIPLIER
- scum.DeerPrevalenceMultiplier=1.000000
- In-game name: DEER POPULATION REPRESENTATION MULTIPLIER
- scum.DonkeyPrevalenceMultiplier=1.000000
- In-game name: DONKEY POPULATION REPRESENTATION MULTIPLIER
- scum.GoatPrevalenceMultiplier=1.000000
- In-game name: GOAT POPULATION REPRESENTATION MULTIPLIER
- scum.HorsePrevalenceMultiplier=1.000000
- In-game name: HORSE POPULATION REPRESENTATION MULTIPLIER
- scum.RabbitPrevalenceMultiplier=1.000000
- In-game name: RABBIT POPULATION REPRESENTATION MULTIPLIER
- scum.WolfPrevalenceMultiplier=1.000000
- In-game name: WOLF POPULATION REPRESENTATION MULTIPLIER
- FISHING
- High-Activity Fishing Spots
- [World] -> HUNTING
- scum.FishingHighActivityZoneAmount=-1.000000
- Adds a server setting for controlling the number of high-activity fishing spots. By default, 10% of fishing spots are always active.
- Default: 10%
- Minimum: 0%
- Maximum: 100%
- RADIATION
- Radiation Enabled
- [World] -> MAP
- scum.RadiationEnabled=True
- Enables or disables radiation in the world.
- FLAG OWNERSHIP
- Maximum Flags Per Prisoner
- [Features] -> BASE BUILDING
- scum.NumberOfAllowedFlagsPerPlayer=10
- Adds a server setting allowing admins to define how many flags each prisoner can own at a time. NOTE: scum.AllowMultipleFlagsPerPlayer needs to be enabled for this setting to work.
- Default: 10
- Minimum: 1
- Maximum: 30
- TOMBSTONES
- Maximum Tombstones Per Squad
- [Features] -> BASE BUILDING
- scum.TombstoneMaxAmountPerSquad
- Adds a server setting for controlling how many tombstones each squad can build.
- Default: 3
- Minimum: 0
- Maximum: 100
- CONSOLIDATED VEHICLE SETTINGS
- The following vehicle-specific MaxFunctionalAmount settings are no longer available as separate settings. They have been consolidated into the relevant maximum vehicle settings for vehicles where MaxFunctionalAmount did not have a separate effect.
- Server owners can still control the overall maximums for these vehicles through the max vehicle settings.
- scum.KingletDusterMaxFunctionalAmount scum.MotorboatMaxFunctionalAmount scum.WheelbarrowMaxFunctionalAmount scum.BicycleMaxFunctionalAmount scum.SUPMaxFunctionalAmount scum.KingletMarinerMaxFunctionalAmount scum.DinghyMaxFunctionalAmount
- SETTINGS NO LONGER AVAILABLE
- The following settings are no longer available in-game, many were tied to the previous hunting encounter setup and are not used by the new free-roaming wildlife system:
- scum.PuppetLimpingEnabled - Replaced by setting ''Puppet limping health threshold'' to 0 scum.ArmedNPCLimpingEnabled - Replaced by setting ''Armed NPC limping health threshold'' to 0 scum.MaxAllowedAnimals scum.MaxAllowedHunts scum.AnimalWorldEncounterSpawnWeightMultiplier scum.HuntTriggerChanceOverride_ContinentalForest scum.HuntTriggerChanceOverride_ContinentalMeadow scum.HuntTriggerChanceOverride_Mediterranean scum.HuntTriggerChanceOverride_Mountain scum.HuntTriggerChanceOverride_Urban scum.HuntTriggerChanceOverride_Village scum.HuntFailureTime scum.HuntFailureDistance scum.NPCWorldEncounterSpawnWeightMultiplier scum.MasterServerEndpoints
- CRASHES
- Fixed a crash that could occur when opening the radial menu immediately after relogging.
- Fixed a client crash that could sometimes occur when reskinning or destroying Woodland base building elements.
- Fixed a client crash caused by opening the console or chat while in Drone mode.
- EXPLOITS
- Fixed and adjusted several sentry-related exploits that allowed unintended farming or looting.
- Fixed an exploit that allowed players to farm animals, specifically bears, using the Animal Bait Feeder.
- Fixed an infinite ammo box exploit where players could sell a 1/30 ammo box to a trader who did not already have that ammo box in stock, then buy back a 30/30 ammo box.
- Fixed an issue where vehicles could be destroyed inside trader zones and other protected areas where explosive damage to vehicles is disabled. This could happen when a frag grenade was placed on the ground with the pin pulled, allowing nearby vehicles to be damaged despite protected zone settings.
- PRIVATE SERVERS
- Fixed an issue affecting private servers where players were unable to connect. This problem was linked to ICMP-related checks and has been resolved. Private servers should now function correctly out of the box with only standard port forwarding, without requiring additional firewall adjustments or workarounds.
- HUNTING & COOKING
- Added a fuel bar / gauge mechanic to meat smokers and other fire-based objects, similar to existing liquid, petrol, and propane indicators. The gauge now visually displays remaining fuel and updates as fuel is consumed.
- Fixed an issue where placing fruit or seeds into a Bait Feeder could make them non-expirable and cause the Bait Feeder to produce smoke endlessly.
- Fixed an issue where goats did not leave footprint trails.
- Fixed an issue where does [female deer] could provide antlers. Only bucks [male deer] now provide antlers.
- Fixed an issue where direct hits from RPGs and grenade launchers did not properly affect animal kill quality [these kills were functioning like a rifle shot]. Explosive impacts now correctly damage harvested resources.
- Removed the redundant Search interaction from animals killed by a flamethrower, as flamethrowers do not fire recoverable projectiles.
- Fixed an issue where flamethrower kills did not affect meat and skin condition correctly.
- Fixed an issue where animals killed by vehicles or turrets retained 100% skin and meat quality.
- Fixed an issue in Sandbox mode where smoked meat could disappear from the smoker after logging out to the main menu.
- Fixed the incorrect ingredients in the Hot Chocolate recipe.
- Fixed issues where Bait Feeders were not spawning animals as intended.
- Fixed an issue where baits intended to spawn deer did not trigger any reaction when placed into the Bait Feeder in blue zones marked on the Island Wildlife Guide map.
- Fixed an issue where Bait Feeders could spawn animals underwater when placed on shipwrecks, small islands, or underwater.
- Fixed an issue where Bait Feeders placed in towns could sometimes cause animals to spawn inside buildings or become stuck in concrete.
- Fixed an issue where boars could spawn on Bait Feeders placed inside caves.
- Fixed an issue where animal loot degradation from bullet penetration was applied uniformly regardless of projectile type. Loot degradation now scales correctly based on projectile penetration values.
- QUESTS & TASKS
- The Bait Feeders hunting task has returned after being temporarily removed in the previous update. It has now been updated to work with the new free-roaming animal system, guiding players through placing a Bait Feeder, adding suitable bait, and using it to attract wildlife.
- Quests now display more like tutorial tasks. Instead of showing the full quest sequence up front, the quest book now focuses on your current step, then reveals the next step once the current one has been completed.
- Fixed an issue where the hunting task subtask “Place rabbit food inside the Bait Feeder†did not complete after placing the required rabbit food into the Bait Feeder.
- Fixed an edge case where the hunting task subtask “Travel to a natural area with wild rabbits†could stop updating if the player reached the objective while inside a trader zone.
- Renamed the first hunting tutorial task so it no longer shares the same title as the overall Hunting task category.
- Fixed an issue where hunting tasks could not be abandoned once accepted.
- Fixed an issue where items unlocked through quests did not reset their available purchase quantity correctly after partial purchases. Available quantities now reset to the intended full amount each time the quest is completed.
- FISHING & FARMING
- Fixed an issue where plants could sometimes not be watered in multiplayer sessions.
- Fixed an issue where the Next Harvest timer was not displayed on plants when the server had accumulated a very high playtime value.
- Fixed an issue where the gardening UI could report cold conditions and hindered plant growth even when the temperature was high.
- Fixed an issue where the fishing rod could break and flail around while the fishing minigame was active, causing attached items to be lost.
- Fixed an issue where water was not applied when watering crops, even after spilling a full can.
- Fixed an issue where most fully grown tree-based plants could block interaction with nearby low-height plants due to branch collision or interaction traces. This affected all tree-based plants except orange trees.
- Fixed an issue where Boilies fish bait appeared white in the in-game model while the inventory icon showed it as red. Boilies bait now appears red both in the inventory and in-game model, including when attached to a fishing rod.
- WEAPONS
- Weapon attachments can now be painted.
- Fixed a visual bug where optics and rangefinders could flicker when aiming down sights.
- Fixed an issue where PU scope range markings were cut off when used with the M1891. This also affected the Vampyr, SpektralDR, and P223 scopes.
- Fixed a small visual issue with incorrect colors on the Wushu Spear tassel.
- Fixed an issue where a nocked arrow was sometimes not visible to nearby players after firing and nocking another arrow.
- Fixed an issue where thrown knives could hit puppets, NPCs, and players but fail to attach to the target. Thrown knives now properly stick to the target and remain visibly attached to the body or equipment. Affected knives include Bushman, Shuriken, Scout Black, Scout White, Hunter, and Kunai.
- Fixed inconsistent caliber naming in weapon descriptions for weapons using .30-06 ammunition. Relevant weapons now use consistent .30-06 naming.
- BASE BUILDING
- Fixed an issue where Wall Squad Emblem Flags [Improvised and Premium] could be placed over wall-mounted weapon racks, lamps, and trophies, causing them to clip.
- Fixed an issue where destroying L-shaped twig stairs could also destroy advanced doors.
- Fixed an issue where the Improvised Chandelier context menu showed Remove Current Skin instead of Apply Skin. Also fixed an issue where Remove Current Skin did not work on the Woodland Chandelier.
- Fixed an issue where the Improvised Chandelier could transform into a Woodland Chandelier after relogging in Sandbox mode.
- Added a decorative lit hearth to the Woodland Furniture Pack.
- Fixed an issue where the base building destruction log displayed internal in-game names.
- Fixed an issue where base building element names and hints were not translated in context menus for Chinese and Simplified Chinese.
- Updated and improved visuals for base building placement meshes.
- TRADER
- Aligned the Hunter trader naming convention across the game. He is now referred to as the Hunter consistently.
- Fixed multiple Ghillie suit items at the Armorer sharing the same display name. Each item is now correctly named.
- Fixed an issue where items from subtasks added to the Hunter trader cart could have their quantity increased, but could not be reduced or removed afterward.
- Fixed an issue where the driving glove icon at the trader showed fingered gloves, but fingerless gloves appeared after purchase.
- Fixed an issue where MREs did not appear in the Armorer trader’s stock after being sold to him.
- Fixed an issue where the Hippie Shirt #2 icon in the General Goods trader menu showed the wrong item.
- Fixed a missing comma in economy.json after the prices-subject-to-delta line, which could cause issues for players modifying traders.
- UI
- Fixed an issue where item icons could change size when placed into a Quick Access slot already used by another item.
- Fixed UI overlap issues in cooking recipes with many possible ingredients, where expanded main and optional ingredient lists could extend through the Back button without being scrollable.
- Fixed an issue where the plucked chicken icon incorrectly showed a liquid capacity UI element.
- Fixed a blurry Biker Leather Jacket icon.
- Replaced weapons displayed around the Armorer trader that could no longer be bought from the trader.
- Fixed an issue in Sandbox mode where the liquid progress bar did not update correctly, showing liquid remaining while the ‘Check’ interaction reported that the container was empty.
- Fixed an issue where ‘Bone’ was listed multiple times in the Possible Ingredients section for the Meat Soup recipe.
- Fixed an issue with the Grilled Veggie recipe where the interface always showed Bell Pepper regardless of which vegetable was used.
- Fixed an issue where opening chat while the weapon malfunction UI was active, or vice versa, caused the mouse cursor to behave incorrectly. Chat input is now blocked while the weapon malfunction UI is displayed.
- ANIMATION
- Fixed a misaligned first-person view when holding the Bait Feeder.
- Adjusted grip animations for the Skinning Knife and Blackhawk Crossbow.
- Fixed bottles clipping through the prisoner’s face while drinking beverages in first-person perspective.
- Fixed several bottle holding and drinking animation issues where certain drinks could clip through the hand when using Drink or Drink All. Fixed an issue where the hand could clip through bottles while holding or drinking from them.
- AUDIO
- Fixed a sound and video effect issue that triggered at the start or cancellation of the Destroy action on some reskinned base building elements, instead of when their destruction finished.
- Fixed an issue where footsteps on tree stumps used the wrong surface sound, making them sound like concrete.
- Added humming sound effects to wind turbines and electro houses.
- Fixed an issue where subtitles would only appear briefly when voice line volume was set to 0. Subtitles now remain visible correctly.
- GRAPHICS
- Improved bottle visuals and liquid effects. Fixed an issue where spilled liquids from bottles, canisters, and other containers always used the same visual color regardless of the liquid being poured out. Spilled liquid color now matches the liquid inside the container.
- Fixed an issue where ocean reflections shifted noticeably when moving the camera left and right.
- Fixed an issue where some post-process effects were left enabled when no post-process should appear on screen.
- Fixed an issue where glass surfaces, drinks, rain puddles, and other liquids could appear to glow or emit light in dark environments, especially in low-light areas such as abandoned bunkers.
- LEVEL DESIGN
- Fixed an issue where rain could pass through bunkers in B0 and D4 after relogging.
- Restored a missing section of river in the C0 sector.
- Fixed multiple places in the Hunter’s Grotto where players could get stuck. Added collision to the painting in the Hunter’s Grotto.
- Fixed dozens of level design issues, including trees growing through rocks, low-resolution rock and snow textures, floating assets, assets clipping through each other, missing textures, sharp terrain transitions, disappearing shadows, incorrect door collisions, and misplaced snow textures on rooftops in the Z sector.
- OTHER
- Players can now paint chests regardless of flag area restrictions, including chests with locks and chests placed outside a flag area.
- Fixed a Sandbox mode issue where a player’s corpse could disappear after respawning and returning to the corpse’s location.
- Fixed an issue where colliding or overlapping with an animal while in a vehicle could cause the camera to snap upward. This affected cars, bikes, RIS, and all animals except wolves.
- Fixed an issue where headlamps could appear turned on in third person, to other players, or in photo mode, even when they had no batteries and were actually turned off.
- Fixed an issue where the player’s torso could display incorrectly in the character creation mugshot, causing the body skin tone to not match the head and neck, or causing missing textures.
- Fixed an issue where a player standing on a vehicle could appear in an incorrect position to another player moving outside the vehicle’s streaming or render range.
- Fixed incorrect item parameters on the Snow Deluxe Inmate Hoodie.
- Fixed an issue where players could turn on the Metal Detector while it was in a holster slot.
- Fixed an issue where player corpses could disappear while the killed player was waiting on the respawn screen. The corpse would reappear when the killed player respawned or closed the client.
- Fixed an issue where drink items could not become irradiated.
- Fixed an issue where male character body attributes [8/5/5] could clip through the Sleeveless Shirt and other affected clothing items, including Military Shirt, Police Shirt, Woodcutter Shirt, Inmate Shirt, Hospital Shirt, and Vintage Jail Shirt.
- Fixed an issue where puppets and armed NPCs attempted to navigate through doors inside the airport building that are not usable or traversable. They now use only valid paths.
- Fixed incorrect values in the descriptions for large POI character spawn and respawn distances.
- KNOWN ISSUES
- We’re continuing to track a few known issues and will keep rolling out fixes and tuning after release:
- Large animal turning behavior may feel too aggressive in some encounters.
- Animal tracks may appear on some hard surfaces, including cement roads.
- Some animals may not always take damage as expected from firearms or headshots.
- Animals viewed through scopes may sometimes remain in their far-distance Level of Detail [LoD] state instead of updating correctly.
- Tombstone inscription text may overflow or wrap awkwardly in some cases.
- Some item icons may disappear or display incorrectly in specific blueprint or quest item interactions.
- Some item paint or attachment visuals may not apply correctly in specific cases.
- Items inside quivers or holsters may become invisible after being recovered from a corpse in multiplayer. Relogging should make the items visible again.
- Update v1.3.0.2.119181:
- 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.
- Update v1.3.0.1.118271:
- 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.