
Hello Deadsiders!
On Wednesday the 29th at 11AM CEST / 4AM CDT, we will release version 1.9!
Version 1.9 is easily the largest update so far this year, bringing huge expansions to progression, crafting, and the Mirny map itself. Balance changes have been made to loot spawning, AI, trader prices, medical items, vehicles, the list goes on. On top of that we have new base structures and decorative items for you to craft and construct.
Thank you to everyone who sent in feedback during the extended testing period, it helped a lot when dialing in balance and hunting bugs.
The release of this update to the live servers will require a wipe. All items, bases, safezone storage and player inventories will need to be reset for the update to function correctly on release.
We cover everything included in this update below, but if you would prefer to see these features in game our CM Boots has created a video covering the entire update:
https://www.youtube.com/watch?v=1CNuSl45sG4
One of the biggest changes coming in version 1.9 is the new blueprint system, aimed to expand and deepen progression, and the in-game item economy. This has opened up the ability to research, craft, and upgrade items all at your base. You can view your blueprint progression in the new blueprints tab in your inventory. Here crafting recipes are unlocked by finding blueprint fragments.

Blueprint fragments can be found anywhere from car trunks to airdrops, with rare fragments dropping from high tier events. Or you can use the new research table to convert an item into its corresponding blueprint.

Some blueprints, specifically weapons and armor can be continually upgraded to higher levels. Each level unlocks a new upgrade that can be applied at the upgrade station. This allows players who invest the time into gathering the required blueprints and materials to have access to improved kit.

Another huge feature of 1.9 is a large expansion to the Mirny map! Lets go through each new area

The Potny island has been added into Mirny, located E6-7

Added a Scrapyard to I10, offering lots of scrap to loot

Added a farm to G10

Added a construction site to H3

Added a village to K9

Added a village to J10

Added an oil storage facility to J7
Another new island has appeared next to the Potny islands. This island is currently completely empty, but many interesting things will appear on it in the near future. Keep an eye on our socials for news on this island.

Signal flares can be found in the world, or purchased from traders. This new item can be thrown down to call an airdrop wherever you like! Each color of signal flare provides airdrop loot from a different category. Red provides weapons, ammo, and explosives. Green provides gear and armor. Blue provides resources and crafting materials. Purple provides food and medicine. So if you are missing supplies in a certain area, you can have them delivered directly to your base.
Last update we got a lot of feedback on the subject of weapon repair, so we have decided to simplify it in this version. You no longer need unique weapon parts specific to that weapon, instead there are weapon components with different types, and tier. For example a tier 2 sniper needs tier 2 sniper parts for repair.

That being said, weapon repair will require a few other materials like machine oil, sterile rags, and weapon components. These common parts are used for all sorts of weapon crafting and upgrading in 1.9.
Bases will be getting new structures as well, for example offset doors. These make it much easier to navigate your base using stairs, and give builders more options.

We have also added a fireplace, which is now the most efficient way to cook your food on top of just looking nice

An important crafting item added in this version is the CNC Machine. This is the highest level of crafting workbench, allowing you to craft high tier items if you have the blueprint and materials required. The CNC Machine will allow you to craft many useful items that you would previously only purchase or find.

The last base addition are 4 decorative face masks, which can be either placed on your wall or crafted into a wearable version

With all of these big changes coming to crafting and progression, it only makes sense that loot spawning and traders have been rebalanced as well. There are a lot of minor changes made here, but big picture is that high level gear is generally harder to acquire. Now that you can craft a lot of it yourself, we needed to reduce accessibility in some areas to prevent high level gear becoming too common overall. So high level weapons and armor have been removed from the traders, and ground spawns. The best way to get them now is through high level events, or crafting.

That being said, high level gear is still technically available at the trader through random lootboxes that you can purchase with in-game money. This gives you something fun to do with your money at end game stages, or potentially a way to get powerful gear early if you are willing to gamble
As bases become more important to gameplay, the balance of explosive spawns for raiding has become more important as well. In version 1.9 explosive spawns lying on the ground in the world have been removed. This means to gather explosives you will need to do events like missions, helicrashes, or call down airdrops. Not only does this result in more fair gameplay, it prevents explosive gathering from becoming a stale experience of farming the same world locations over and over.

In version 1.9 we have been talking a lot about crafting and base building, but an important aspect of a survival game is keeping your character alive by eating and drinking. These elements have been in Deadside for a long time, but we aim to make them more relevant in this update.
One big change being a significantly reduced amount of canned food and bottled water in the world. Water wells will be a dangerous hotspot for players again unless you have water collectors at your base.
Food will still be available at traders, and there are many other sources to gather food from across the world. Deer spawns have been increased, you can hunt duck, fish, gather apples, berries, mussels, or mushrooms.
To keep this system fair you will now respawn with the amount of food and water that you died with. This is nice if you spent the time collecting food and water, not so great if you ignored these needs. In the case these stats reach zero, you will respawn with these values slightly increased so that you have a chance.

This approach to improving survival and progression applies to vehicles as well, so we are looking to expand vehicle maintenance. Before a player can constantly use a vehicle long term, they will first need to repair and refuel the vehicle they found for it to be useful. With this approach vehicles are treated more like a luxury that you need to invest in. It's also worth noting that the vehicle cap has been largely increased in version 1.9. This keeps vehicles easy to find while not being overly present during normal gameplay. The final design of this system is still being worked on, potentially requiring specific parts to be installed or repaired. In the meantime the changes to vehicles below reflect this approach to balance within existing systems;
Vehicles now gradually wear out during long usage
Added audio for damaged vehicles with more breakdown sounds occurring as vehicles wear down
Vehicles now spawn in the world slightly damaged

Many of you are likely familiar with the loot crates opened by red keys. These gray crates offer weapons with unique skins, however they present a problem in gameplay where players can get high level items with very low risk. So in version 1.9 locked crates will drop the new skin applicator instead of a weapon. These are single use items that can be used to apply unique skins to weapons, keeping the original purpose of locked crates while improving gameplay balance.
Lastly, let's talk about AI balance. With the recent weapon rebalance included in the last update, we got feedback that they had the effect of making AI too accurate and dangerous. So we have made two major changes to AI, first being that military bots are simply less accurate overall. The second is a change to their hearing system to make suppressors a more viable option. AI are less reactive to suppressed shots overall, while being especially ignorant to suppressed pistols allowing you to use stealth as an effective tool.
Thanks for reading, let us know what you think about this huge update!
Version 1.9 Patch Notes:
Major Features:
- Added Blueprint System
- Mirny Map Expansion
- New Signal Flare Airdrops
- New Simplified Weapon Repair
- Trader Rebalance - Added Random Loot Boxes
- New Crafting System - Added CNC Machine for high tier crafting
- Item Upgrade System with the Upgrade Station
- New Skin Applicators
Base Additions:
- Added offset doors
- Added the Fireplace module
- Added 4 decorative masks that can be crafted into a wearable version
Consumable Rebalancing:
- Rags now heal 3hp instead of 8hp
- Sertible Rags now heal 10hp instead of 15hp
- Green Leaves now heal 5hp instead of 3hp, and now decrease -5 thirst instead of -1
Vehicle Rebalancing:
- The overall vehicle cap has been raised to 200
- Vehicles now gradually wear out during long usage
- The speed of your vehicle is reduced with lower durability
- Added audio for damaged vehicles with more breakdown sounds occurring as vehicles wear down
- Vehicles now spawn in the world slightly damaged
- The max vehicles limit is now split between boats and land vehicles in the admin panel
Food & Water Rebalancing:
- Reduced food and water spawns in the world
- Water values are no longer bound to increments of 20. You can now drink anywhere from 20-1 units of water with each drink
- The water level of wells are refreshed on server restart, ranging from 20-60% full. Each minute the well will gain 1 unit of water
- Water collectors now replenish unit by unit instead of 20 unit chunks
- Players can no longer drink if your water stat is full
- Reduced the amount of wolf spawns but increased their health from 100 to 125
- Increased the amount of deer spawns
- Added durability to fishing rods and shovels
Other Rebalancing:
- Decreased base protection level of all body armor and helmets now that they can be upgraded
- On PvE servers base modules are no longer damaged after disassembly
- Wood Planners now yield 2 boards per cycle
- Cooking time for the campfire and grill have been increased
Other Changes:
- Both traders now purchase the same set of items
- When dismantling a structure the modules attached will be automatically disassembled and added to your inventory, or thrown on the ground if there is no space
- Mannequin parts are now stackable
- Players can no longer block ladders with sleeping bags
- The natural areas on the map have been extensively revised. New forest areas have been added, the shorelines of some rivers have been refined, as well as numerous level design bugs have been fixed.
Bug Fixes:
- Fixed a bug that caused airdrops to hang in the air
- Fixed incorrectly sized blocking volumes for multiple base modules
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