Dystopia 1.5.8
The first alpha release of bots, restored vehicles, hit registration fixes, and a pile of overdue improvements. Huge thanks to twincannon for doing so much on this patch. Lookin’ at you next, atomy. Join the Puny Human Discord to share feedback and report bugs. Reach out if you need help getting validated.
SECURITY (PREVIOUSLY FIXED IN 1.5.7)
Fixed a vulnerability allowing malicious servers to crash connected clients or execute code on their machines. Players updated since late August are already protected; no further action is needed. Thanks to notdavidcameron for reporting it.
BOTS (ALPHA)
Dystopia has bots. They navigate, fight, enter cyberspace, and work objectives. They’re off by default; server setup is below.
Still early. Bots can complete dys_detonate, but objective play on other maps varies. Expect stuck bots, crowding, stalled objectives, and higher-than-target CPU use. The goal is every map playable with bots.
Navigation meshes and cyberspace route caches ship for all 13 stock maps. Custom maps need nav_generate on the server first, which takes several minutes per map.
Please report bot problems with the map, team, objective, bot count, server settings, and reproduction steps. Demos and server logs help.
WEAPONS & HIT REGISTRATION
Hit registration: shots now register on body parts extending beyond a class’s bounding box, including heads, arms, and the Heavy’s fist.
Class hitboxes: removed extra Punk Heavy clavicle hitboxes, matched Punk Light hitboxes to Corp Light, and brought both Medium classes into line using a compromise between their previous sizes.
Boltgun: bolts break and pass through glass again, while still sticking to doors and elevators. Hits to the very top of the head now count as headshots.
Rocket Launcher: fixed the missile’s undersized effective hitbox. IFF is hidden while guiding a remote-controlled rocket.
Minigun: restored the firing animation, toned down its movement, added a reload animation, and enlarged the viewmodel.
GAMEPLAY FIXES
Vehicles are back: driving, seats, weapons, destruction, and respawning work again. Run-over kills now credit the driver.
Turrets: start active and can take damage immediately, rather than only after redeploying. Restored firing animations and muzzle flashes, and fixed erratic aiming when acquiring a target.
Turret IFF now stays aligned when attached to moving entities.
Cyber programs align correctly on ICE walls, including diagonal surfaces.
Ledge-grab animations play correctly again.
SPECTATING & VISUALS
First-person and chase-cam spectators now see the correct health, armor, energy, and energy-drain values for the player they’re watching.
Fixed incorrect view angles when spectating in cyberspace and the spectator bar overlapping the meatspace HUD.
Rain is more visible and realistic.
Restored the brighter Dystopia beam material for point_spotlight.
SERVER BROWSER
The browser automatically loads servers when opened.
The browser and PLAY NOW share a cached server list, refresh it through direct pings, and handle Steam’s request limits without clearing known servers or falsely reporting none available.
Added dystopia-stats.com as a fallback source for recently active servers. Every server is pinged before appearing in the list.
PERFORMANCE & STABILITY
Reduced network traffic by compressing other players’ energy and energy-drain updates while retaining full precision for your own.
Optimized the expanded hit-registration checks to examine players near the bullet’s path.
Clamped turret fire settings to prevent map configurations from making turrets think and fire every server tick.
Fixed blood-dissolve effects lingering after bodies disappeared and slowing down long sessions.
Fixed a long-standing crash caused by incorrectly configured maps.
Fixed a server crash when a hack program’s target disappeared, including during round endings or map changes.
Fixed invalid bullet-impact data in the new hit-registration code and added checks against invalid rays. We’re still investigating whether this caused the freezes reported on release_candidate.
Automatic crash reporting: crashes and freezes lasting over 30 seconds now generate a small dump, sent on the next launch. Reports include your Steam ID and the server you were on.
FOR SERVER OPERATORS & MAPPERS
Update your servers: use Steam app 17585. Updated clients cannot join older servers, and the browser hides incompatible versions.
32-player limit: maxplayers values above 32 are now clamped to prevent crashes. Configurations at 32 or below are unchanged.
Bot population: use bot_quota to enable bots, for example bot_quota 8. Use bot_status to inspect population and restrictions. bot_reserve_slots defaults to 1, reserving a slot for humans.
Bot maps: bot_allowed_maps defaults to "dys_detonate". Supply a comma-separated list or "*" for all maps. Bots are removed on disallowed maps.
Bots on empty servers: normally bots require a connected human. For LAN or test servers, set sv_hibernate_when_empty 0 and bot_quota_nohuman 1.
Turret keyfields: npc_turret_ceiling now exposes range, spread, damage, fire interval, shot count, and sound.
Doors: added SetFilter and ForceOpen inputs. ForceOpen bypasses locks and filters. The FGD also lists previously missing door inputs.
OPTIONAL GAMEPLAY EXPERIMENTS
These are all off by default.
sv_newbalance 1: cheaper legbooster sprinting, a small minimum energy cost for boosted jumps, and more reserve ammo on spawn. Pair with sv_accelerate 15 for snappier acceleration.
sv_newheavy 1: 300 armor, the ability to skip a short spawn queue, no horizontal legboost in classic movement, and an armor patch replacing the fist’s secondary attack.
sv_newmovement 1: a stronger upward legboost leap and a gentler landing speed clamp.