Placing a building, tent, camper, generator, etc. now creates a translucent blueprint first instead of instantly finishing it.
Blueprints don't provide storage, crafting, power or shelter until they're actually built.
Walk up and hold E to build something yourself, or assign a settler to the new Builder job and let them handle it.
Pathways are the one exception. They still place finished so you don't end up blocking yourself in with an unfinished road.
Generators also stay completely off until construction is finished, including their sound and power output.
Building-related quests now complete when the building is actually finished instead of when the blueprint is placed.
Unfinished construction also saves properly, so leaving the base halfway through a build won't magically finish it when you come back.
Settlers can have multiple jobs now
Settlers are no longer limited to one job at a time.
Jobs now use priorities from 1 to 4, with 1 being the most important.
For example, you can set a settler to Farmer 1 and Builder 3. They'll take care of farming first, then move onto construction whenever there's nothing left to farm.
There's also a new Builder job. Builders automatically find unfinished construction nearby, walk over and work on it until it's done.
Storage filters are much easier to use
Storage containers can now be filtered by individual items instead of being stuck with fixed roles like seed storage or harvest storage.
You can allow seeds, food, tools, produce or basically any other storable item you want.
There are also quick presets for Seeds, Food, Tools and Any.
You can now copy a container's filter and paste it onto another one, which makes setting up rows of matching storage much faster.
Colony management is quicker to get to
The Colony and Jobs screens are now their own standalone menus instead of being buried inside your inventory.
Opening either one no longer opens your pack first, and Escape closes them directly.
There's now a Colony button that's always available while you're at the base.
It expands into Designate Field, Edit Storages, Jobs and Colony Info, so most base management can be done without opening your inventory at all.
Fixed Done on the storage filter screen sometimes opening the Colony or Jobs screen over whatever you were already doing.
The Colony screen now shows the base's real daily food and drink usage.
Also fixed some settler eating/drinking cases not being counted properly in that total.
The Colony button now appears and disappears instantly when opening or closing your inventory instead of having a noticeable delay.
The quick-menu also expands sideways now instead of downward where it was running out of room.
The health outline is easier to read
The small limb health display in the corner now shows the exact health percentage for each body part.
You no longer have to guess how damaged a limb is based purely on its colour.
The larger health display inside your inventory is unchanged since it already has individual health bars.
Bandits should put up more of a fight
Fixed scavs and military enemies sometimes looking like they were shooting sideways or behind themselves.
Their aim and body direction should now stay properly synced while they're firing at you.
Fixed bandits sometimes deciding to return to their patrol route in the middle of a fight and basically giving you free shots.
Once a bandit has properly engaged you, they'll now stay committed to the fight.
Nearby zombies also won't distract a bandit from chasing you nearly as easily anymore.
They'll still defend themselves if a zombie gets right on top of them, but you shouldn't be able to lose aggro just by running past one.
Regular scav groups also have a higher chance of spawning with melee weapons now, increased from 20% to around 30%.
Magazine ammo should stop disappearing
Fixed a bug where a magazine you had just filled could suddenly become empty after equipping a gun or reloading.
Fixed another related issue where removing a magazine through the Modify screen could give it back with an old ammo count instead of the number of rounds actually left in it.
Settlers should load faster and use less video memory
Settlers were loading far more animation data than they actually needed.
Every outfit was loading things like weapon attacks, death animations and other player-only animations even though settlers mostly just walk and idle.
They now only load the animations they actually use, which should cut down video memory usage quite a bit on bases with a lot of settlers.
Returning to your base also no longer reloads every settler outfit from scratch.
Clothing that has already been loaded gets reused, so only genuinely new outfits need to be loaded again.
Selling items is now click-based
Selling works more like the crafting ingredient selector now.
Click an item to mark it for sale, then click it again if you change your mind.
The old drag-items-into-the-sell-box system has been removed.
Sell prices are also shown immediately when you open the Sell tab instead of only appearing after you select something.
Crafting fixes
Fixed crafted materials sometimes refusing to work as ingredients in another recipe.
This could happen with things like gunpowder or bullets made from breaking down ammunition.
Fixed ingredient selection occasionally counting matching items incorrectly, which could let you select more of an ingredient than the recipe was supposed to allow.
Deploying repeatedly should be smoother
The game was rebuilding the entire zombie clothing setup before every raid, which caused a noticeable stutter whenever you deployed.
That data is now built once and reused for the rest of the play session.
You may still notice it on the first deployment after launching the game, but not every single time afterward.
Co-op fixes
Fixed the warehouse supply crate from the tutorial sometimes only becoming visible for one player.
It should now reveal correctly for everyone on the map.
Fixed visiting another player's base while they were already visiting somebody else causing the two bases to get mixed together.
You'll now just get a message letting you know they're away and to try again later.
The extraction radio has been tightened up
You now need to actually reach the extraction area before you can call the extract.
Previously, locking onto the signal was enough even if you were still on the other side of the map.
The radio now automatically lowers at your home base and can't be raised there.
The beeping also speeds up much more noticeably as you get closer to the signal.
Kolt got buffed
Kolt has more health, moves faster and is more willing to rush you instead of standing back and shooting most of the time.
He'd gotten a little too easy, so he should be more threatening again.
Other fixes
Fixed rain occasionally ending with a sudden burst of full-volume ambience instead of fading out normally.
Fixed a brief flash of the unloaded map appearing underneath the loading screen during scene changes.
The loading screen now stays up until the new area is actually ready.