This update brings a wave of fresh content, balancing changes, performance improvements, and polish to the world of Persist Online.
1. Content
- added and adjusted lootables, harvestables, and enemies in upper hill and the new haughton heights zone
- added new enemies: industrial zombie, forestry zombie, hunter zombie, and hiker zombie, each with unique loot tables
- added visual model variants to some older zombie types
- added six large junk items from mechanic harvestables
- added an additional introduction quest to both factions preceding the current ones
- added content to previously empty areas in ashwater (e.g., residential buildings, town hall)
- added bullet-casing vfx to all ranged weapons
- expanded amber farms zone with new hunting spots and locations (e.g., barn bar, abandoned farm)
- reworked the “talk of the town” quest step in “the last signal” questline
- changed the ‘fuse’ item in “gears of the past” from junk to a proper quest item
- adjusted equipment set drops for some zombie types
- reworked coin junk item: now drops in six qualities and is usable on all interactables (consumes the lowest-quality coin first)
- factions now become hostile at the unfriendly reputation level
- set correct reputation levels for various systems (e.g., quests, vendors, dialogues, safehouse access, mailbox) for both legacy and thatcher factions
- fixed certain weapons having incorrect aim type configuration
- added new electronic harvestables: laptop and walkie-talkie
- introduced new mineable stone walls covering holes in buildings
- introduced new questline “a trace of civility” at eli’s, featuring enclave auctioneer pierre carnet
2. Balancing
- increased stamina costs of disarming strike from 50 to 80
- increased melee weapon damage: +20%: fire axe, makeshift axe, reinforced makeshift axe, katana, machete, +36%: sledgehammer
- slowed respawn rate for all zombies and huntable enemies
- decreased sell price of plant fibres
- adjusted buffs for overseer and enforcer mutants:
- buff search frequency reduced to every 10s (was 3s)
- overseers heal 60% of target’s max hp (was 20%) and have a 20m buff search radius (was 25m)
- enforcers now shield 75% of target’s hp (was 25%)
- adjusted cash drops by difficulty ring; enemies now drop tier-appropriate currency
- removed friendly fire within party or guild
3. Safehouse
- added task list to dashboard
- added tooltip to “upgrade room” and “build expansions” buttons
- fixed shelter header dashboard button containing unnecessary components
- fixed switching tasks incorrectly returning to room overview
- fixed bandage crafting tutorial text errors
- fixed tutorial hints showing during character creation
- introduced new overview screen for most rooms
- rerolling mods now requires item quality to match mod level
- updated description texts for rooms and extensions
- room dropdown now always shows the overview
- overview now displays build, upgrade, and expansion costs
- completing a task can now return to dashboard (toggleable setting)
- maxed-out expansions no longer displayed in expansion list
4. Performance
- optimized client memory usage
- changed default renderer from dxd11 to dxd12
5. Further changes
- added autotake all for fishing
- added music for hunted status and heated combat
- added option in settings to mute combat/hunted music
- added new weapon sfx playback methods
- fixed character action bugs while reloading (aiming, weapon swapping, harvesting, fishing, climbing, claiming)
- fixed hunted music persisting after status ended
- fixed timeout bug causing empty auction house
- fixed no one left behind skill applying to non-guild members
- fixed friendly fire effects applying incorrectly
- fixed quest item loss when backpack is full
- fixed various zone adjustments to include subterranean areas (e.g., parkside mall garage, lower museum floors)
- fixed camera sensitivity not applying in-game
- fixed storage and mailbox migration failures
- fixed ability to sit while running
- fixed item mod display not showing inactive mods when item quality is too low
- fixed tools losing durability on death