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Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17


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#1 lemmy101

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Posted 23 August 2013 - 02:23 PM

Right click game in Steam, go into Properties, click BETAS tab and select the beta branch in the drop down. Warning, as with all non-official releases, backing up saves in C:\Users\<Username\Zomboid is recommended.

 

   [New Stuff]

  • Improved night time, is now lighter, still dangerously dark but not totally black.
  • Fixed crash bugs
  • Proper modding system (enable/disable mods in-game list) required to avoid mod related save problems etc)
  • Option to turn on/off multi-core rendering (defaults off for single core/linux)
  • Make the right click for world item much easier (selecting a sink for example).
  • When destroying something with items inside it (e.g. crates), the items are dropped on the ground.
  • If you destroy a crate and there's another crate on top of it, the crate fall.
  • New Survival Guide entrie for the Inventory Management.
  • Translation !
  • Come on baby light my fire.......  :D
  • Saves properly on sleep. Never lose more than a day with some unexpected crash or power loss.

 

   [Bug Fix]

  • Got rid of weird square of light around player.
  • Fixed various crash with inventory.
  • Fixed drink/take water bugs.
  • Re-added tooltip for traits selection.
  • Equipped bag are now saved.
  • The animation for destroying wall is a bit faster.
  • Fixed various carpentry bugs.
  • You can now add a sheet rope over self-made windows frame, let's build a stairway to heaven with a sheet rope !
  • Crafted door fixed !
  • Fixed fast forward cooking bug.
  • Fixed various renderer / multi-core related bugs.
  • Fixed LOS bugs allowing you / zombies to see briefly through walls while moving about.

   [Balance]

  • Reduced the chance for a zombie to become a crawler when you hit him.

   [Known Issues]

  • Small font a little too small for high resolutions, we'll increase the size of this before public release.

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#2 GSC

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Posted 23 August 2013 - 02:25 PM

I'm just downloading .16 and there are improvements on top of that already? Nice!



#3 speider

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Posted 23 August 2013 - 03:11 PM

you sure are fast with these test versions:P


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Depends how hard you hit them.

#4 Albedo

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Posted 23 August 2013 - 04:23 PM

 

  • Improved night time, is now lighter, still dangerously dark but not totally black.

 

 

While I wasn't a particular fan of the pitch black nightimes, it was rather interesting. Made torches a requirement instead of an option.

 

To that end, are there any chances of a variable night-time light level, perhaps based on a moon phase? I think it'd be quite interesting, and add an additional level of planning to nighttime incursions (I.E. Do I go out for supplies during the full moon so I can navigate easier but risk being seen, or do I wait for a new moon for additional concealment?). Plus, you could tie random events / zombie aggression / etc. to moon phase, which could be neat.

 

I realize this is more in the realm of a feature request / idea, but I wanted to mention it here while I was thinking on it.


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#5 Biscuitism

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Posted 23 August 2013 - 05:07 PM

 

  • Improved night time, is now lighter, still dangerously dark but not totally black.

 

 

Not sure how I feel about this. It'll help being able to navigate if you stupidly get stuck in the woods, but on the other hand it kinda makes the flashlight sort of useless.

 

Oh, and welcome back to changelogging, Lemmy. Robert didn't give free french food, so he got boring. Oh, how I would love some fresh, stinky, non-synthetic blue cheese.


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#6 OldWorld

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Posted 23 August 2013 - 05:15 PM

For a long time I thought the game was too light at night. Just played build .16, was actually really impressed with how dark it got at night.

 

Nobody in their right mind would dare walk through a town at midnight, especially when the electricity is out. 

 

The brightness it's currently at is perfect in my opinion. It really makes street-lights and torches useful. Imagine walking through a forest at night, for your torch to flicker and run out. That's what makes Zomboid so damn immersive and fun.

 

I'd seriously consider keeping the brightness to current levels. 


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#7 AZSLIMJIM

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Posted 23 August 2013 - 05:30 PM

I agree, I really liked that the darkness made flashlights necessary, maybe the tiniest bit lighter is okay, but overall I like the level. Or maybe add a menu option for the darkness (like one for now, and one for the 2.9.9.15 darkness level)

#8 k12314

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Posted 23 August 2013 - 07:27 PM

Well I'd prefer it to not be pitch black all night, since that's not how it works in real life. It's not pitch black until about 11-12, and then the sun starts to peak and shed a little light around 3-4, then turns over to dawn.


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#9 Viceroy

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Posted 23 August 2013 - 07:31 PM

I think Lemmy will find the sweet-spot guys/gals, no point in arguing/debating about it now before even seeing how it has been changed...

 

Did make me use a torch for the first time ever though.


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Pop up and do less!


#10 nuget102

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Posted 23 August 2013 - 08:46 PM

...From the variety of opinions... I think maybe it's time for a brightness setting?


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#11 Cl0nec0mmand0

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Posted 23 August 2013 - 10:39 PM

at night it is never pitch black i like it to be slightly black instead of pitch black because the moon and light around brightens it a bit more


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#12 fireglobe109

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Posted 23 August 2013 - 10:56 PM

Any fixes on Rain Barrels? Unless it's just me but idk.


hi

#13 nuget102

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Posted 24 August 2013 - 12:18 AM

Any fixes on Rain Barrels? Unless it's just me but idk.

Rain barrels are fixed in .16 aren't they? I haven't tried yet so idk.


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#14 fireglobe109

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Posted 24 August 2013 - 01:17 AM

 

Any fixes on Rain Barrels? Unless it's just me but idk.

Rain barrels are fixed in .16 aren't they? I haven't tried yet so idk.

 

Yeah they fixed a problem and another was added. :( Drink and Fill aren't able to be clicked.


hi

#15 feral_donkey

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Posted 24 August 2013 - 04:45 AM

Be nice if the security guard perk gave you better night vision.    That's a reason to pick it.


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#16 EnigmaGrey

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Posted 24 August 2013 - 05:54 AM

Be nice if the security guard perk gave you better night vision.    That's a reason to pick it.

Or worse! All that staring  into the monitors . . . Can't be good for you.


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#17 Fabrix7777

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Posted 24 August 2013 - 06:50 AM

So, are barrels useless now?? I'm still on 15, shall i stay there?

 

Oh and 1 more thing. i came back to play after a few days. Went back to my safe house, and i'm pretty sure my wooden wall disappeared.   So did the texture of 2 fields ,1 of tomato and 1 of potatoes. I had 12 and i thought that those mentioned 2 teleported, but the info and the possibility to water was still there just like the others, but the square was just grass.

 

I'm pretty sure the walls disappeared because in my garden i had a wooden box but no other indication i did any carpentry but my level was 2,5 already.

 

1 more Q.  What does the cooking upgrade?



#18 Pezi

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Posted 24 August 2013 - 02:45 PM

"proper modding system"

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

This is a great addition! Sometimes i forget which mods are installed and I have to go through all the folders and check.. (>.< hassle..)

 

Too bad I don't see this persuading those who find "installing" mods to be difficult into using them; it sure does help us current users a lot though! Maybe one day we could have a modding system like in Don't Starve...

(one main mod folder, within that folder each individual mod is located in it's own folder) Then maybe more people would use them!


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TIS has a strict no griefing policy, weekly "Mondoids", and teaches people how to mod their game. . . Amazing. :mrgreen:


#19 Eprus

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Posted 24 August 2013 - 03:04 PM

The speed at which this game is developing is remarkable. So excited. Hardly have time to play the previous version before a new one is out which in my opinion is amazing.


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#20 lemmy101

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Posted 24 August 2013 - 03:33 PM

"proper modding system"

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

This is a great addition! Sometimes i forget which mods are installed and I have to go through all the folders and check.. (>.< hassle..)

 

Too bad I don't see this persuading those who find "installing" mods to be difficult into using them; it sure does help us current users a lot though! Maybe one day we could have a modding system like in Don't Starve...

(one main mod folder, within that folder each individual mod is located in it's own folder) Then maybe more people would use them!

 

This is exactly how it works. More like Skyrim really, where each mod folder 'overrides' the original and mirrors the file layout, the mod being active causes it to load its file instead, and the mods each override in turn to provide the modded game, so mods could be ordered to be compatible where they wouldn't have been before.