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RobertJohnson

The Indie Stone
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Everything posted by RobertJohnson

  1. You can wash your clothes with soap and water.. Sorry, didn't mention it in patchnote
  2. IWBUMS 38.2! [New] [MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point. Zombies clothing will now have great chance of being dirty or bloody (or both!). Added ambient flies sounds if lot of zombies corpses are on a zone. New sandbox options: Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.) Added random selection on zombie's: Strength, Toughness and Cognition. [Balance] Lowered a lot the effect of dead bodies over illness. You can now add up to 5 corpses into a single graves. Moved night darkness sandbox option to World category instead of Nature. Increased the darkness when selecting "Pitch Black" in sandbox option. Increased a tad the nutrition values of fishes & berries. [Bug Fix] Fixed being able to dig graves over graves if directions were different. Fixed Burry into Bury. (another RJ-ism!) Fixed lampost still active when electricity was down. Fixed being able to build thing inside player's safehouse. Fixed being able to climb through windows into a player's safehouse. Fixed a bug when making player's clothing bloody. Fixed bug when picking/dropping a zombie not updating zone's bodies count. Fixed bunch of bugs in dead bodies counting for illness.
  3. Yeah, I made them almost useless during day if you choose the option too, I could always increase their threat a bit, but it's kinda the point of them being useless, you just don't want to meet them at night.. For the pitch black thingy, you did smoe good reports, i'll see what I can do with this tomorrow, but on my end it was really dark, and really needed a light to see outside... But i'll double check. Same for the zombies illness, I may have screwed up something
  4. Build 38 changelog: [New] New map area added! The town of Riverside and the Knox Heights Country Club are now ripe and ready for exploration. It can be found west of West Point. [Foraging zones etc still need to be added, but survival can commence!] Added an easy way for modders to add columns to their scrolling lists. [MP] Added an UI for admin to manage player's inventory. [MP] When a server save will occur all client will be unable to perform anything (paused, server option). [MP] Got rid of TransactionID while it's bugged & it made server saving longer. [MP] Optimization to limit the amount of zombie placement and zombie movement data that’s shared between players. Released in preparation for the Wednesday community megatest. First Aid kits now spawn with sterilized bandages, rather than regular bandages. Can now sterilize cloth bandages in a boiling pot of water. Mattress can now be made using a suture needle as well as a regular needle. You can now add spices as first item in pasta/rice (eg. marinara). Can use CTRL + A to select all items in a container. Command console in Debug now autosuggests functions and shows return types. Command console version now accurately reflects the current version of the game. Items used for fuel in campfires can now be used for fuel in BBQs. Sheet of paper can now be written on. Updated credits. Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods. You can now dig graves with a shovel. (Ability to bury multiple bodies in the same grave will come in 38.2) If you're carrying a corpse, you can bury it in an empty grave. Added new sub menu in carpentry "Misc". In "Misc" you'll find a wooden cross, acairn and a wooden memorial picket to go alongside the graves you dig. Changes in clothing: Clothing can now become dirty over extended periods, dependant on your activities. Fighting zombies will make your clothing bloody. If you're wearing dirty or bloody clothing over an open wound then chances of infection (normal infection, not zombie) will increase. Clothing now also has durability, every time you get hit you'll lose a little. Some clothing is more resistant than others. Added new sandbox options: Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map. Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. (Replaces GeneratorFuelConsumed server option) Randomized House Chance: Increase/decrease probability of discovering randomized safe house on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences. Free Trait Points: Adds free points during character creation. Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage. Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase. Nocturnal Darkness: Governs how dark it gets at night. Don't forget your flashlight Injury Severity: Increase and decrease the impact that injuries have on your body, and their healing time. Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. (Replaces former HoursForCorpseRemoval server option). Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.) Added random selection on zombie's: Strength, Toughness and Cognition. Fire spread (previously No Fire spread on server): allow or not spreading fire. TV and Radio programmes now have an impact on the character's moodles. If watching an instructional show then an XP multiplier is received. [MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point. Changed how custom maps are loaded: After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. Added a mod order UI, use it if you have conflicts (copy a cell over existing one) in your modded map! Changes on world view: Building levels above the player are ONLY hidden for the "current building". "Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through. To peek through a window stand adjacent and face it. Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building. Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character. [Balance] Increase player's constructions hit points. Removed starting year sandbox option. Increased a tad the nutrition values of fishes & berries. Sleeping outside in rain will wake players up, unless they are in a tent or under a player made structure with roof. [Bug Fix] Fixed zombie memory "none" sandbox option not working. Fixed a bug with season making moon not afecting ambient lights at night. Fixed water pouring bug. Fixed lampost still active when electricity was down. Fixed being able to build thing inside player's safehouse. Fixed being able to climb through windows into a player's safehouse. Fixed bodies corpses zone sometimes overlapping. Fixed bodies corpse zone not being properly synced in multiplayer. Fixed bugs on the new riverside map. Fixed lot of UI non-working with a gamepad. Large amount of smaller items will now correctly fill up container space available. Book Reading is now interrupted when player aims a weapon. Fixed Characters losing fraction of xp on save. Added missing "spawn point" options in the server settings GUI. Added missing world filler. Fixed possible bug with alarm being reset. Fixed Rare bug with the craftingUI. Fixed Mod order button being missplaced. Fixed Bug with the getLightFoodMod() calculation. Fixed Evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug). Fixed Crafting issue with Hot Cuppa. [Optimization] Optimized Garbage Collection Added WorldReuserThread LightingJNI optimized Fixed surge in memory usage of 2-300 MB that can stall the game Optimized map loading Fixed: Voice Manager being enabled in SP. [Should give slight improvement in FPS, especially on slower systems]
  5. Nez version. Upgraded Physics. Fixed flying car (!)
  6. New version: Bug fixed: Cars sometimes raise high in the sky on the Z axis - meaning they become out of reach. Bug fixed: Fixed an occasional, sudden increase in memory usage that stalls the game after a minute or so of play. Bug fixed: Possible to sleep forever in a moving car, sleep when not tired and even sleep when driving!
  7. New version! Fixed memory leaks when the player died.
  8. New version! The ‘engine ignition’ key has been changed to ‘W’. [Please take note of this!] Wheel placement now correct on each individual vehicle Handling/feel updated for each individual vehicle. [WIP! Feedback required!] FPS optimization through adding new caching to the LightingJNI interface ‘Survivor is stuck on top of a flipped car’ bug fixed
  9. RobertJohnson

    DrivPZr

    It's done, you have a new sandbox option to add as many free traits points as you want
  10. RobertJohnson

    DrivPZr

    Really? That can be done aye, I could add more difficult option for really hardcore players About night darkness, pitch black mean... Pitch black, tbh, without lampost outside, you just don't go outside without a torchlight, candle is the minimum but not really good light radius... During full moon you can barely see some things, but it's intended to be damn black About change how zombie act during day/night, that's a good suggestion, although will be quite hard to do.. I'll investigate if i can find a quick way to do it... And moon phase yup, it was buggin' i didn't even know, it's fixed now (in general, by doing all these sandbox options i fixed bunch of small things like this :D)
  11. New version: Changed zombie attraction level. Curbstone render fixed. Bug fixed: Reverse momentum physics.
  12. New version! Also now it has his own dedicated server branch, same password as for the client! Changed vehicles textures. Fixed trees that can be driven through. Fixed floor items drawing over car.
  13. It's Base not base I need to work on a item spawning UI...
  14. Check directly in the game, launch a sandbox game and you'll see tooltip for almost every sandbox options. Sleeping event refer to the odds having an event while you sleep (zombies intruders, nightmare...)
  15. Build 37.14: [Bug Fix] Fixed missing "Pour into" or having it twice in the context menu. Fixed allowed to build carpentry things with a broken hammer.
  16. Build 37.13: [BUG FIX] Fixed missing "Pour Into". Fixed exterior lights not working.
  17. Build 37.12: [New] [MP] Added a GeneratorFuelConsumed Server option. The default is 1.0: if you set it to 0.5 your generators will consume half the amount of fuel, if it's set to 2.0 they'll consume twice as much. [MP] Added a WorldItemRemovalExlusionList server option. This is used to exclude some items removed by the HoursForWorldItemRemoval options, with the default being logs & water items. You can now craft a remote controller for your traps with a Radio Receiver and not only a remote tv Receiver. [Balance] Microwave default timer is now set to 60 minutes. A full petrol can now fill a generator up to 80% (from 40%). Generators have now twice less chance of losing condition while running. Changed toaster capacity from 50 to 3. [Bug Fix] Fixed save bug with stash map. When destroying a generator it now disables it. Fixed pouring into objects creating duplicate entries in context menu. Fixed pouring into objects not updating the weight of items. Fixed pouring into objects not having a name in the action bar, not updating job delta. "Transfer All" inventory button now is locked to the size of the inventory panel. Added missing event "OnTileRemoved". Fixed equipped backpacks icons being missplaced when starting a game. Fixed lights not working in a building connected to a generator.
  18. They are stocked in this file EG told me it's often a problem, I'll prob move them on their own file for build 38
  19. 37.11 [Bug Fix] Fixed a problem when loading some previous saves.
  20. I released a 37.10 which should fix this
  21. Build 37.10: Live on public & IWBUMS (in case someone forget to go back to public) [Bug Fix] Fixed crash when throwing bomb with explosion power over 100 (hydrocraft). Fixed being able to respawn stash container. Fixed zombies thumping on hidden floorboard container. Fixed being blocked by hidden floorboard container. Fixed some compatibility with hydrocraft when scavenging.
  22. Build 37.9: [New] Added -XX:-CreateMinidumpOnCrash -XX:-OmitStackTraceInFastThrow java parameters for windows. [Balance] Lowered annotated map chance from 30% to 20%. [Bug Fix] Changed "Annoted map" to "Annotated map". Fixed possible zombie crash. Fixed wrong capacity on player built containers (shelves, bookcase...). Fixed wrong displayed version number. You can now walk over composter but are slowed by it.
  23. Yep, only way to do it for now, we don't have climb over a full tile animation
  24. Build IWBUMS 37.8: [New] Updated translations. [Balance] Reduced the odd of having an annoted map to 30% (from 50%). [Bug Fix] Fixed some of the moodles descriptions. Fixed adding fuel to a BBQ displayed "add petrol" action. Fixed wrong items distribution in bar. Composter are now hoppable.
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