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nasKo

The Indie Stone
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  1. NEW - Several new crafted clothing items. Players can use animal skins; leather strips; denim strips; rags; garbage bags and tarps to craft a variety of low-tier survival/utility/dignity preserving garments. - Added items and recipes for Spiked Full Motorcycle Helmets and Football Shoulderpads. - Added craftRecipe for dividing whole Football Shoulderpads into single left and right Shoulderpads. - Added new clothing items to some appropriate zombie outfits. - Added the item and craftRecipe for the glass part of a lantern. - Added a Blacksmithing craftRecipe to produce a Hurricane Lantern. - Added StepVan and Van vehicles for Tailoring businesses; these don't have loot spawns defined yet, but are intended to serve as an opportunity for the large fabric roll items to spawn. - Added new sounds for butchering actions - Moar flyers from the flyer-factory - Added items and recipes for simple hide hats, robes, and wallets. - Added mouse-over highlighting to the Building UI and Crafting UI. - Allow clicking anywhere in an input item in the Crafting UI to toggle the ingredients panel. - Adjusted position of craft panel favourites icons (now more like inventory) - Liquid amount bar now updates more gradually on Fill context menus - Changed the appearance of inventory and loot window progress bars to match that of tooltip progress bars. - "Can Research Craft Recipe" is displayed in tooltips for items outside the player's inventory, and when it is too dark to research the item. - The "Research Craft" context menu option is displayed when it is too dark to perform the action. The option is disabled in this case, and displays the "Requires light." tooltip. - Knocked down / stunned Zeds now have chest movement so player can tell they're still active - Added right-click "Drop" option for all moveables. Dragging items onto floor container inventory window also now functions like other containers. - Added Crafted Frame Packs, small and large - Added items and recipes for Hide and Leather Aprons, and a Tarp Chest Rig. - Added prop book items. - Added craft recipe and recipe magazine for making blank ID cards. (This is purely a RP thing w/o any mechanics purpose. Burglars start the game knowing this recipe.) - Updated advertising trailer mechanics overlay graphics. - Added items and recipe for Twine Shoes. - QOL updates to farming when using a controller -combined mouse and joypad farming modes to use the same methods. -farming with a controller now stays in the selected mode when harvesting, watering, checking plant info, etc. -fixed issues with submenu options staying open when selected. -added farming tooltip following the farming cursor when using a controller. -added button and trigger prompts to the farming cursor. -added "Remove" farming cursor for removing multiple plants with a shovel using gamepad or mouse. -added farming cursors for multiple aphid, mildew, slug, pest flies curing with joypad or mouse. - Added a craftRecipe to make gold and silver coins from gold and silver metal sheets. - Added Tuxedo-Print Tshirt item. - Added some new clothing items to some appropriate zombie outfits. - Steel Chunks can be smelted from Steel Items; Iron Chunks can be smelted from Iron Items. Whether an item is Iron or Steel is arbitrary, but Steel items are plentiful enough that there should be enough to smelt. - Some, higher tier, Blade type craftRecipes specifically require Steel and not Iron. - New sounds for Chainlink Fence Destruction, resting on floor, butchering - Restored the Dome Kiln workstation entity; this can be used to make Coke from Charcoal as well as making Charcoal. Coke can be used instead of Charcoal for many crafts, and is also necessary for making Steel out of Iron. - Added craft recipes for making Steel Chunks from iron objects and Coke using an Advanced Furnace. - Added processing Iron and Copper Ore into their respective metals for Blacksmithing, primarily for non-default game modes - Added some more recipes for burning wood charcoal using items of different sizes allowing for limited mixed inputs using items of the same size. - Added a new Tailoring magazine, "Medieval Peasant Clothing", and moved some recipes into it from TailoringMag1. - Added a Punk Fashion magazine that teaches the Garbage Bag Dress and Tank Top recipes. - Added mixing fluids action animation - Non-weapon tinted models like open umbrellas are now tinted when equipped and filled fluid containers, like mugs or buckets, now use their filled models for timed actions. - Flyer UI now centred onscreen. - New items: Toy Hobby Horse and Toy Plastic Colorful Cowboy Hat with attached Plastic Whistle. - Added a button to toggle display of revealed brochure and flier locations on the in-game map. - Added craft recipes for making Small File Sets and Small Metalworking Punch and Chisel Sets. - The animal-zone ui displays animals inside hutches. Using the "Info" button for an animal in a hutch results in the player walking to the hutch and opening the appropriate door, if required. - Added recipe for shortening shirt sleeves. - Gasoline now evaporates from open containers. BALANCE - Several Tailoring recipes now require Scissors to not be dull, and will also have a chance of reducing their sharpness. - Reduced the frequency of corpses and trash tiles scattered outside trashed buildings. - Characters that start the game with the Artisan trait, which grants levels in Glassmaking and Pottery, will know all current learnable Glassmaking craftRecipes. - Small Steel Sheets can be used to make Improvised Flashlights and Lanterns alongside Tin Cans. - Characters with the appropriate profession or trait will start knowing how to Make Guacamole, which can also be learned from a Cooking Magazine, or a Recipe Clipping/Card item. - Raccoons can now be caught alive in traps. - Reduced the Combat Speed and Run Speed penalties from wearing a Chest Rig as irl they are far less burdensome than webbing. - Rebalanced several nail spiked and broken weapons. - Very light nerf to Short Bat weapons in general. - Garbage Bag Dresses and Tank Tops now require knowing a recipe to make. - The recipe for forging Jar Lids now uses Small Steel Sheets and will produce 5 Jar Lids. - Rebalanced the Blacksmithing craftRecipes for Heading Tools, Metalworking Punches, Smithing Hammer Heads and Tongs to all require Blacksmithing skill of 1 instead of 4; this allows characters who have grinded Blacksmithing from 0 to 1 and have the recipes to produce the simplest Blacksmithing tools for further crafting. - Changed the skill level requirement for forging nails from 3 to 1. - Reduced the weight of the Sawblade Hatchet and Sawblade Axe weapons. - Slight boost to autoLearn requirements for Carving and Knapping craftRecipes. - Rebalanced some Blade type Blacksmithing recipes. - Several recipes for forging and cutting the various sizes of metal pieces used in Blacksmithing have been consolidated to handle both Iron and Steel as well as some other consolidation for halving items. - These recipes, if they involving a blacksmithing forge, will also provide a modest amount of Blacksmithing XP. - Several higher-tier weapon and tool head crafts require steel, and the weapon or tool heads can be melted down for steel. - Rebalanced some weapon and tool head crafts. - Reduced the weight of the Hatchet weapon items from 2 to 1.5 as part of general axe-balancing for crafting. - Some items will now require the heads to be removed before they can be smelted down for iron or steel. - Changed the display name of some forged items for clarity. - Many more items can be smelted into iron or steel; some other items had their smelting properties adjusted. - Added craftRecipe for making Crafted Charcoal from Large Branches. - Added craftRecipes for making Iron Chunks from various small Iron items, and also making Steel Chunks from various small Steel items. - Restored crafts for making and using Bar and Ingot molds to cast Iron and Steel Bars and Ingots. - The Grouchos house story now will spawn a groups of Groucho eyeglass mask zombies wearing tuxedo print t-shirts instead of suits 50% of the time. - Added a "YoungCowpoke" zombie outfit for the Wild West town; it's a Young outfit zombie that also wears a plastic colorful cowboy hat. FIXES - Fixed darker squares subtracting light from lighter squares by using the maximum light value at each vertex. This is to fix exteriors of window frames being darker when the interior square hasn't been seen. - Fixed schematics with multiple randomly-chosen recipes getting a new random list of recipes each time the item was loaded. - Fixed issues with craftRecipe and buildMenu interactions using Hammers and tool degradation - Fixed size of clay models - Fixed improper weapon model for the shorter stone-headed mace item. - Fixed issues with crafted aprons by moving them to their own file. - Fixed missing DontRecordInput inputFlag on all buildMenu craftRecipe inputs that use BlowTorch or WeldingRods. - Fixed briefs that use crude patchwork texture until we implment further textures. - Fixed error with inputs for the saw bat recipe. - Fixed toothbrush shiv recipe consuming tools. - Fixed some improvised weapon recipes not requiring nuts and bolts despite them having them on the model and requiring a wrench to craft. - Fixed mssing mode:destroy on the inputs for several scrapping type craftRecipes to avoid issues with cloning fluid containers. - Fixed incorrectly calculating the health of carpentry objects based on skill level. - Fixed possibly creating zero-health carpentry objects with build cheat enabled. - Fixed several Blacksmithing craftRecipes not damaging tools used in the craftRecipes - Fixed tooltip display issues in the Building UI and Crafting UI. - Fixed missing BlockRain property on roofs_shallow_01 sprites. - Fixed poultices disappearing after reloading a save. - Fixed picking up Grills/BBQs/Mannequins/Old Stoves with items inside. - Fixed pancake splats (double zombie flips) when knocked down pushing or being crushed by metal fences. - Fixed fences bending too quickly at high zombie numbers. Removed damage scaling by number of zombies. - Fixed fences collapsing too quickly from climbing zombies. Damage is now 0-1 per climb event (reduced from 1-5). - Fixed issues with removing propane tanks from grills - Fixed issues with refilling Blow Torch - Fixed player not being able to "Walk to" and "Shout", or use emotes, at the same time. - Fixed automatically generated corner poles not being able to be plastered or painted. - Fixed plastered walls not being able to be re-plastered multiple times. - Fixed players unable to vault low fences with controller button. - Fixed missing depth textures for fencing_damaged_03. - Fixed incorrect pose for animal corpses removed from butcher hooks. - Fixed animal radial menu working on butcher-hook animals. - Fixed AddWater to FeedingTrough playing incorrect sound - Fixed Error while driving past some locations - Fixed containers with liquids displaying wrong weight when placed - Fixed hungry animals walking through gates and doors - Fixed Wood Axes not breaking procedurally, producing a detached head and a broken handle, like other axe items. - Fixed inventory totalItems count updating too often. - Fixed missing discomfort values on garbage, tarp and burlap clothing. - Fixed error when building walls on tiles which are on fire. - Fixed some issues with animal zone in barns. - Fixed not being able to build wooden pole on south & west above ground. - Fixed being able to build certain doors without a floor underneath. - Fixed metal walls not having a base health. - Fixed forged ball peen hammers being faster than normal ones. - Fixed error when reading annotated map on controller - Fixed the currently-selected symbol not being rendered when placing symbols in a loot map. - Fixed the appearance of controller prompts in the loot map ui not matching those in the in-game map. - Fixed player pathfinding getting stuck on some types of constructed objects. - Fixed player being unable to place extractor hoods above industrial stoves. - Fixed missing furniture pick up option for large corner wall shelves - Fixed players being unable to nail more than one sheet rope within a single tile. - Fixed draining endurance much faster when character tries to open window while fast forwarding. - Fixed Rain collector UI rescaling - Fixed multiple shotgun bullet impact sounds not playing as one sound event - Fixed forged ball peen hammers being faster than normal ones. - Fixed missing translation string for the Carve Wooden Spade craftRecipe. - Fixed several Blacksmithing craftRecipe inputs not having any chance of tool wear for tools such a Whetstones, Files, Punches and Tongs. - Fixed ISTakeWaterAction.lua throwing errors - Fixed errors when farming on controller. - Fixed free traits with mutual exclusive traits set not returning their removed traits back to the list. - Fixed player-constructed objects being thumpable through walls. - Fixed minor issues with wall/window/door obstacle detection when attacking constructed objects. - Fixed players being unable to cancel inflate and deflate car tire actions by moving away. - Fixed checks for barricades on non barricade-able objects such as railings. - Fixed some additional issues with traits which have free traits that are mutually exclusive. - Fixed tooltip progress bar background being 1 pixel wide. - Fixed being unable to disassemble doors from either side. - Fixed unassigned depth textures on some open curtain sprites in fixtures_windows_curtains_02. - Fixed player-constructed objects being thumpable through walls diagonally. - Fixed farming water options menu stuck on screen when deselected in joypad mode. - Fixed a typo in onShovel action. - Fixed pickup ground cover timed action not validating the object is still in the square. - Fixed issues around automatic transfer of items on vehicle seats. When switching vehicle seats, if the trunk is currently accessible to the player, items on the target seat will be put in the trunk first before other seats. (ie: vans, backseats of hatchbacks) - Fixed duplicate Mov_Brazier script item definition. - Fixed some neon lights not humming - Fixed the end of two-handed "heavy" weapons animation having no collision when shoving - Fixed mousetraps floating at knee level. - Fixed an error when checking mousetraps missing the animalAliveHour field. Added saving the animalAliveHour to traps. - Fixed pressing Y/Triangle on gamepad causing an error in the pause menu. - Fixed ground cover items unable to be picked up reliably with a controller. - Fixed active-light overlays not always being displayed immediately when turning on lights. - Fixed ISEmptyGraves:new() calling ISBaseTimedAction:new() instead of ISBuildingObject:new(). - Fixed ISRestAction.complete() passing wrong argument to sendServerCommand(). - Fixed "walk-to" planning paths over lit campfires. - Fixed an error which could occur when using an item to light a fire while it's being consumed. - Fixed not being able to manually drink water from an item if the character has the well fed moodle. - Fixed IsoStove::update() now only microwaves deactivate when the settings timer is set to zero - Fixed IsoStove::setActivated() now sets secondsTimer to zero which updates the settings timer overlay - Fixed 'Possible Items' expanding workstation UI past end of screen on successive closes/opens - Fixed Raccoon skull on floor that was scaled for King Kong's island - Fixed texture path for wedding veil and balaclavas on ground - Fixed bird skull earrings not havig a ground model - Fixed new camo makeup by adding new, instead of deleting a duplicate - Fixed being unable to interact with some bathtubs. - Fixed plumb option not always appearing on bathtubs. - Fixed character gaining Herbalist trait every time the magazine was read. - Fixed padlocks not working. Added canBePadlocked boolean to SpriteConfigScript components, and set this true for entities/furniture scripts where it made sense. - Fixed welcome message always appearing, so it's now only shown once on a save. - Fixed errors with addCombatMuscleStrain in IsoGameCharacter and non-weapon items. - Fixed glitchy "scale" gizmo used in various 3D editors. - Fixed being unable to scrap IsoObjectType.wall objects from either side. - Fixed clipping by moving BakingTray model above ground a short distance. - Fixed not calculating the roofed areas in animal designation zones. - Fixed clicking the Reload button in the animal designation zone ui sometimes causing the wrong number of animals to be reported. - Fixed Ranch zone stories not always spawning in right away, depending on the order chunks were loaded. - Fixed feeding trough food and water overlays not always appearing. - Fixed malformed names for building keys in zones that don't have defined key names or defined exceptions. - Fixed missing key name string for Coalfield. - Fixed missing recipe name string for CrushOre. - Fixed missing HeadSack, ChestRig and Belly Button Jewellery ground models - Fixed ISInventoryPaneContextMenu.getContainers() from returning null when a nearby container is locked - Fixed missing StaticModel and FillSound properties on junk empty pop can variants - Fixed 3D items possibly being displayed at the wrong size when two items share a model with different scales. - Fixed craft menus extending, when closed with 'possible items' open, on favourites category, with no favourited recipes. - Fixed zombie vision radius using min value instead of max for the penalty. - Fixed IOB exception when updateFBORenderChunk is called with playerIndex -1 and FBO enabled. - Fixed exploits with 'the Magic Carpet Bridge'. - Fixed sprite affinities issues related to new biomes having too many affinity sprites. Tech - Added recipe validation that recipes can be learned. (ScriptManager.VerifyAllCraftRecipesAreLearnable) Runs on initial world load when Core.bDebug is true. Recipes with issues will be output to log. - Fixed another bunch of scattered global variables. - x,y,i,j,k,o,objectType,player,playerObj,button,width,height,null,object,objects,self,item,items,vName,scriptItem,maxHeight,text,scrapItem,option are fixed both by reference and value. -Added FIXME: comments where the correct values to refer could not be determined by context. - Replaced some of these values with "nil" or removed them where it was the last argument in a function or method call that was clearly copy-pasted. - In ISButton.lua replaced "y" with self.y and left a note in case it breaks something. - Added the playerObj value to method/function calls so it's not calling a global anymore. -fixed more globals. output,test,bullets,bed,b,p,s,v,obj,hotkey,element,str,selected,action,input,uses,delta. - Removed redundant casts, simplified logic, explicit long values, improved access control - Trigger chunk HotSave when building/destroying/grabbing or placing object in world - Trigger player inventory save after chunk hotsaves complete to prevent duplication exploits caused by delay between chunk and player saves.
  2. 42.3.1 UNSTABLE Hotfix: - Fixed NaN calorie error caused by characters starting auto-drinking before the Filling action is completed.
  3. NEW - Finalized first draft of a system for reverse engineering recipes from items. - If a player can learn any recipes from an item with this system, right-clicking on the item will provide a right-click option with a light bulb option to "Research Craft". - Additionally, in debug mode, right-clicking will reveal all of the information regarding researchable recipes. - Researching an item's craftRecipe will also grant the same amount of xp as performing that craftRecipe would provide. - If an item has researchable recipe(s) for a player, the item's tooltip will include, in prominent good-color text, that information. - Includes Tech-tree-progression via item recipe research for tongs (from pliers and vise grips); shears and scissors; and lower tier knife progression; many baseball bat, spiked club, and mace type weapon recipes; tree branch, wooden stick, large branch/cudgel, medium handle, baseball bat and short bat type weapons, axes, and fleshing tools. - Improved Vertical Aiming. - Added up and down aiming angles for weapons - Added missing event back into HandgunDefault.xml to properly transition zombies to correct hit reaction - Added HandWeapon.isSelectFire() and .cycleFireModes() - Pressing shift + rack (default x) will now cycle through fire modes for select fire weapons - Guns can now have a safety by adding "Safe" to the list of fire mode possibilities (none of the base guns currently have this) - Added new Player Customisation Screen. - Added 2 new animations for stopping a spear charge (holding a spear while Sprinting). - Added 'Disable' choice to sandbox options for electric and water shutoff dates. - Added/Restored some Annotated Stash Maps. - Added six new flyers, fixed Wizard's Den flyer - AMZ Steel, Home Sweet Gnome, Roxy's Roller Rink, Spiffo's Hiring (West Point, Dixie, Louisville) - Updated Blacksmith van texture. - Added visible Clay Deposits. It is now possible to take clay from clay tiles (WIP). - Added a Wooden Masons Trowel and a recipe for carving one. - Added a Bone Fleshing Tool and a recipe for carving one. - Added large and small plant drying racks made from sticks and rags; this is so players can build them without needing twine. - Double-clicking an entry in the list of builds or handcraft panel will build it. - Added Blacksmith, Butcher, Leather, MobileLibrary, and Glass Vans. - The Blacksmith Van has smithing-related supplies and literature as well as most of the equipment found in the Metalworking van. - The Butcher Van has tools required to hang/process meat as well as handle some of the mess. - The Leather Van has tanned hides ready for use, as well as plenty of Awls. - MobileLibrary has a high chance for Skill Books across the board; note, these should not spawn normally in Louisville or its airport, as these are generally used for rural areas/smaller communities. - Added native support for Apple Silicon Macs (as well as Intel Macs, as before). Mac users: please let us know of any issues. - Added SurvivorSwap.lua debugging tool. - This adds a few functions to modify a survivor's appearance, skills, traits, profession, as well as completely change the inventory and worn gear based on data defined in a Lua table. These can be called mid-game. - Definitions added to the SurvivorSwap.Survivors and SurvivorSwap.Loadouts tables will be automatically added to world context RMC > [Debug] > Survivor Swap (no definitions are currently added so this submenu will not appear) BALANCE - The Livestock Farmer profession will start the game knowing the MakeBarbedWire recipes. - New characters that start the game with the carpenter or repairman profession, or the handy trait, will know appropriate improvised melee weapon recipes. - New characters that start the game with the brawler trait will know the BoltBat recipe in addition to the other melee weapon recipes that they previously knew. - The Skeleton Psycho randomized story will drop a Fleshing Tool in the same room as the skeletons. - Molotovs can be crafted using Alcohol, Tequila, Vodka or Whiskey, and Denim Strips in place of rags. - Fishing rods can also be crafted or repaired using a bone or forged fishing hook. - Rain will slowly replace water with tainted water for items on the floor that can be filled. - Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields. - Rebalanced the craftRecipes for Bone, Bulletvest, Spiking Soft Armor, Tire, and Wood armor: - Bulletvest armor and Spiking Soft Armor craftRecipes only had their xp awards increased, as did the other recipes. - Generally, these armor craftRecipes will use autoLearnAll and not autoLearnAny if they have multiple autoLearn skills; i.e. they are harder to autoLearn than most recipes in general. - The skill level requirements, and autoLearn level requirements, were adjusted to provide more of a sense of progression, generally following a, from low to high, forearms/shins -> shoulders/thighs -> body armor progression. Generally speaking, instead of being able to make most of an entire set of an armor type upon hitting a certain skill level(s) breakpoint, it will be paced out in a slower fashion. - Adjusted the autoLearn requirements for several craftRecipes, mostly related to improvised type weapons and carving. - This was done to provide a more gradual progression with the autoLearned recipe with these skills, some skills have lower requirements, some have higher, but the net effect should provide the players with more options in general as they progress in skill levels. - In addition to a more gradual progression, it means less spammy learned recipe messages when gaining skill levels. - The make firecracker recipe now produces a distinct crafted firework item instead of the string of red firecrackers. - The fiberglass handled sledgehammer will break and be dismantled exactly like the wooden handled one, producing a broken long wood handle. - Added HandAxes to the item clutter pools for a couple of campsite type stories; axes are more rare in general in b42 due to the broad loot spawn nerf. - Updated Make Bowl of Oatmeal and Cereal recipes to require fluid in the bowl instead of a separate container, reduced amount from 0.4L to 0.3L as that's how much a bowl holds. - Updated Create Brain Tan recipe to require water in the bowl, reduced amount from 0.5L to 0.3L since that's how much a bowl holds. - Reduced the amount of milk, sugar, and baking fat needed to Prepare Muffins. - Wild chickens/turkeys stop producing eggs/feathers unless being taken care of. - Autodrink no longer uses its own math for thirst or poisoning, it calls IsoPlayer.DrinkFluid, so that results are consistent and we can keep balancing it. - Changed how much thirst water fluids provide for 1L. - We need feedback on this please, gang! - Recipes for remote triggers and sensors, and traps that use electronic parts now grant Electrical xp, scaling with their skill level requirements. - Small balance for fishing. SOUND New and updated sounds (note, some are not confirmed as working, yet): - New sounds for action ScytheGrass. - New sounds for drinking hot drinks out of a mug/teacup. - New sounds for Sharpening Blades. - New sounds for making a coffee using a coffee machine. - New sounds for shearing sheep. - New sound for crafting sheet sling bag. - New Garbage footstep sweeteners. - Changed BulletHitBody to BulletImpact for firearm zombie-hit sound. - Reworked Rip Clothing Event. - Fixed Building campfire playing wrong sound. - Fixed playing wrong sound when making burger patties. - Fixed Wrong/Missing sfx when cleaning dirty rag/bandage. - Fixed white mice not having sounds assigned. - Fixed missing sound when killing an animal with a knife. FIXES - Fixed being able to hit zombies from far away in melee combat. - Fixed errors while picking up dead animals while foraging. - Fixed game crashing near stashes from Annotated Maps. - Fixed manpack radios on zombies not being in the corpse's inventory when killed. - Fixed fertilized eggs showing unhappiness/boredom malus. - Fixed eggs sometimes not hatching when on ground. - Fixed duplication when spam-adding animals to trailers. - Fixed generator duplication when grabbing eggs from a hutch. - Fixed bucket duplication in recipes. - Fixed unlabeled can duplication. - Fixed issues with Refill Lighter recipe, it doesn't destroy the lighter, accepts any item with the RefillableLighter tag, and only uses lighter fluid once, no funky math involved, if your Lighter isn't full you can craft the recipe again. - Fixed wrong texture being used when opening dented cans. - Fixed duplication of Bowls for Make Bowl of Beans recipe. - Fixed wooden chair becoming unavailable when carpentry is at level 5. - Fixed not being able to wash clothes in rain collectors or other fluid container tiles. - Fixed not being able to plumb rain collectors. - Fixed unified fluid using/transferring data types to fix rounding errors. - Fixed tainted water handling so tainted source always taints destination. - Fixed updates to old water modData with FluidContainer calls. - Fixed issues with FluidContainers and non-natural finite water sources on creation (sinks, baths, etc). - Fixed not having a shear when a sheep had wool blocking the animal context menu. - Fixed over-production of dung by Wild animals. - Fixed issues with Added rat & mouse dung in definitions files. - Fixed high levels of dung for vermin and farming animals. - Fixed high levels of dung and vermin in IsoChunk. - Fixed Frankenstein animals on butcher hook. Sorry. - Fixed smoker characters accumulating stress when drinking milk, or other liquids. Milk is now 100% less stressful. - Fixed chopping down Holly Trees sometimes producing rotten berries. - Fixed players not keeping their momentum when vaulting over fences, either sprinting or running - Fixed not being able to climb over a fence when the player character is standing inside furniture. - Fixed Drinking animation using the wrong Pop Bottle model. Added attachment coords for drinking from Pop Bottles. - Fixed odd anumation with Tongs in the Forge_Armored_Gloves recipe. - Fixed WorldItemAtlas not using TINT textures on pop bottles etc. - Fixed Armor, Melee Weapon and Explosives schematics having inconsistent names with Blacksmithing schematics. - Fixed the name of the Spade Scrap Metal weapon. - Fixed errors when trying to repair items. - Fixed receiving Maintenance XP when repairing/sharpening undamaged Shears and Chisels. - Fixed duplicated inputs for Awls in Forge Fingerless Metal Gloves recipe. - Fixed missing Watermelon in the Collect Seed recipe. - Fixed Primitive Forge not being buildable with any concrete or clay cement bucket. - Fixed vermin dung items not being on the default list of items that are removed from the world after some time. - Fixed Clay Mug not being usable to make hot beverages. - Fixed some vehicle scripts having zombieType mechanic defined for them when they shouldn't. - Fixed vehicle radial allowing infinite sleep. Popup dialog is now generated once, and has no effect outside vehicles. - Fixed error when pressing E on Select Spawn Location screen. - Fixed syncing the selected tile and tileset between views in the tile-geometry editor. - Fixed radial menu option for siphoning gasoline picking the first empty fluid container instead of preferring gas cans. - Fixed issue with craft menu showing all input fluids as water / not showing currently applied fluid correctly - Fixed emergent issue with input items with IsEmpty flag not being fillable - Fixed more cases of being still able to build shelves inside another. - Fixed alarms not being triggered if the player set the time to a non-multiple of 10 (ie: 2:07). This does create an inconsistency as the clock UI and tooltips only display in multiples of 10 (an alarm ringing at 2:07 will still show 2:00 on the clock) - Fixed an issue where if a character lacked extra resources for additional constructions, building would fail while still consuming the items. - Fixed missing tile properties for player-made constructions. - Fixed missing moddata for created items by craftRecipe, that saves used items. - Fixed missing SurvGuide button for controllers. - Fixed the RDSBleach story having Rat Poison in the hand of the corpse if Rat Poison is used by the story and not Bleach (the story name itself is really just a variable name). - Fixed missing ground model for the stethoscope item. - Fixed some lua code using getStress and not getBasicStress, which would apply extra stress to characters with the smoker trait. - Fixed some issues with inappropriate vehicle key spawning. - Fixed oversized crafted paint brush. - Fixed issues with water sources displaying an empty context menu when the player isn't thirsty, dirty, and has nothing to fill. The 'drink' option will now always show regardless of thirst level as this was being interpreted as a bug. - Fixed ISUnequipAction from not properly validating if the player actually has the item in question. In situations where a heavy item was equipped in both hands, this could lead to duplication if the timed action was called on both the primary and secondary hands as the player would drop it twice. - Fixed missing canDetach Lua callback for WeaponParts, similar to the existing canAttach callback. - Fixed masks not being unequipped and re-equipped when drinking. - Fixed some nutritional values of fluids. - Fixed world item removal not being able to remove items with underscores in their IDs, now they can both match their full IDs or the previous case used by items like glasses and vests. - Fixed not being able to delete user-defined sandbox presets. - Fixed vehicles being too bright inside buildings. - Fixed Game controllers being activated by default when seen for the first time. This is to avoid issues with peripherals that appear to be game controllers but are not. - Fixed harmless error message on MacOS when calling glfwSetWindowIcon(). - Fixed "compatibility mode" breaking rendering by forcing 1x tile size, which doesn't exist any longer. - Fixed dismantling electrical items still testing for favourited. - Fixed Wrench and Engine Parts not counting and not being moved to main inventory before repairing an engine. - Fixed being able to sleep on "out of gas" signs. - Fixed not being able to apply plaster to walls/window frames/door frames. - Fixed not being able to lock doors built with matching keys and knobs. - Fixed Paint/plaster action not being able to use any item with the Paintbrush tag instead of the specific Paintbrush item ID. - Fixed Screwdrivers being a hard requirement for attaching/detaching WeaponParts. The `CanAttach` and `CanDetach` Lua callbacks are now exclusively used for validation. All current WeaponParts except AmmoStraps now use `Recipe.WeaponParts.hasScrewdriver` - Fixed issues with cutaways. Interiors of cutaway buildings are blacked out when the player is more than 10 square away from the building (buildings still cut away when aiming from a distance, due to the need to see occluded areas on the north and west sides). - Fixed issues with code for Locket names, to allow for better translation. Postcards will now use their own text entry for their name logic. - Fixed obsolete lines and wrong corner sprits in log fence and stick fence scripts. - Fixed HollowBook tag being used by both books that could be hollowed and books that had already been hollowed, allowing for infinite crafting. Books that are hollowed now use the IsHollowedBook tag. - Fixed several recipes not accepting the crafted bowl, there are no separate resulting items for now, so once consumed these will return the standard bowl. - Fixed not being able to prepare salad using the crafted bowl. - Fixed an error when getting muffins from a tray. - Fixed skill level requirement not matching the level that unlocks the last wooden chair tier in the menu. - Fixed depth textures on two vegetation drying racks. - Fixed an error that could occur when right-clicking multiple items, on account of new debug and item research information. - Fixed being unable to craft long spiked clubs. - Fixed survivor bags not having Butchering I-III. - Fixed missing recipes for forging some axe head items. - Fixed missing recipes (axe heads, fleshing tool) to characters with smithing professions or traits, and to smithing magazines. - Fixed distorted savegame thumbnails. - Fixed missing 2nd story outside wall of the house at 7116x9163 - Fixed "Converting world" text not displaying the correct number of files being copied. - Fixed Tim the marching-zombie progress indicator overlapping the "Converting world" text. - Fixed Table clipping through a wall from another room at 11945x6878. - Fixed "Make Jar of Produce" not consuming the jar. - Fixed American Homesteading Farming magazine teaching the separate jarring recipes. - Fixed the Interact key (E) sometimes queuing up multiple actions when held down a bit too long. - Fixed moving food into bowls not setting their cooked status. - Fixed being unable to pick up medium drying racks. - Fixed large comboboxes and other controls in CharacterCreationMain on small screens. - Fixed missing areas on the in-game map. - Fixed Moodle Size option not affecting the displayed moodle size immediately. - Fixed building recipes referencing the MasonsTrowel item not referencing the MasonsTrowel tag instead. - Fixed players being able to walk through large plant drying racks - they now occupy all four squares of their footprint without any ghost tiles. - Fixed plant drying racks not being pick-up-able. - Fixed characters failing to climb down ropes attached to a fence. - Fixed modOptions not saving. - Fixed animal and zombie corpses clipping with the ground tiles when dead. - Fixed ISPaintMenu.lua from passing the wrong variable to getWallType()
  4. Please note while our primary attention is on supporting the Unstable build, and responding to community feedback within patches to these early versions of 42, we won't be doing a Thursdoid. NEW - Building and Vehicle keys, when properly spawned, will have data regarding their origin coordinates recorded in the item data. - As a Debug or Admin tool, items that have their origin coordinates recorded can be right-clicked on in the inventory interface to get an option to teleport to that item's point of origin. - Note #1: This will only work for keys spawned after this update; pre-existing keys will not provide that functionality. - Note #2: This will teleport the character to the square a vehicle initially spawned in. If the vehicle has been moved, it will not be at the teleport destination. - This is a debug tool for checking exactly what keys unlock but could have other debug/admin utilities for stuff like annotated maps, fliers, quest items, etc. - Added isThumpable = false to several buildMenu entities that shouldn't have collision. - Added moveables properties for several buildMenu entities that are missing moveable properties. - Added proper model for Wooden Spade. - Added new Music Fest flyer. - UI improvements when creating animal designation zones - Fixed calculation of which square is under the mouse pointer. - Highlight the square under the mouse pointer. - Render the zone being created in red if the zone size is invalid. - Cancel creating a zone after releasing the mouse button when the zone size is invalid. - Fixed panel getting too tall to close with many animals in a zone. Changed the Livestock Zone UI to display a scrolling list of animals. - VRAM usage optimisation. - Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items. - Added MayDegradeLight to several recipes that use a Mason's Trowel. BALANCE - Updated loot distribution. - Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot. - Spiced up prison storage loot. The storage room now acts as a repository for riot control's armor and shotguns. [Shotguns cannot properly spawn yet, mappers will put in steel/military lockers later.] - Added PrisonLaundry to the prison's laundry room. Washers and dryers should spawn uniforms. - Added the Locksmith, Florist, and Craft Supply vehicles. - Set up the Fire Department garage. FireStorageMechanics, as well as PiliceStorageMechanics and police garages, have a decent chance to spawn a red lightbar. - Fleshing Tools now have a chance of spawning with other tools in GigaMart; however, as with any other loot spawning, they will not always spawn in GigaMart. - Added the Fleshing Tool to several loot distros/contexts. - Adjustments were made to force butchery containers to spawn in many grocery store and kitchen contexts; previously they could spawn but not always, now the loot spawning code will try to always ensure that at least 1 butchering container spawns in relevant contexts. - Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment. - Added blacksmithing vans and stepvans. - They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items. - Torches (drainable that can be activated) are now consistent with any day length. - Also adjusted some of the light strength for some torches (penlight being way smaller than regular torch for ex.) - Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h, smaller light strength will mean longer battery duration. - Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel. Added MayDegradeLight tag so there's a small chance of damaging the tool used. FIXES - Fixed character body overtwists while aiming and rotating. - Character's upper torso no longer gets frozen as it twists around, due to missing valid animation. - Default aim animation requires condition { weapon == '' } - However, before the character has equipped anything, they have weapon = nullPtr. - Updated StringUtils.equalsIgnoreCase to return TRUE if both strings are either null or empty. - So these all return TRUE. - equalsIgnoreCase("", "") - equalsIgnoreCase("", null) - equalsIgnoreCase(null, "") - equalsIgnoreCase(null, null) - Character no longer overtwists when unarmed or holding a 1handed melee weapon. - Unarmed and 1handed aim anims have a maxTwist of 45 degrees to prevent over-twisting the spine. - 2handed and projectile weapons still allow a 70-degree max-twist. - Maximum twist now dictated by parent AnimLayer. - Sub-layers can only twist up to this limit. - ie. aim maxTwist = 45 degrees cannot be overridden by the turning sub-state's maxTwist = 70 degrees. - Fixed character animation freezing when cancelling exercise. - Fixed texture compression not working on Windows OS. - Fixed issues with vehicles on Mac. - Fixed characters spawning in Muldraugh with the Doctor or Nurse profession being trapped in a wall when they spawn in Cortmans. - Fixed negative-world-coordinate issues with vehicle collision and interaction. - Fixed being able to open Doors from afar. - Removed mode:use from several recipes. - Fixed several packing recipes allowing for mixed items. - Fixed Create Brain Tan recipe duplicating Bowls. - Fixed duplication of bowls when moving food from a pot. - Fixed a reference to an armor item instead of the recipe that creates it in one of the metalworking recipe magazines. - Fixed issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements. - Fixed several missing recipe names. - Fixed bucket models missing in animations. - Fixed wall blood splats rendering on cutaway areas of walls. - Fixed wall blood splats rendering too bright on dark squares. - Fixed B no longer closing crafting menu. - Fix isExclusive flag not working for right-click context menu crafting. - Fixed missing blocks placement property for several new crafting-related tiles so that players can't build additional tiles on top of them. - Fixed errors with new vehicle textures, including locksmith vans using only one of two textures, florist stepvans incorrectly using masonry stepvan textures and a missing texture for one masonry stepvan. - Eggs will lose their fertilized status when too cold (inside a fridge). - Fixed Context Menu for Open/Close doors from triggering then canceling the WalkTo action. - Fixed "Possible Items" tab not resetting after closing the menu. - Fixed an error with teleporting while having the vehicle animal trailer UI opened. - Fixed being able to build shelves inside one another. - Fixed being able to place shelves in the wrong orientation. - Fixed smelting recipes not consuming certain items, like pans. - Fixed broken behavior when climbing over combined north-west fence corner tiles. - Fixed the Residential colorblind pattern not being applied on some buildings. - Fixed error with the sandbox setting for "percentage of weapons attached to zombies"-code. - Fixed not being able to attach a large stone axe to the back hotbar slot. - Fixed flax seed packets requiring/giving the wrong kind of flax. - "Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation. - Fixed exception in ISRemovePatch when attempting to give the player a patch back. - Fixed some typos with item names. - Fixed some typos and errors in existing flyers. - Fixed lamp context menu not setting playerObj and playerInv, causing errors. - Fixed removing a gas mask filter not setting the filter's current uses correctly and not setting the NoFilter variable if it's a mask that gets replaced by a different item ID. - Added PlayerData null safety check to ISVehicleDashboard.onExitVehicle.
  5. NEW - Sheet Curtains attached to animated doors are now rendered in 3D, attached to the animated doors. - Added a craft recipe for Sawing a Plank from a Large Branch. - Further development of an "InheritFood" inputFlag for craftRecipes. - This is intended to automate translating all of the food qualities from the appropriate input to the appropriate product(s), such as properly splitting a pot of soup into bowls of soup, with all of the proper nutrition, cooked, poison, old, etc. - Ideally, for most cases for food craftRecipes, having "InheritFood" on the proper input should produce the desired results without needing an OnCreate lua function. - Added functionality for an "InheritCooked" craftRecipe input flag. - If an input with that flag is Burnt, Cooked, or Frozen, according to the code the output should also be Burnt, Cooked or Frozen. - Added Fire Axe Head item and enabled all of the business with them breaking and being assembled and disassembled like other axe items. - Added Masonry business vehicles so more Masonry Chisels spawn. - Added Craft Supply business vehicles so more Clay spawns. - Added Florist business vehicles because we have pretty flowers. - Holly trees can sometimes drop Holly Berries when chopped down. - Updated crafting/clay van texture. - Added Wooden Spade item and carving recipe. - Added recipe for crafting Molotov. - Added the Log tag to Log item, so that it can be used along with other tags in an input. BALANCE - Adjusted how trees are evaluated based on their tile definition properties to determine their size and whether they yield logs. - A distinction was introduced within the smallest class of trees, differentiating between "really small" and "small" trees. - The really small trees will now drop one Log and a Sapling, bigger trees drop more Logs. - Revised tree health calculations to account for changes in log yield. - Note: Players with existing savegames will need to travel to unexplored areas for the "small but not really small trees" to drop logs when chopped down. - Adjusted weight of the broken branch item from 2 to 1.5. - Adjusted weight of Money Bundle from 1 to 0.5. - Large enough pine trees can sometimes drop pine cones when chopped down. - Large enough oak trees can sometimes drop acorns when chopped down. - Rebalanced tree chopping yields as excess Large Branches were dropping due to redundant code. - Crayons can be used to make green marks on the map. - Lowered base stress from the trailer crash story to avoid Ram/Bull killing players on sight. FIXES - Fixed some broken animations when holding 1handed knives. We are aware that there are still issues with overtwisting animations and will fix it soon. - Fixed Null-ref Crashes on User Machines due to missing Display.capabilities - Fixed a floating sign at 11657x8375. - Fixed the CarveShortBat craftRecipe producing a LongHandle. - Fixed missing craftRecipe for assembling spears from proper spear heads. - Fixed an error with the improvised flashlight recipe onCreate. - Added a check to prevent car keys from spawning in explored containers. - Fixed pathfinding failing going up or down carpentry stairs, as well as an issue with negative world coordinates. - Fixed vehicles ceasing to operate on the edges of the world. - Fixed off-by-one issue with which chunks are loaded around vehicles and ragdolls in negative world coordinates. - Fixed line-of-sight issues in negative world coordinates. - Fixed alarm clocks not waking up players in basements. - Fixed dung/feather could spawn on water & other unreachable tiles. - Limit the numbers of dung/feathers that can spawn according to the animal's zone size. - Fixed rotten/stale text on fertilized eggs (they were still considered as fresh, but text was wrong). Hi, Dipper. - Fixed unequipping animal corpse not dropping them on the ground. - Added the functions shouldHaveCollision to IsoSprite to try and help prevent inappropriate thumpables from being instanced. - Related to issues with both teleporting and basements, added safety checks to several functions that set the Z-level for game elements to ensure that they don't set their Z-level to be below the minimum or above the maximum Z-level of the game engine. - Fixed error with DebugContextMenu.onTeleportValid. - Replaced player:teleportTo with getPlayer():teleportTo for non-client teleportation logic in the DebugContextMenu.onTeleportValid function. - Fixed bugs when teleporting while in a vehicle, which also caused duplications and sometimes trapping players inside cars. Players will now be removed from a vehicle before being teleported. - Now any time a character in a vehicle teleports, it is funneled through one java function in IsoGameCharacter.java that will properly remove them from a vehicle. - Fixed the vehicle dashboard remaining on screen when teleporting from within a vehicle. - Pottery kiln recipes should now accept any charcoal type. - Fixed Make Improsived Flashlight not consuming the tin can. - Fixed zombies from ambulance stories not wearing masks. 10% of Ambulance Driver and Doctor outfit zombies will be wearing surgical masks. - Note that in build 42 10% of Nurse outfit zombies are already wearing surgical masks.
  6. Old saves are compatible but a new savegame is required for all of these changes to take full effect. NEW - Added Firearm Chance To Damage sandbox option, an experimental new method to calculate firearm hits, now based on the chance to damage. It is defaulted to be on, but the previous method remains available in Sandbox. Feedback is welcome on both for future balance. - Chance-to-Damage: Each successfully aimed shot hits. The previous chance-to-hit calculation then determines if damage is dealt. This change aims to eliminate the frustration of “missed shots” and attempts to make every ranged attack feel more rewarding. - Added ability to raise UI render FPS cap to 120, added 60 and 120 options. 60 is the new default. - Added Purify Water recipe, it uses Water Purification Tablets to purify up to 1L of tainted water. - Added blacksmithing recipes: Small Iron Bands; Iron Bands; Mace Heads; Spiked Clubs; Spear Heads; and Long Spear Heads. - Added Report Bug button to MainScreen.lua which opens TIS bug report forum. - Added Can Pipe. - Added craftRecipe for forging the Large Hook item. - Added recipe for carving Planks from a Large Branch. - Added functions to InventoryItem.java to randomize an item's condition, headCondition, Sharpness, and all general conditions, to consistencize loot spawning in ItemPickerJava.java. - Added missing items and craftRecipes for Flax, Spinach, Sunflower and Tobacco seed packets. - Added recipe for forging a Handguard Dagger. - Added a sandbox setting, "Discomfort Modifier" that, similar to "Muscle Strain Factor", can be used to disable, reduce, or increase the discomfort effect provided by clothing items that provide discomfort. - Added precautions against chickenpocalypse - Added recipe for making twine using dogbane. - Added a craftRecipe for carving short bats. Needed for spiked club and mace crafting. - Added craftRecipes for splitting circular sawblades into halves (used for crafting some weapons) using a hacksaw, bandsaw, welding torch or forge. - Added missing blacksmithing craftRecipe for forging buckles. - Added craftRecipes for forging spiked baseball bats and cudgels. - Added several new skill books, recipe magazines, and crafting tools, especially "bottleneck" items, to the foraging tables. - Added some similar additions to the randomized world story item pools. - Added recipes for turning an iron band into 4 small iron bands. - Added a recipe for fixing saws and sawblades with a file - Added a craftRecipe to get Long Sticks from Brooms and Mops. - Added a sandbox setting that can be used to set the maximum hours of fuel a campfire, wood stove, charcoal bbq, etc can hold. This defaults to 8 hours. - Added a carved wooden bucket item. - Added Bundled Sterilized Rag item, can be bundled and unbundled through recipes. - Updated Moodles. - Updated Sounds - Several mixing and polishing adjustments. - Footstep sweeteners when walking over garbage on the floor. - Added sounds for animals breaking down fences, log gates, grabbing eggs from hutch, milking animals. - Added OpenBeerBottle sound to timedAction OpenBeerBottle. - Microwave and oven UIs play the ToggleTemp sound when setting temperature. - The oven ui on/off button plays the ToggleStove sound. - ISKnob plays the KnobSwitch sound by default. - Removed calls to play Hammering sound from code. Changed the implementation of the Hammering event associated with building, it is now triggered by the animation. BALANCE - Removed death-by-tree. Scratches no longer bleed. Erroneous lacerations taken out. - Zombies climbing through windows now become visible when their head is visible. - Doubled maintenance xp gain. - Boiling water now 10x faster. - Adjustments to safehouse loot. - Previously survivalist safehouse stories would have better loot after 30 days have passed since the apocalypse; this has been changed to 10 days. - Late stage loot now appears in safehouses and on survivalist zombies after 90 days, not 180. - Safehouses will now spawn skill books, recipes, and firearms/ammunition more reliably. - Halved the muscle strain gain from being over-encumbered. This only occurs when a character is encumbered enough to also take health damage from their encumbrance. - Items with sharpness will now lose sharpness at half the rate they did previously. - Nails will be transferred to main inventory before starting a Barricade action. - Doubled the amount of clay from a bag. - If it is too dark to read but the character is inside a vehicle it will be possible to read as long as the vehicle's battery has charge. - Comics and Magazines will have less of a bias towards recent issues. - Fixed a reference of "Ripped Sheet" instead of "Rag". - Mild nudge-nerf to the sheet scrap metal baseball bat. - Removed the Maintenance level requirements for the glass and toothbrush shiv recipes. - Balanced sharpness reduction when chopping down trees. - Bumped nutrition values on animal meat when butchering. - Dead farm plants now display mouse-over tooltips and the Plant Information window. - Rebalanced several cudgel weapons. - Added the CanPipe item to the story to various clutter pools - Limited numbers of "Hobo" outfit zombies can spawn in "Derelict" roomdefs - Restored BeerEmpty and BeerCanEmpty as clutter items for several stories. - Increased size of landscape flyers from 800x564 to 1616x1131 (same height as portrait flyers) - Crafted clay cement can be used for building, not just concrete. - Added items, recipes, and evolved recipes using forged cooking pot. - Added copper saucepans to pasta and rice recipes. - Reduced fatigue change for cola and soda fluids, from 5 to 2. - Empty beer, pop, and tin cans can be used to boil water. - Made some literature items unreadable - Changed the category of several armor craftRecipes to armor. - Lowered the amount of zombies in the Forest by 5 - Re-enabled Disinfect Bandage using hot water, added tooltip to inform it needs to be very hot. - Both the Handy trait, and the Repairman profession, grant 1 level in the Carving skill - Removed DangerousUncooked from ChickenNuggets and FishFingers. - Allow challenge maps to specify the min/max zombies per chunk, so the spawn maps don't need to be recreated. - Ordinarily, "normal" vehicles, being ones that don't have strong/specific theming such as Police vehicles, Ambulances, etc., but "normal"/"civilian"/"non-business" vehicles, have an 8% chance of having one of multiple special loot distributions if a list of special loot distributions is defined for that vehicle. - Added the vehicle script field "specialLootChance", that, if defined, will set the % chance of a vehicle having the above special loot, if their special loot is properly defined. - The camouflage trucks have a 16% chance of having special loot instead of a 8% chance, as above, now, using the specialLootChance field. - The mural vans now have a specialLootChance of 80% so they should generally have more memorable loot than average. - Added the vehicle script parameter "specialKeyRingChance". - If a vehicle has defined special keyrings in their script, specialKeyRingChance will be used to determine if that vehicle key will spawn with that special key ring if a keyring is generated when that vehicle spawns. - There are other ways vehicle keys can spawn (loot, zombies), in addition to keys spawning in the ignition, so this wouldn't cover every instance. - Added a placeholder distribution table for some "outdoorsy" keyRings so they can spawn outdoorsy keyRing items (compasses, handiknives, P38 can openers) on them. - The Lady Delighter van has a specialKeyRingChance of 100%. - KeyRing type items will provide 85% weight reduction for their contents while they are in their "fake equipped state". - KeyRings are already put into a fake-equipped state whenever they are in a character's main inventory, with their container icon buttons automatically appearing on the right-hand side of the character inventory window. - The Hand Knife item can be put on a KeyRing. - Pocketwatches can be put in a keyring. - Made camouflage truck spawns more consistent. - Changed the key spawning on zombies for buildings to utilize the better of two rolls, compared to the key spawning chance, to bump up building key spawns on them while still preserving the loot spawn setting functionality. - Paint Bucket will use that specific name now, instead of just Bucket. - Foraging: Clay will Spawn 2 to 4 items instead of just one. - Increased the rarity of the rat king story. - Characters with the Carpenter, Construction Worker, and Lumberjack Professions start the game with 1 level of Maintenance. - Removed MakeSlugTrap from the Farmer profession bonus recipes; that recipe/item/mechanic didn't manage to make it into the game. - The construction worker profession provides a +3 bonus to the Masonry skill. - WaterDish and BucketWaterDebug now fill with rain. - Removed the IgnoreZombieDensity tag from several firearm and ammunition containers because it was making them too rare; this is probably partially on account of default loot levels changing from 0.6 to 0.4 towards the end of internal testing. - Changed the maximum fuel limit for campfires, fireplaces, and wood BBQs from 6 to 8 hours. - Bandit outfit zombies with bags will sometimes have armor and weapon recipe magazines and schematics in those backs, but not always. - Survivalist outfit zombie bags should contain more skill books, in tiers 1-3; previously they only could spawn tier 4 & 5 skill books. - Vehicles that spawn in burnt parkingstall zones will evaluate as a vehicle trapped in a traffic jam for some key spawning purposes. - Adjusted the sheetSlingBag capacity from 12 to 10 from feedback. - Added the Pager and CordlessPhone items to the ground clutter item pool for the Rich Jerk road story. - When knapping a Sharp Flint Flake from a Flint Nodule using the MakeSharpFlintFlake craftRecipe the character should sometimes, the chance being based on their level in the FlintKnapping skill, get a second Sharp Flint Flake. - When a saxophone or trumpet breaks it should spawn the BrassScrap item on the character's square floor. - Lavender, Poppy, and Rose seed packets can spawn in gardening baskets. - Added flower seed packets to the loot that can spawn in gardener/landscaper vehicles. - Adjusted the code for chopping down trees so more LargeBranches and Saplings will spawn. - Modified the tree chopping code to be more generous, scaling by tree size, in possibly dropping branches and saplings. They also drop splinters, so you will always get tinder. - Increased the amount of long sticks or saplings needed for a lean to shelter, for the foundation as per the tile sprites. - Characters with the Veteran occupation/Desensitized trait, should be completely immune to panic. - Pickup trucks, pickup van-trucks and cargo vans (but not passenger vans) have a 40% chance of having special loot instead of default loot, as they are working vehicles. - Previously only StepVans could have Masonry special vehicle loot; now Vans, PickupTrucks and PickupTruckVans can have Masonry loot. This means more Masonry chisels spawn, alongside skill books. - Stepvans now have an 80% chance of having special loot. - Special vehicle loot includes a lot of crafting/skill/recipe resources. - Adjusted the farming xp code so a player cannot get less than 0 xp from harvesting their own crop. - Added a second set of pot/pan pasta/rice putting recipes that use the above FullOfWater flag to require the pot or pan to be full of water to add the pasta or rice without needing water from an exterior source. - Some extra code for the Bandit Raid story so that if there is a vehicle there is a greater chance of the key spawning on one of the bandit zombies or in the vicinity. - Double barrel shotguns can spawn as farm storage clutter. - Added a recipe to smash stag skulls in order to get antlers. - Changed "Carve Knapping Tool" into "Carve Knapping Tools" as you should get two of them from a set of antlers, and also increased the carving skill xp. - Sometimes fireplaces can have Bellows and/or Tongs on their square, as well as fireplace pokers. Even though Tongs and Bellows can spawn in fireplaces, and in many other containers in the world, this providing another, visible, opportunity for these smithing items to spawn. - Added some "new" items (newer than the story) to the Murder Scene story item clutter pool. - Fixed "Key - IGUI_ConstructionSite". - Changed the MakeFirecrakers recipe to accept Scissors by tag, and not only by type Base. Scissors. - Insert Battery recipe now uses tags, keeps the flashlight/electric item instead of destroying it, so that adding items is easier, no longer needs an output mapper. - Improvements to thirst normalization. - Glasses, Hats, and Shoes that are added in stories and world randomization clutter should not be deleted by the player quality of life world item removal system for removing hats and glasses that fall off of zombies. - Added AllowFavorite to a bunch of recipes. - Added InheritFavorite to a bunch of recipes that AllowFavorite. - Characters will only gain unhappiness from taking items from human corpses, and will no longer accumulate stress from the action. However players with fear of blood will still accumulate stress, scaling with how bloody the item is, when transferring items from a container, whether it is a human corpse or not. - The CrushLimestone craftRecipe now is in the Masonry category and also grants Masonry xp. - Added a similar craftRecipe, KnappLimestone, that also produces crushed limestone, but takes longer, uses knapping tools, and grants knapping xp. - Both of these crafts don't have a skill level or learning requirement, and can be used to grind Masonry and Knapping xp from Limestone, which can be found lying around on the ground. - Both the Stone Maul head and the Large Stone Axe head now need to be made from a Large Flat Stone, which also can be found lying on the ground. The Large Flat Stone can be used to build a couple of tiles (the grinding slab and stone cabinet), but it's a reasonable ingredient for both crafts and this gives the Large Flat Stone item more utility. - Halved the neck strain from the sewing crafting timed action. - Updated the improvised tent kit recipe to use the stick items that currently exist in the game, as it predated their existence. - Break large stones craftRecipe no longer allows any hammer to be used; it requires a Club Hammer, Sledge, or Stone Maul to perform. - Added Masonry xp to several masonry recipes; these are placeholder values and will need further adjustment alongside the recipes themselves. - Added a recipe to Knapp Large Stone into Stones for Knapping xp training. - Added the CanBeDoneFromFloor tag to several craftRecipe with heavy ingredients, such as logs are large stones. - Increased the xp gained for several weapon craftRecipes. - Fixed some issues with certain combinations of rooms and containers for loot spawning. - Trailers will sometimes spawn with Masonry special loot in them. - Trailers will always spawn with special loot in them, as a crafting source. - Different kinds of scissors are more or less durable than other kinds of scissors. - Tweaked distributions to address recipe magazine/skill book issues, as well as some items missing from the tables. - Harvested Flint from Mineral Deposits will now have at least one Sharp Flint Flake in the yield; this is so players who just need a flint flake and not knapping xp can just get one. - Similarly, Harvested Limestone from Mineral Deposits will have at least one Crushed Limestone in the yield. - Added foraging stuff for Whittler and Wilderness Knowledge trait benefits. - Some adjustment nerfs to the Ratchet Wrench and Tire Iron durability values. - Short revolvers can sometimes spawn in purses and handbags. - Boosted the spawns of Whetstones and added them to several new distribution tables so they have more opportunities to spawn. - Boosted the spawns of Masonry Chisels and added them to several new distribution tables so they have more opportunities to spawn. - More opportunities for Whetstones and Masonry Chisels to spawn. - Home Alarms can be an electronics story clutter item. - Relaxed the skill level and tool quality requirements for several "bottleneck recipes": heading tool; metalworking punch; masonry chisel; and masonry trowel. - Butter now require 5L of milk instead of 0.5L. - Relaxed the requirements to forge a Crude Saw (Crude Woodsaw). - Fixed and added missing tooltips and recipe names. Renamed Crude Saw to Crude Woodsaw and Small Saw to Small Hacksaw for clarity - Kitchen tongs can be used as "Crude Tongs" for some blacksmithing recipes; they'll also probably break after the first craft. - Crude/Simple Wooden Tongs have a tooltip explaining that they will break when used for smithing tasks. This is how they work in real life. - Crude/Simple Wooden Tongs can now be used as fire tinder and fuel. - Added whetstones to the items that can spawn in fishing tackleboxes. - Players with the speed demon trait will sometimes very rarely (1% of the time) spawn with a Speeding Ticket in their inventory. - Consolidated the MakeCrudeKnife and Make_Stone_Knife craftRecipes into one recipe, MakeCrudeKnife. - Belts can no longer be ripped with the general purpose rip denim/leather clothing recipes anymore, because the OnCreate function for those recipes would also produce a Buckle item when they were used to rip apart belts. - Small iron bands can be produced by scrapping vehicles. - Added a craftRecipes to forge the File and Auger Drill items. - Added the Heading Tool as a requirement to craft the Metalworking Pliers. - Added the Tongs items to some more distribution tables, the weight chances will likely need to be adjusted, but this item, like the Mason's Chisle & Trowel, needed more widespread opportunities to spawn. - Removed the maxItemSize parameter for the cashbox item. - Brussel Sprouts can be added to stir-fries and roasts. - Added the Tongs and Masonry tools to more tables so they have more opportunities to spawn. - All non-garage doors in Trashed and Looted house stories should be unlocked. - Barricaded doors in Trashed and Looted house stories should not be smashed. - Rope belts that a character crafts should only provide one left hotbar slot. - If a character has a bleeding neck injury the bleeding moodle will be at it's maximum value; previously only the # of bleeding body parts, regardless of their severity, would affect the moodle level. - Construction Worker vehicles can sometimes have wallpaper in their trunk/truck bed. - Shiv weapons all require no more than 1 Maintenance to craft. - The FlintNodule and Stone2 weapons are no longer Short Blunt; they aren't a skill-associated weapon anymore, and no weapon skills provide any benefit when using them. - Changed the autoLearn mechanic for learning recipes to be more forgiving. - The Simple Metal Knives/Crude Knives are more durable, not as durable as the long version, but close to it. Previously they were far less durable. Blade versions without a handle are less durable; affixing the handle serves as a shock absorber so there is less stress on the blade itself. - Rebalanced the durability of the Multitool and Handiknife items; they were too fragile previously. - Previously one craftRecipe, "SharpenBone" could be used to produce both small sharp bones and long sharp bones depending on what kind of bone was the input. Now they are two separate crafts, "SharpenBone" and "SharpenLongBone", with differing skill level requirements. - Some minor nerfs to the durability and damage of the long sharp bone. Increased the xp gain for many bone-associated crafts. - Added the sheet metal snips to some randomized world clutter item pools, foraging definitions, and attached weapon definitions to avoid bottlenecking them. - The Brass Nameplate item can spawn as Antique loot in addition to desktop clutter. - Added some new recipe magazines to the foraging tables. - Food items is stories that are spawned in using the regular story item spawning functions should now be the proper age for how long it has been since the apocalypse; ie rotten if they can rot and it has been long enough. - Old generator item is now significantly louder than the good/normal generators. - The cheap blue ValueTech generator is also louder than good/normal generators, but not as loud as the old generator. - Both kinds of generators already degrade at a faster rate than the good generators, the premium brand one also degrades slower. - The Stone2 weapon was given the same pushback mod and lower damage values as the FlintNodule weapon. - Both Stone2 and FlintNodule have a greater chance of being damaged when used for an attack. - Both Stone2 and FlintNodule will should now drain approximately twice as much endurance as previously, and produce approximately twice as much muscle strain in the code. - Both Stone2 and FlintNodule will do 2 damage to a door per strike versus 1 point of damage previously. They shouldn't be the worst possible weapon to use to beat down a door, and arguably might need a higher value. - If a character has line of sight to a television and has a TV Remote equipped in one of their hands, they can perform appropriate interactions such as on/off or changing the volume from a distance instead of having to be adjacent to or walk to the TV. - Credits to Skyzoo and https://steamcommunity.com/sharedfiles/filedetails/?id=3399832371 for thinking of this before us :simple_smile: - Added some missing options for cutting leather in half. - Camping First Aid kits on store shelves should now be stocked. - Reduced the RunSpeedModifier on the keepad items; they were placeholders as it's not currently functional, but also they were excessive. - Added condition bars to some items. - Made crafting a wooden toolbox slightly more relaxed regarding the ingredient requirements. - Added sharpness property and condition bars to non-weapon scissors items (safety and medical). - Set up some spawning opportunities for some new literature items. - Some bottleneck items have more spawn opportunities and were added to the foraging tables. - Added some scrap items to the bin junk distribution items; one of them has utility for smelting, and others were added to the game with the intention of them having similar future utility. - Added some bottleneck items, Masonry tools, and Small Iron Bands to appropriate clutter item pools. - Updated the boxed wine, and personal-sized cartons of milk and chocolate milk for the fluid system. - Added functionality for the Small Hacksaw for several appropriate craft recipes. - Medical Shears can be used instead of other tools for some craftRecipes involving cutting tin cans. They can do that in real life. - Reduced the DoorDamage of the Kettle Maul weapons from 40 to 30. - Increased the DoorDamage of the Bucket Maul from 40 to 50. - More items, including several of the new "Broken [ITEM]" items, can be used to carve medium and small handles. - Replaced the Trim Sapling craftRecipe with a more generic, tag-input based craftRecipe, "Carve Long Stick". - Ice Hockey Sticks can be carved into Long Sticks. - Relaxed the autoLearn requirements for all learnable knapping recipes; they should all be 1 level above the required level, aside from the stone awl that unlocks at the required level. - Removed the maintenance level requirements for disassembling shafted implements. - The survivor zombie and mob that spawn on roads will spawn in a more diffuse crowd than the tight little group they did previously. - Masonry vehicles can spawn concrete powder in their trunks. - Players can now open the world map in the dark if they are in a vehicle that has a battery charge over 0. - Boosted the xp gain for several leather and hide crafting crafts. - Some tweaks to bookstore loot. - Added the AllowDestroyedItem to several craftRecipes for cutting bars in half so broken bars can cut in a half with a hacksaw etc. for 2 100% condition bar-halves. - Added IsoAimingPosition check which includes targets within a threshold to the IsoReticle position. Improves aiming at crawlers in close proximity to the player character. - Updated Refill Lighter recipe, removed unnecessary OnTest function and fixed it spawning an empty Lighter. - Added Fleshing tool to Giga Mart and other butchering store locations. - Updated recipe for Twine, it now needs 20 Dogbane items, a surface, and craft time increased from 140 to 180. - Successful shotgun hits now grant Aiming XP once per shot, rather than for each pellet that hits. FIXES - Fixed black screen at start of the game and after "Click to Start" on some AMD GPUs. - Fixed not being able to target animals properly. CombatManager::removeTargetObjects no longer removes IsoAnimal. - Fixed IsoGameCharacter::hitConsequences() awarding Strength XP for Ranged Weapons - Fixed IgnoreDamage awarding Weapon XP. - Fixed character not always attacking a closer zed even with MultiHit on. - Fixed not being able to open some seed packet types. - Fixed 3D items sometimes become gigantic on use for a split second. - Fixed drainable items losing uses after saving and loading. - Fixed many snow tiles not rendering (snow-covered trees, for example). - Fixed Watering Can not filling with rain. - Fixed an exploit with cigarette carton packing craftRecipe. - Fixed some sacks not having the proper tags so they could be ripped up. - Fixed radio and tv shows not properly saving the lastBroadcastID and storing this data on load. This fixes players being able to rewatch a show by logging out and back in after the show ends. - Fixed rendering of the player-at-cursor in DebugChunkState, and added a scale slider. - Fixed attempting to slide a sitting zombie's head away from walls. - Fixed WoodStake blocking movement like a west wall. - Fixed blacksmith recipes that required Base.Charcoal instead of the Charcoal tag. - Fixed boiling water not considering game speed. - Fixed hutch being recreated at x-1. (fix for some metal through spawning inside hutch) - Fixed some packing recipes not allowing for favorites. - Fixed double animal's name rendering in their tooltip. - Fixed aiming at vehicle with a melee weapon but not hitting reducing weapon's sharpness. - Fixed low quality water causing a black shadow around bodies of water - Fixed "Walk To" resetting the game speed to x1. - Fixed bottles of disinfectant only having one use. - Fixed alcohol fluid containers not disinfecting wounds. - Fixed oddness when starting to exercise when crouching. - Fixed item nametags sticking to cursor when the crafting menu is closed. - Fixed campfire not boiling water if : add a pot > light campfire. - Fixed issue with multibuild failing when multiple input items drawn from floor - Fixed related recipes: Building Rain Barrel, Double Wooden Door, Spinning Wheel, Barbedwire Fence, Metal Stairs, Metal Wall, Metal WindowFrame. - Fixed Packing Rags turning all rags dirty. - Fixed the player losing health and getting muscle strain from heavy loads while sitting on furniture. - Fixed ArmorMag4 having 2 duplicate codpiece recipes instead of having recipes for both the codpiece and a gorget. - Fixed the sharp stone fragment being, incorrectly, in the weapon item type; it's not, it's a normal-type item. This would cause crashes when equipped. - Fixed some new weapons incorrectly being Long Blunt and not Short Blunt. - Fixed some undesired results when making spears. - Fixed some weapons improperly being Short Blunt and not Long Blunt. - Fixed female long-tooth necklace weights - Fixed fluids improperly affecting stress when drunk. - Fixed Loot respawn not occurring in basements and also in skyscrapers. - Fixed building randomization and stash system stuff not accounting for z-levels below 0 and above 8. - Fixed an error with shoulder armor recipes having inconsistent tailoring skill requirements. - Fixed Bowl and Clay Bowl having inconsistent categories. - Fixed error when clicking on antibiotics. - Fixed layout of the transfer liquids UI (long container names didn't fit). - Fixed campfires being destroyable by fire. - Fixed buildRecipeCode error building stairs. - Fixed Dried Jalapeno Peppers being able to rot. - Fixed Metal Bandsaw's name on right click. - Fixed every Thumpable which has canPathN/W not being transparent to building - Fixed "Improvized Tent". - Fixed Favorited flashlights not allowing batteries to be inserted. - Fixed glitchy model rendering affecting mods due to not-normalized bone weights. - Fixed CorpseDropByLegs sound not playing for face-down zombies. - Fixed HeadSlice sound playing when a vehicle kills a zombie while the driver has a Katana (or other long-bladed weapon) equipped. - Fixed several smithing magazines having obsolete references to craftRecipe names with spaces and not underscores in them. - Fixed forging a Corkscrew not consuming a small handle. - Fixed an issue with the Occult Activity story and added some more randomization and potential items to it. - Fixed broken branches having too high of a maximum condition. - Fixed creating debuglog.ini file for logging - Fixed error with trunk access with Beckman's building van. - Fixed undesired behaviour with IsEmpty/IsFull inputFlags in some circumstances where it was only evaluating for fluids if an input was explicitly a fluid input, whereas the intention was for evaluating InventoryItem inputs for some fluid cases. - Fixed some errors with the Make Can Pipe craftRecipe. - Fixed Making Can Pipes/mode:destroy inputs, not destroying Fluid Container inputs when desired. - Fixed the MakeCanPipe craftRecipe not consuming the empty cans by properly using the itemcount input field, and reverted the previous changes to CraftRecipeData. - Fixed Forge Bucket input for wire, it had 0 uses in it. - Fixed the Long Stick and Broken Long Stick items being forageable as "Firewood" alongside "natural" wood items. - Fixed Chewing Tobacco, eating Rat Poison, etc., using the green bar text overlay on the item "Take Pills". - Fixed character's model curling up when shooting at sitting zeds with M16 - Fixed instance of walls not cutting away. - Fixed not being able to boil water in sauce pans. - Fixed open garage doors rendering with transparency unless they are cutaway. - Fixed squares not hiding when attached to cutaway orphaned structures. - Fixed garbage creation in several spots. - Fixed reading the Herbalist recipe magazine giving the player the Herbalist trait. - Fixed error with harvesting flowers. - Fixed Money not going inside wallets. - Fixed the scarecrow recipe. - Fixed butchering animal inside a container not removing it. - Fixed animal attacks on characters occurring at too long a distance - Fixed opening canned corn beef and sardines requiring a can opener. - Fixed code that could call the doServerConnect or the doServerConnectCoop functions. - Fixed Open Egg Carton not setting age for all eggs and not setting frozen status at all. - Fixed being unable to pack/unpack some tents. - Fixed the player being able to exercise while sitting on furniture. - Fixed placed radios ending up on the floor by making "Red Mobile Tool Cabinet" a table object - Fixed translucent grime pixels blocking view of the player. - Fixed keys being named after "Cultist" and some other new zones. - Fixed ISWidgetRecipeFilterPanel.filterTypeCombo being drawn over by the list of recipes. - Fixed missing depth textures and seating data for church pews. - Fixed Zeds playing wrong animation when shoved down. - Fixed LongBlade skill books providing Reloading skill. - Fixed missing Maintenance skill books. - Fixed items spawned as loot being able to go inside containers they shouldn't. - Fixed players being able to over-fill bags in the same seat as they are occupying. - Fixed recipe code for pack of batteries that spawned in the world. - Fixed being able to change to uncapped FPS via .txt file - Fixed multiple recipes in knapping. - Fixed Long Blade books giving Reloading boost. - Fixed low-level and high-level composters using switched checks, leading to the high-level vers- Added Purify Water recipe, it uses Water Purification Tablets to purify up to 1L of tainted water. - Fixed not being possible to use MugWhite to prepare a hot beverage. - Fixed seating position on a blue bed sprite. Created depth textures and seat data for two church seats. - Fixed wood-burning stove overlay sprites. - Fixed exception in ItemContainer.hasRoomFor() checking the wrong VehiclePart. - Fixed generators not powering things below ground, or above level 8. - Fixed an error in hasRoomFor in ItemContainer when checking for whether a container is an occupied seat or not. - Fixed Wood Floor using the wrong tooltip. - Fixed display name of Greenes van. - Fixed new camping and military first aid kits spawning without any loot in them. - Fixed garbagebag boxes not having UseWhileEquipped = FALSE. - Fixed Character's model curls up when shooting at sitting zeds with M16 - Fixed Char starting to aiming "down" before zed falls down - Fixed values for losing and gaining weight for Fast and Slow Metabolism traits. - Fixed missing mechanics overlay for the beckmans van. - Fixed skill book carving 2 training carpentry. - Fixed errant raccoon in the small roadkill story. - Fixed ShortSwordBlades not being properly implemented in the AssembleBlade recipe. - Fixed incorrect reference to ClubHammerHead in AssembleMediumImplement. - Fixed the MakeScrapMorningstar displaying the Block Maul item as the default output. - Fixed the radio magazines having incorrect, old, recipe references with spaces in the script names. - Fixed headsacks having the Hat_Category "nohair" and not the Hat_Category "nohairnobeard". - Fixed inconsistent seed packet names between the item scripts and display strings. - Fixed ground model errors with wheat, rye, and barley seed packets. - Fixed cotton headsacks not concealing beards; somehow that fix wasn't retained. - Fixed skeleton corpses becoming meaty when dragged. - Fixed the player's direction changing when placing items in the world while sitting on furniture. - Fixed "Broken Very Long Stick". - Fixed translation strings using "Green Shemagh" and not "Shemagh"; another case of it conflicting with texture randomization as the generic shemagh item also can have the green texture. - Fixed animal health inside hutch being updated too often compared to "not in a hutch". - Fixed too long attackConnect check for the Ram (no more delayed falling from a ram's head butt) - Fixed wrong icon used in PurifyWater recipe/throwing error at startup. - Fixed missing translation in IGUI for the TrunkOpened (it's just something that'll always be open by default/can't be fully locked, used for animals trailers) - Fixed animals trailers missing their brakes components. - Fixed error with evaluating bed pillows. - Fixed broken shoes falling off of the players feet. - Fixed missing and wrong ground models for some canteen items. - Fixed the engineer profession not knowing several bomb recipes. - Fixed the engineer profession not knowing several bomb recipes because of the difference between capitalization in the recipe names in the profession and the actual recipe names. - Fixed an error in addKeyToWorld in BaseVehicle.java. - Fixed adding animal designation zone at level > 0. - Fixed mechanics overlays of ranger vehicles. - Fixed being unable to refill empty welding torches. - Fixed the Bellows item not having a ground model. - Fixed Maintenance books not giving the same skill modifier as other crafting skills. - Fixed some build menu entries using Base.Hammer and not tag Hammer. - Fixed the Blacksmithing professions and traits not knowing any blacksmithing recipes. - Fixed the belt item having two different Tag field. - Fixed some inconsistencies with the folding small knife type weapons damages. - Fixed the metal bat with bolts having the same damage output as the normal metal bat; it always had better critical performance, however. - Fixed an error with the farming code where a plant's bad month would be offset forwards by one month, resulting in crops being incorrectly cursed in some circumstances. - Fixed an error when burning corpses. - Fixed items already in fireplaces not heating up after lighting the fireplace. - Fixed gas cans disappearing after lighting a barbecue or fireplace. - Fixed some minor issues with harvesting mineral deposits. - Fixed the Flint Nodule model clipping into the ground. - Fixed blacksmithing characters not knowing how to make heading tools, and several other recipes. - Fixed the Forge Draw Plate craftRecipe producing a Heading Tool. - Fixed a math problem when checking for the connected animals zones. - Fixed and added some roads in the in-game map. - Fixed the praying hands keyring having the wrong display category. - Fixed an error when a player would go into the rear seats of a compact car without a passenger seat for that rear seat. - Fixed the guitar pick item having the toy car item color mask on it's item icon. - Fixed some special loot vehicles not having trunk loot. - Fixed some unstable UI spam where it incorrectly said "Item Report" and not "Recipe Report". - Fixed players not putting masks on after drinking from world right-click interactions. - Fixed layout of ISFluidTransferUI. - Fixed the Thirst, Hunger, and Fatigue benefits from fluids being drunken being 100x as much as they intended to be. - Fixed the listed unhappy change effects in fluid item's tooltips having no effect on a characters unhappiness; previously it only affected boredom. - Fixed weirdness/undesired behaviour when drinking water using inventory interactions. - Fixed some issues with the right-click inventory drinking interactions and the % of fluid consumed. - Fixed the thirst values for soft drinks/soda type beverages being wildly out of scale with any other beverage. - Fixed an error with items in containers in car seats. - Fixed undesired behaviour when using Vinegar as a spice for some evolved recipes. - Fixed an error with weapon OnBreak that can happen when an item on the ground breaks. - Fixed some issues with bucketForged stew appearing as an option with Pots. - Fixed buckets of soup and stew returning the wrong, old obsolete, bucket item. - Fixed Chest Rigs and Webbing boosting a character's attack speed. - Fixed not being able to put Squash in roasts. - Fixed players dismantling worn watches. - Fixed size of the electrical scrap model. - Fixed Dung items not composting in composters. - Fixed mapper-placed cooking pits/fancy campfires not working. - Fixed being able to add hot dog bun packs to evolved recipes; the buns should be unpacked beforehand. - Fixed fish that were too large from possibly spawning in fishing baskets. - Fixed not being able to put generators on empty car seats; this was an unintended consequence of fixing a separate issue with being able to over-fill bags on seats. - Fixed forged buckets not being cookable. - Fixed badges not fitting in wallets. - Fixed the forge crude blade and forge long crude blade craftRecipes being required to be learned, now they do not require being learned. - Fixed the SpearCrude item's OnBreak function not existing. - Fixed being unable to butcher animals with stone knives or long stone knives. - Fixed the long stone knife not having the KillAnimal tag. - Fixed Tongs being impossible to forge without tongs. The Heading Tool, required to make tongs, craftRecipe was also changed to accept the Crude/Simple Wooden Tongs. - Fixed some errors with changing the fuel limit for campfires/charcoal bbqs/fireplaces/wood stoves from 6 to 8 hours. - Fixed some bugs with the fuel amount in fireplaces/barbeques when adding tinder to them. - Fixed "ContextMenu_FoodType_Vegetable". - Fixed Hodgett's Farm spawning keys for "Binky's Farm". - Fixed the Large Stone Axe back attachment slot not working. - Fixed opening ring-top - Fixed multiple issues with Welded weapon crafting. - Fixed issue with SWAT Boilersuit. - Fixed packing recipe issues for pottery books. - Fixed a missing ingredient for crafting firecrackers. - Fixed the shelf bags/containers, which should be empty, in stores, that are on the floor in the Trashed building stories having loot spawned in them. This involves cases such as backpacks on the floors of surplus stores having loot in them. - Fixed Olive Oil showing up in evolved recipe product names. - Fixed Insects, bugs, worms, etc. providing cooking xp when cooked. - Fixed characters being awarded multiple zombie kills with multiple shotgun pellet hits - Fixed Insect Repellent, and Staples, and other items having a remaining bar in their tooltip. - Fixed issues with RemoveOxygenTankFromSCBA, merged it into RemoveOxygenTankFromHazmatSuit. - Fixed PutOxygenTankOnHazmatSuit and PutOxygenTankOnSCBA inputs for Oxygen Tank. - Fixed GetBaconBits and GetBaconRashers not inheriting food age. - Fixed cars stalling when towing Animal Trailers over rough terrain. Reduced engine-force reduction when offroading, especially when towing. - Fixed 39.9% alcohol items not disinfecting wounds. - Fixed Steam Server Browser still being queried. - Fixed Colour picker not working when a character dies and a new one is created within the same world right after. - Fixed the new color picker not working with a controller. - Fixed flat glass roofs not blocking rain or acting as floors. - Fixed not being able to build stackable crates on table-top objects. - Fixed tents that can't be picked up in several locations. - Fixed being unable to gain xp by discarding a foraged item. - Fixed xp gains via cooking and multi-stage building. - Fixed tutorial not working for Mac users. - Fixed burnt cars. player visibility cone, and map not being displayed for Mac users. - Fixed Fog and blitSimple shaders on MacOS. - Fixed Muldraugh police basement missing exterior walls - Fixed Empty Claybag recipe not giving 8 items. - Fixed some cutaway issues. - Fixed missing CanBeWashed tag for dirty bandages, rags, denim and leather strips. - Fixed Context Menu not checking inventory for items with CanBeWashed tag. - Fixed recipes_knapping.txt typo that breaks parsing. - Fixed Crafting Panel Search bar ignoring selected category. - Fixed digging graves not setting the player object. - Fixed a change that was causing the "Dig Graves results in errors" issue. The ISBuildingObject.haveMaterial function now uses both dragItem.character and dragItem.player to get the player object. - Fixed clay bowls been too big when placed on ground - Fixed poisonous berries and mushrooms missing the poisonous tag in foraging sometimes. - Fixed being unable to pickup Moveables through open doors. - Increased the light range for lightbulbs (ex: yellow and orange). - IsoGridSquare.getLightLevel() was changed to return the brightest r,g,b component, rather than the total divided by 3. The old calculation favored pure white light, and unintentionally penalized maximum-brightness red/green/blue lights for example. - Fixed alpha-testing issue with particle rendering that resulted in unpleasant flickering of cloud shadows while zooming in/out. - Fixed an error when killing an animal that was attached to a rope. - Fixed IsoAnimal.getAttachmentWorldPos() only working correctly on level 0. - Fixed Bandage tooltip covering up Player Health Panel. - Play either VehicleEngineFailureDamage or VehicleRunningOutOfGas when attempts to start an engine fail, or when a running engine shuts off, due to engine condition or having no gas. - Tile collision fixes. - Fixed the leather drying racks not having collision. - Fixed stick crosses not having the same position in the square as plank crosses. - Fixed inappropriate collisions for several tiles that shouldn't have collision. - Fixed missing textures on Florist StepVans. - Fixed tooltips for window and wooden floors. - Fixed errors when removing dead plants. - Fixed errors when digging graves. - Fixed the "Add Enclosure" debug command creating duplicate fences on the north edge. - Fixed game crash when starting a game with uniform Zombie distribution. - Fixed Shader compilation issue on Linux. The in-game map and visibility polygon failed to render on Linux. - Fixed an error when crafting Meat Patty. - Fixed profession and magazine references to Forge_Meat_Cleaver instead of Forge_Meat_Cleaver_Blade. - Fixed playing wrong sound when making burger patties. - Fixed lamp on pillar not working. Can now also use any sort of torch + increased torch longevity. - Partial Fix for zombies fliping from back to front for some deaths. - Removed default death anim from default.xml in a number of death anims - was playing default death alongside correct death anim and causing blending problems. - Redirected HitSpearDeath2 to use correct anim. - Added missing condition to_falldown-speardeath2.xml. ENGINE - Ran shaders through glslValidator.exe and fixed a few warnings. - Fixed possible exception in IsoGridSquare.isFreeWallSquare(). - Added the function isWearingVisualAid() to IsoGameCharacter.java and added a check to it in isWearingGlasses() so that mod items such as corrective contact lenses in custom body locations can be made. - IsoCursor and IsoReticle now creates shaders and loads textures at startup rather than on-demand. - Added two Lua methods for mods, both returning an ArrayList<String> of file names in a directory: listFilesInZomboidLuaDirectory(directory) -- returns filenames in the Zomboid/Lua directory listFilesInModDirectory(modID, directory) -- returns filenames in both a mod's common and version directories - Setting Core.forceSnow to true will render snow on the ground and roofs, at 70% coverage, any time of year. For displaying snow on trees, the season must be set to winter. - Fixed vboRenderer_PositionNormalColor.frag not compiling - Changed the tile bug report right-click feature to include "container report" information if the tile has a container. CRAFTING & BUILDING UI - WIP - Made Crafting panel smaller / scale with font size, remove whitespace - Fixed crafting panel Search bar ignoring selected category - Fixed clay bowls been too big when placed on ground - Fixed missing icons for metal barrels. - Fixed recipe filtering issue in handcraftpanel where no recipes would show if dropdown was selected before entering search phrase. - Improved responsiveness of craft panels to font/screen size changes. - Improved resize of crafting panels - make recipes panel auto-expand to fill space. - Made recipe panel title word wrap to avoid overlapping text. - Made recipe panel tooltips word wrap to avoid overlapping text. - Made all icons scale to a power of two to retain detail. - Fixed scaling and positioning of button icon. - Increased height of CRAFT button to better fit text. - Fixed issue with Build menu where opening panel in grid view would not select a recipe - Improved layout of recipe list view to prevent text overlapping icons - Fixed build panel auto-selection and auto-scroll of recipe on category change - Made recipe panel title word wrap to avoid overlapping text. - Made recipe panel tooltips word wrap to avoid overlapping text. - Made all icons scale to a power of two to retain detail. - Fixed scaling and positioning of button icon. - Increased height of CRAFT button to better fit text. - Fixed minor layout errors in ISWidgetRecipeFilterPanel.lua - Handcraft/Build/Entity panels now restore position and size when closed and reopened (not yet saving preference to disk however) - Add Error logging for build recipes that are missing icons. - Fix Force Build button icon scaling. - Increase item icon sizes to integer scale from native 48px (previously 32px) - Reduce handcraftpanel possible item select list from Medium to Small font - Increase Handcraftpanel Craft button size more. - Fix category panel shifting down when adjusting panel - Add checks to TextManager:WrapText to prevent endless lines of 0 wrapped characters NAMING/WORDAGE - Long Handle renamed Large Handle - Generic "Chicken" meat item renamed "Chicken Leg" - "Hairspray" renamed "Hair Spray" - "Mutton chop" from sheep renamed "Mutton" - Removed colour from sheep head names - Corrected "requires workbench" to "requires surface" in crafting - Renamed all "(Long) [Material] Spears" to "Spear with (Long) [Material] Head" for clarity (Long Spears are the same length, only the head is long) - Stopped the LargeBranch item having the display name "Wooden Cudgel" - Agoraphobic, Claustrophobic, Cowardly, and Illiterate return! - Matches renamed Matchbook. - Fixed Echo Creek description errors. - New open canned food recipe renamed "Open Ring-Pull Canned Food" - Very Long Stick demoted to Long Stick once more. - Fixed "Military Elbow Pad" and "Military Knee Pad"; clothing item names need to be as generic as possible due to texture randomization.
  7. Thanks for the report! This is not a bug but an easter egg referencing people panic-buying toilet paper during pandemics or other similar happenings
  8. Build 42 Unstable is now available to play! Important Those who play Unstable must be aware that they’re playing a work in progress. This Unstable exists so we can collect player feedback to find bugs and improve our game. Some key features, primarily multiplayer, are initially disabled – they will be re-enabled later. Build 41 saves and mods are NOT compatible with Build 42. There will be bugs and annoyances, and game balance will likely be way from perfect, particularly with the zombie distribution and combat changes. Your saves may break after Unstable updates. We’re aware people have built up a lot of anticipation for the first unstable release, and have done our best to make it an enjoyable experience out the gate. But as those who were present for the first b41 unstable release will attest, it’s in unstable for a reason and our unstable branches evolve a lot during the process, so please be understanding and constructive if you come across issues. HOW TO PLAY? The Unstable branch is now accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”. Then, navigate to the betas tab and select the “Unstable” branch from the dropdown menu. If you find a bug, read this first, then post it on our forums. If you put it anywhere else (including Discord) then your report will likely get lost. WHAT’S IN? WHAT’S NEXT? Please note: Due to some unavoidable last minute compatibility issues, unstable 42 for Mac will arrive in a subsequent update, very possibly falling in the New Year. SteamDeck / controller input is still WIP, and currently not recommended for play MP will be enabled during the Unstable beta process. Our GOG friends will get access to Unstable very soon too, we’ve just had a lot on our plate but will try and roll the unstable out to GOG asap. The team is still hard at work improving aspects of the game that will be mixed in during the Unstable beta process. Initial patching, alongside any major issues that arise from the player community, will concentrate on: Polishing of Craft and Building UIs Ingredients tuning XP gain adjustments More icons, better tooltips Various collision issues None of these areas are finalized, and we welcome your thoughts on all of the above so we can prioritize our patching. A focus for us during Unstable will be hunting. Currently deer migrate over the map along paths preordained at the game’s start, and they leave poop and broken twigs that those with the tracking skill can follow – which testers seem to have found cool and atmospheric. These rudiments are fun enough, but to get more of a Call of the Wild feeling we’re going to have to give the deer, their deaths, and the tracking much more focus during Unstable as the animal husbandry side of animals is what has received more than the lion’s share of attention during dev. CURRENT KNOWN ISSUES Ballistics system: Shooting at crawlers / on stairs with the new aim system is problematic. This will be addressed in the new year. Rare game crash during heavy usage of the M16 (fixing this is a top priority) Crafting: Search bar ignores selected categories Recipes can use Items instead of values (e.g. hunger values) Batteries can behave oddly Build Menu: Tile properties for new player build constructions need to be set up, some moveables can’t be picked up etc Players can’t disassemble moveable objects and reclaim resources GrappleTech: Clipping and minor animation issues while picking up or dropping corpses, dragging on stairs and throwing corpses over window frames and fences Improvements required for turning animation while grabbing, and arm overtwist while dragging and turning. Shoving animation currently plays after dropping corpses. General: Some missing 3D models and icons for items Not currently able to look around while seated Some animal pathfinding bugs present (e.g. animals can walk through closed gates) Liquids UI improvements needed Some hitching while dragging/zooming the new spawn map. Further balance is required for sneaking in different weather and darkness conditions
  9. nasKo

    WhatZ Next

    Hello everyone, and Happy Thanksgiving to those who celebrate. UNSTABLE PLANS So what does the Unstable release currently look like, and what will happen during the beta once it’s out there? Well, the scores on the doors are currently this: As many have assumed, we are currently working on getting Unstable out before Christmas. We feel like we will be in a good place for this, but clearly the closer we get – the shorter the window for any necessary patching before the Christmas season. If we need to, we will choose to delay – but right now the enjoyment we’re seeing from our testers certainly would seem to suggest that the build will be in a good enough state for wider consumption. (And if it were to slip, at this point in time it’s hard to imagine it slipping far into the New Year.) If anything were to happen to change our minds, you would be the first to know. INTERNAL BETA TEST IMPRESSIONS We’ve had around 30 people on the internal beta giving feedback now, and overall the response has been very positive. Which, as we mentioned last time, has been a relief. With the feedback too has come a clear spotlight on what we need to be polishing, both now while we finalise the build – and what we will be turning our attention to during the Unstable update process. Testers have certainly seemed to enjoy the way the game feels now – with it playing more smoothly, and the world feeling more ‘alive’. They universally have responded well to the new lighting, new map additions, new lore, animals, optimization, underground areas, dynamic music, player vocals, corpse dragging, farming and many other of all the manifold things that are in 42. Our changes to the flow of PZ – with our rebalanced zed spawns, combat building up muscle strain and fresh focus on the player having to sneak by crowds – have also been welcomed. This said, this is certainly a change likely to cause some debate in the community (it does switch things up quite a lot) but we would much rather balance things within the mainframe once we have something playable out in the wild. It makes the game a little slower, more tactical and zombies more of a threat – especially now you also have the darkness to contend with. Those who prefer to go a little more Action Jackson might disagree, however, so we’ll see how it all shakes out once everyone gets their hands on it. (And, of course, sandbox will always be available to modify, or disable, aspects that folk don’t like.) Given that rural and some residential areas have less zeds (though we are still balancing this and pumping a few more in) there’s also a vague feeling that the overall game might be a little easier for experienced players now but, again, we will tighten this up once we have more universal feedback from the playerbase at large. People really seem to enjoy the animals too – both when running them over, and caring for them. Having deer and rabbits wander along their paths through woodland also gives the world a lot of life, but in terms of the actual hunting gameplay itself there’s a feeling that there’s much room for improvement. As such, this will be a focus during the Unstable process. Currently deer migrate over the map along paths preordained at the game’s start, and they leave poop and broken twigs that those with the tracking skill can follow – which testers seem to have found cool and atmospheric. The rudiments are fun enough, but to get more of a Call of the Wild feeling we’re going to have to give the deer, their deaths, and the tracking much more focus during Unstable as the animal husbandry side of animals is what has received more than the lion’s share of attention during dev. Fishing, meanwhile, has gone down well – but from feedback we’ve already got a few ideas on how to improve it during Unstable also. OTHER ITEMS A massive part of the final push for 42 Unstable has been from the crafting team, whose work has – up until this point in time – has generally been kept in a separate room from the closed beta testers while we keep feedback internal. Much of this work has been to do with improving the various different UIs we were using, which weren’t intuitive enough and didn’t share enough key architecture between them to keep things consistent. Although this will see some added refinement by the time you get your hands on it, this is the current iteration of the ‘crafting on a flat surface’ UI. While it could also do with more direct information on what’s in each building recipe (unclear currently if this will make it into Unstable) we are also very happy with how crisp and clear our new Build UI is. The Build UI overall is intended to remove much of PZ’s reliance on right mouse click – and can also be used to build items such as campfires. In time, perhaps during Unstable, we will also be considering making the movables system a part of this – to cut down on general screen clutter. In terms of animals, one pain point testers have outlined is the need to manually draw a ‘zone’ for your livestock should you want to move them – farmsteads come with these created on the map, but it’s not immediately obvious to new players. As such, Prof has come up with a way for each animal to automatically create its own zone to feed, drink and breed within – but in the interests of getting the build out we’ve decided to bump the full integration of this to later during the Unstable process. This approach is still fairly experimental, we can’t 100% confirm it will get in, but we are optimistic given what we have from it so far. As such, this is what a PZ sheep’s brain would see, if it were reading the Matrix. As a part of general animal improvements, meanwhile, we’ve also added a radial menu to help you with care for your livestock. Something that our initial testers also requested was improved stealth/sneak. The change in zed spawning means that points of interest, and points of good lootage, are now doused in zombies more than ever before. Given the addition of darkened nights, it felt like it was now time to tie zombie awareness a lot tighter to their surroundings: taking in light levels, cars and fences obscuring their view, and the weather. So yes, this also means that zeds will finally have their senses dulled on a foggy day. Finally while, as mentioned above, not as full-on Call of the Wild as we want it to be come the full release of Build 42 – here’s a quick video of some Wild Turkey slaughter to help our American friends celebrate Thanksgiving. (There’s Wild Turkeys in Unstable too, we forgot to add that to the infographic above). A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. We also live on Twitter/X right here! Our Discord is open for chat and hijinks too. If you fancy you can sign up to receive PZ blogs in your emails right here.
  10. nasKo

    Heat of the Night

    Hi everyone, it’s been a good month of general work and polish on our closed build. Lots of general required mop and brush up, but as examples of what’s been going on here’s a few items: Making fishing clearer and easier to follow for new players – making the messaging clearer to the player when fish are present for example via the disturbances on the water, and making it more obvious when a fish has been caught. Fixing issues with body-dragging, for example bugs with phasing through walls on pick-up and drop. Improving animal pathfinding to make them act more realistically around walls and map structures, and continued general work on the unseen paths that animals will follow. Optimization work on the player’s view cone to help the game in busy areas. Map testing and fixing throughout new towns added to the game, and all the existing areas that have been given a glow up – which are primarily in Muldraugh. Adding more opportunities for players who generally don’t go to farms and forests to come across animals in-game. Adding 42’s new depth textures to scenery and items that testers discover, and that we previously missed out. There’s clearly a myriad of other fixes and changes going on also. These and all of the above are necessary things, but not particularly sexy in a dev blog – for which we apologise. We are also navigating the final implementation of better handling of drainables (‘used up’ items in recipes and such) in our revamped crafting system – and providing some neat short-cuts for both our own developers and modders by using input flags for many crafting use cases. Work on the Build Menu, meanwhile, continues apace – though the fundamentals are in the UI isn’t quite there yet, however, so we won’t be showing it off in today’s blog. Languages From the very beginning of PZ amazing community translators have brought so many people from around the world to our game, and allowed non-English speakers to better enjoy the Knox Event. Recently, however, due to the extent and expanse of the full translation sheets over twenty different languages it became clear that it was simply going to be too complicated to keep going in this fashion, especially with the motherlode of B42 content still soon to drop alongside everything that we on the team know still lies ahead. There’s at least 100,000 words in Build 42, possible more depending on how many new CDs and VHSs we get in, so it’s about a novel’s worth all added up. Build 42 will see a big shift for us in terms of localization, then, as we are moving to a complete professional translation of the entire game in a full 21 different languages. Chinese, German, Japanese, Korean, Portuguese, Brazilian Portuguese, Polish, Russian, Spanish and many others. We have essentially covered all of our most popular playing languages, and all of our most requested inclusions. This will cover everything in-game: including both new content, and edits to the old. Existing translations have been checked through to ensure consistency and accuracy, and to fill in some of the gaps a few of the translations had due to the sheer vastness of the PZ broadcast system. Importantly, access to all existing community translations – and prominence of existing community translator game credits – will clearly remain in the game. We are so grateful to our amazing community translators, and we have worked out some cool ways that we can thank such a hugely complex web of people from all over the world – whether they have worked as individuals, or within smaller circles of co-translators who’ve been dedicated to various different parts of the game during different timeframes over the many years of PZ’s existence. If you are reading this and you are in this bracket (ie. if you are a credited community translator, or have been in the past) then please go into the PZ Discord for further information about your ‘Thank You’ package, or email nasko[a]theindiestone.com. Zombie Heat Map When the game map for a new build approaches final, one of the main jobs we always have to do is update the zombie heat map. This is what governs zombies that spawn outdoors: around buildings, on roads, around farms and fields. The current Build 41 one for Muldraugh looks like this: Now, a criticism of the current zombie spawn is that it isn’t realistic. We veer away from the feeling of a classic zombie movie slightly because zombies aren’t always in realistic places. Zombies are all over the roads, in random fields and basically… a long way from where they probably died. With 42’s current (experimental) zombie heat map we are trying to address this a little. The map is more intricate, and we hope feels more real. Now if you see zombies, it means there are houses, businesses and lootable locations nearby. Zombies also appear in groups more than before, and spawn less on the road – unless there are parked cars or traffic jams. This also makes for more requirements to sneak by the horde, and a generally more realistic-feeling apocalypse. Random empty spaces will have less zombies, and places of interest and choke points will have far more. The current experimental 42 zombie heat map for Muld looks like this: This will require playtesting and closed test feedback. Some areas will feel emptier, but places that you would expect to have lots of zombies (and which you’ll want to loot) will have them in abundance. This will be far more in keeping with a Romero movie, however, so we felt it an experiment worth taking on for the 42 heat map – but will also clearly have to keep an eye of difficulty levels at the same time. Here’s a quick comparison video from its first WIP iteration. From the Art Studio All the newspapers are now finalled, and as such Pat, Unconid and Werlias are moving onto the in-game business flyers – which serve the gameplay function of revealing interesting areas on the player map. This will in turn encourage exploration, and serve the function of showing new (and existing) players interesting locations that they can journey to and could perhaps prove useful in their continued survival. (Some typos in the following – we will be finalling the first batch of these over the next month). Meanwhile, we’ve also commissioned a load of new art similar to our primary ‘Bob on Car’ image that everyone knows so well. These will be used in various different places in-game, such as the background of new screens like the MP connection menu. Nu_Twiggys Next up, here’s another quick glow-up video of a survivor-favourite location from the map team – alongside some neat day and night visuals. Also shown in this video is an example of one of some of the super rare vehicles that will be found spawning in particular towns – there are multiple examples of cool surprises like this that you’ll come across in your travels in B42 that we’ve been dropping into the game as development has gone on. The Knob Creek Hunting Lodge has also been converted into a log cabin design, which is one of our own favoured places to hang out on the map. Oh, and we also thought we’d do you up a little showcase of some of the other player animations that you’ll see in 42, but which we haven’t really mentioned or shown before. Finally, this past month or two has also seen a big, positive shake-up behind the scenes in terms of organisation, issue-tracking and general team communication. As Build 42 development has continued the team has steadily grown, and we’re now at the point where there’s almost twice the number of people currently working on PZ than there were for Build 41 – and we have been updating our practices to reflect that. We know that waiting for B42 can be arduous, and that when folks point this out it can feel like they are shouting into the void, but we wanted to let you know that we are listening. While the impact won’t be instant when you’re looking in from the outside, we are putting both processes and personnel in place that we hope will improve matters as we move forward through 42 and beyond. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. We also live on Twitter/X right here! Our Discord is open for chat and hijinks too. If you fancy you can sign up to receive PZ blogs in your emails right here.
  11. Thanks for the report. We believe this won't be an issue anymore in the b42 beta. Feel free to let us know if there are still issues once it's out.
  12. Thanks for the report. We believe this won't be an issue anymore in the b42 beta. Feel free to let us know if there are still issues once it's out. Copying this message to one of your other threads, since the same applies there, it's just for QA awareness.
  13. nasKo

    The Biomic Man

    As discussed last time, in the interests of getting the 42 Unstable out of the door we are limiting the number of new craft disciplines that will be initially available and then dripfeeding others (alongside polish, balance etc) in updates to the beta. We have done a bit of a stocktake on what we have done in terms of the updated crafting system, and are aiming to have the following finished off for a first release. (The contents may settle and change, of course, but we feel this is still a fair assessment.) Metal smelting and Blacksmithing Pottery Weapon-related carpentry skills, such as carving handles and shafts for crafted weapons Small-scale bone carving to create sewing needles, fish hooks, cutlery and materials for some fun armor types. The essentials when it comes to agricultural production: flour, oil, thread, twine etc. Weapon crafting performed on in-game surfaces that don’t necessarily require a particular workstation Not all of these will come with 100% precise animations at first, and direct character interaction with the larger crafting workstations is reliant on the ‘GrappleTech’ we showed previously with dragged corpses and will therefore be mixed in later down the line. Craft disciplines we will be bringing in during Unstable will include Brewing, Glassmaking and Butchery. Bowyery meanwhile (which clearly will require far more animation, tech, combat and design work) will be at the back of the queue, and is most likely to appear in a later version. We also believe that, seeing as we have a good art pipeline running, we can relatively easily introduce a wide range of decorative craftable building items to the mix for Unstable – which will likely be of interest to MP and RP players who want to make their bases a little more personalised. When we put all this out to the public beta we intend to do so alongside a comprehensive modding guide (as we will also for the MP changes) as the refresh here will be fundamental, and new to all. In pursuit of this, and to generally expedite the process and aid in polish/fixes, we have also reached out to our friends at TEA Games who are providing some extra manpower. Finally, a quick look at the current status of the UI that appears when you choose to craft on a surface – a table, a worktop, an exposed tree stump if you’re in a forest and such. (This will become more refined, clearly, and crafting options will also be available as text rather than icons if you prefer it as such.) BIOMES / FORAGING One aspect of 42 is that we no longer have a rigid black border, and instead have generated wilderness at the map’s edges. As a part of this we also needed ways to ‘zone’ these areas, meaning to automatically mark them as a particular area so that the game knows, for example, which sounds to play and which foraging area to allocate. Having foraging being mapper-defined, and a laborious job to mark up, has always been an issue. It’s a big annoyance for players who like to stray from the beaten path only to discover they’re no longer in a foraging zone. Here, for example is an overview of some of the 41 map’s current zoning. To the east is a large swathe of unzoned (and therefore unforageable) land – while the zone squares of dark green forest and light green woodland is lumpy, boxy and unnatural. Now in B42 then ProfMobius, he of Minecraft origin, has put together a biome system for the inner map as well as the generated map that now runs beyond our usual boundaries. By extension, this also means that foraging will be both fixed throughout the map. Another big part of this is that it will also be more interesting as you walk through more varied patterns of land-types that are far more clearly visually representative of what they are in real world terms. So here’s what the above looks like with more detailed, automatically created, biomes. Note the more interesting interplay of woodland and deep forest in, for example, the central south area. Within these biomes the Prof controls the spawning of specific trees over others. In the screenshots below you can see different kinds of forest environment like a River Birch forest, clusters of more pH resistant trees, deep forest, and even semi urban areas. There are nine biomes in all: deep forest, organic forest, birch forest, pine forest, farm maintained forest, pH resistant forest, and three more which are mixes of the above. Their generation is guided by geographical features such as rivers, roads, neighbouring farms and large bodies of water. The end result is a lot of much-needed variety for all of your off-road adventures. We are now working to make life for the modders and mappers easier with this, in terms of biome generation and clean/invisible transitions between the vanilla map and the community’s additions, but otherwise all the above is now in the internal test build. LIGHTING In the past few weeks we’ve done more work on in-game lights in terms of balance, purpose and mechanics. There’s still a fair amount to do, this project will likely continue to be updated through the Unstable beta, but we are closer and closer to the atmosphere we first envisioned when we introduced 42’s new light propagation system. That includes items like streetlights with an orange hue as (in the 90s, most used sodium), plain neon appearing white, halogen lighting being slightly yellow and incandescent and such. Mix in the coloured lighting that we mentioned last time, and all of a sudden you have a far more interesting lighting-scape to encounter on night-time forays before the power finally goes out. Another part of this has been to make light overlays and adjust values for each light emissive object: things like signs, crafting station and fridges. This paves the way for a lot of cool lighting scenarios, as seen below in some WIP screenshots. GLOW UP(DATE) Last time round we showed you some map work that was taking place in familiar locations, like Muldraugh. The response was largely positive, but some folk correctly worried that they were perhaps a little too ornate and fancy for Muld – which in itself we have always represented as a very ‘normal’ slice of Americana where normal people lead normal lives, and face the normal everyday challenges of life. Muld, our first town and first love, will always be front and centre for the tone of PZ and as such we decided to take things in a slightly different direction after feedback. Public buildings like the school (latest version now seen below) have been made to look a little more realistic for a town like Muldraugh, and Cortman’s is a little less fancy. Other locations, however, like the revamped police station will remain as seen last month. Everything remains super-improved, please do not worry on that account, but we have toned down the ‘newness’ and the ‘poshness’ of what was shown in Muld. All buildings seen last time will be used elsewhere on the map also, so will still be available to hold out inside but in a different and more appropriate geographic location. Here’s another glow-up spot, meanwhile, that went through recently. OTHER STUFF Nick from TEA is working on edge-case moments of unfairness and mis-targeting that occur during hectic moments in combat and can result in frustrations. It is our hope that (alongside 42’s general improvement and polish to player movement via bugs fixed in the animation system) we can have some pain points removed before we hit Unstable. Among many and varied other things both big and small, the MP team have been working on smoothening the movement and direction of zeds that are chasing your fellow survivors. While perhaps not something you generally notice in the heat of the moment, as the following video shows it should bring a less-jaggedy feel to general MP zombie pathing. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  14. nasKo

    Glowing Onez

    How do, all. CRAFTING CONSOLIDATION At this point the main element of the Build 42 update that’s been holding stuff back has been the substantial crafting overhaul that’s been underway. When we set out with B42 our main ambition has been to fill out the crafting potential of the game to vastly expand the end game by providing players the ability to build a community and replace a lot of the items that currently require looting to obtain to give players the ability to run servers and game worlds indefinitely without needing to respawn loot. We’ve made good progress towards this end but the more time has gone on we’ve realized that aiming to achieve these goals are holding back Build 42’s entrance to an Unstable beta release. While it’s definitely achievable, and will be realized in time, stubbornly holding things back until we get there it only going to delay people getting a hold on all the other cool stuff in the Build that they’ve been waiting for. As such we’ve decided it would be a better approach to polish up what we have, and continue the process of bug fixing and polishing the build to the point it would be able to go into the Unstable branch. Then for us to fill out the gaps in the crafting overhaul during Unstable, or perhaps with some smaller releases while Build 43 is under full development. Though we haven’t worked out exactly what will be in the first iteration, there’ll still be a lot of new crafting for people to sink their teeth into, from stuff like the blacksmithing, pottery, woodworking, food preservation, extra fluid and workstation mechanics, new crafting system and much more. Certain crafting tech trees we’d hoped to be in the initial 42 Unstable release will be pushed back though, to avoid any more unnecessary delays. People would much rather see the build out and get to play with all it has to offer, rather than be upset about the things never made it into the first Unstable release as originally planned. In the meantime, while there’s a ton to play with, initially the crafting overhaul may not quite live up to the potential we set out for until we fill it out later down the line. We’ve only made the decision this week, while active development of the other major features has been rolling on. As such the build is still very unstable, unbalanced and buggy: it’ll definitely take some time to focus on fixing and polishing it up to a releasable state, and to fill in any gaps we feel we need to make the build feel whole. As such the Unstable build is not imminent, but with this readjustment of our plans the pile of stuff that needs to be done before release has gotten a lot shorter. How quickly we’ll get the build shipshape remains to be seen, it will take some time to settle, but we’ll likely have a much better picture by the next time the blog rolls around. MULD GLOW-UP As you already know the map is getting a significant lick of paint – with new towns, bigger buildings in cities and underground locations. With all the improvement, and the new tiles going toward this improvement, then our existing towns were starting to look a little threadbare. Until now, of course. As you can see, Ayrton has been heading back into our familiar locations and giving them all a fresh lick of paint. The difference is quite marked, and we’re hopeful that you’ll all enjoy what we’ve done with the place once 42 goes Unstable. LIGHTING GLOW-UP 42’s lighting system is a big improvement from 41’s, with enclosed rooms without light sources actually appearing dark and general light propagation being a lot more realistic. Something we have recently improved on, in this area, however are the individual lights within each room: on lamps, signs, crafting stations, electrical appliances and such. Here what we’re doing is adding a sprite as an overlay on top of light sources to give them a ”on” status. After tinkering with 42’s new light parameters we have been able to produce more consistent colour temperatures across our various different light sources types whether coloured, shaded, halogen or otherwise – all while still providing for more radical scenarios like coloured light bulbs. To demonstrate, here are some example of interior lighting which show how objects that light up (lamps, neon signs, etc) can affect a scene, and how we have blended it with a standard room’s spread of light. PAPERS PLEASE Work continues with unconid and werlias in providing assets built with PZ models and 3D items to help us expand on our lore and your immersion into the Knox Event. The focus is currently on newspapers, but will expand out into flyers once the numbers of back-dated editions you’d reasonably expect to be found on a particular date in 1993 have been fleshed out. So here’s one of our recent examples. Swiftly followed by the sort of place you’d most likely find one of the most recent (and final) daily editions… As another part of us bedding down in the lore, meanwhile, we are also making sure that characters in broadcasts, flyers and newspapers who have an evident place of work (or place of demise) have their zombified forms spawn at the relevant location on the map. This is something of a side project for a few of our coders, but will hopefully pay dividends for when players are exploring new locations and getting to know the locals. While in this area we are also improving the way in which the world generates loot and zed encounters that mesh better with the overall timeline. Bandit zeds and survivalist zeds, and their safehouses, when first encountered will give a far better indication of the current world state and the number of days since society breakdown. MP TEAM UPDATE Over in the MP department, the team have been concocting a few things to make the lives of players and server operators a little easier. To whit: The ability for servers to have customisable login and server connection screens, with an image of the server’s own choosing and an additional smaller server icon. Improved anti-cheat settings. These could formerly prove problematic but now they have been improved/tightened, and through Server Options you can turn each one on and off individually, and also configure actions when cheats are detected – whether its banning, kicking, logging or ignoring. Added an interface for viewing the capabilities of different roles like Admin, Moderator, and User. This interface also allows you to add custom roles, and from that customize the user capabilities for these new roles. A new ‘War Manager’ feature intended to help server admins govern conflict between rival groups on the map. Everything about this is customisable, especially timers and countdowns, but essentially during a waged (and accepted) war then safehouse protection is turned off for all parties involved. This comes after a war has been declared and has been accepted, with refused declarations steadily taking away (admin-defined) points that will ultimately leave you unprotected if you stave off war declarations for too long. This is all clearly on top of many, many other smaller and wide-ranging improvements. FUN LOOTIN’ Finally, small details we know, but the Art Department have also been pumping out more items to give a little more personality to the zeds you slay – and to the homes they once lived in. This month’s target has been novelty key-rings and interesting bags/containers. All relatively simple for us to mix into your looting, but hopefully with some payoff as you find interesting items in each home you pillage, and each pocket you rifle through. This month’s non-buried corpses in the cemetery from Fritz. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  15. I couldn't use 2FA until Saturday. Steam was posted by someone else. Website is posted by the author. Yes, dude. Have you taken a look around since 2016.
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