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  1. If it's not in the changelog, it didn't make the cut GOG is uploading as we speak.
  2. What branch does Steam say you're on?
  3. Hotfix Released: - Fixed small clock - Fixed DrinkingFromBottle sound continuing forever after the action completes. - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  4. Added Noiseworks Sound Revamp - Stage #1 Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. Added VHS, CDs etc. - Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'. - Media line effects will apply only once per player upon first time listening. - Home VHS's spawn uniquely. - Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance. - Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes. - Added new translation file 'recorded_media_EN.txt' - This translation set keeps a translation of the english versions which can be retrieved seperatly. (needed for LCD which only supports basic ASCII chars) - Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding. - Added new Media UI section to device control panel. - Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu. - Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's. - Added ability to play media, RadioRed = CD, Black/Wide television = Tapes - Changed display of overhead notifications for skills etc - Softer pastel colors and outlining, red for negative green for positive effect - Replaced skill/stat effect numbers by arrow up or down - Small overhead text for skills and stats are no longer being displayed if there is no effect on their value. - Removed overhead text code from ISRadioInteractions - Added static class HaloTextHelper.java for more universal use of the overhead text. - Added a few functions to add text, options for color and usage of the indicator arrows. - If a text is already being displayed the next text is briefly queued. - If multiple text are being added on same tick or while queueing they are combined and seperated with a grey ','. - If a text is added which is already being displayed, it's discarded. - Added world lights for flashing vehicle lights. - Added animated flies texture displayed where corpse-flies are buzzing. - Added new mugs - Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on. - Added highlighting to dragged items that can't be moved to the destination container. - Added a loot-window container icon for mannequins as well as the container title "Mannequin". - Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved. - Added a history of the last three catches to the Fishing menu. They will not fade out anymore. - Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full. - Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. - Draw a faint border around the player's health bar so the amount of lost health is easier to see. - When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back. - Upgrading walls (multi-stage building) takes items from the ground similar to carpentry. This includes opening boxes of nails automatically. For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground. - Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars. The properties were only on one of the several south-east wall pillars. This put "tree" physics on the center of the square. These pillars should be removed when one of the two adjacent walls is removed. - Added 3D models for items placed in the world. Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square. - Items automatically go on a table/counter if the mouse is over one of them. - Press R to rotate clockwise, shift+R to rotate anti-clockwise. - If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet. - Fixed rotation speed at different framerates. - Added snapping to the nearest 5 degrees. - Place items one at a time at the current rotation. - Shift-click to place all items. With a controller, the X button toggles between placing one or placing all. - Improved lighting of 3d items in-world, to closer match the tiles lighting. - Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated. - Improved lighting on all 3d objects, characters, vehicles, items etc. - Added "itemHeight" so players can place things on a microwave that is on a table for example. - If you have a counter with a shelve on top of it, you can press tab to change the height of the item. - Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default. - 3D items can be disabled in the options. - Table stories. Random chance to have some stuff on a basic home's table to tell a story. - Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time. - Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to. Last Stand Compatibility changes: - Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40. - Player files have VERSION=1 at the top for compatibility with future versions of the game. - Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work. - The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected. - Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P. - Changed the vehicle radial-menu icons for adding and removing gas (they were the same before). - Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read. - Added blood and dirt stats to the Wash context-menu item tooltips. - Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack. - Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes. For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means. For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine. - Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese BALANCE - Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off. - Allow plumbing a sink to an empty rain barrel. - Allow metal drums to be picked up with the furniture-moving tool. - Allow pouring water into metal drums. - Boosted loot spawns in stash. - Display what perk just levelup up on top of the char (like exp gain from TV). - Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor) - Car wrecks appear less often, but can now be dismantled. - Increased odds of curtains being already closed in houses. - Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. Thanks to PseudonymousEd for pointing this out. - Shooting out of cars now has a more limited angle than the former 360°. - Player will now be unable to control the car while reloading. - Reload time increased while driving. - Control of the car is also lost when shooting rifles, but not with pistols. Distribution changes: - Updated distributions. - Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter). - Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink). - Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container. Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk) Changes to knives: - If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally. - Slightly reduced movement speed while attacking with knives, similar to other weapons. - Reduced Hunting knife damage a tad. - Balanced some clothings Speed Reduction and Protection to be more consistent. - Small chance of having some house windows being left open. - Curtains can now spawn closed. MOD SUPPORT - Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc) Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table. - Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods. - Added a system for respawning zombies on island maps (e.g., Kingsmouth). Normally when respawning zombies, a random location on the edge of the map is chosen as a start location. The game then attempts to find a path from that start location to the chunk that zombies are respawning in. This doesn't work for maps that have water on all edges, since paths cannot be found through water. Map creators may now specify valid start locations by adding objects to the map's objects.lua file. The objects.lua file is normally created by WorldEd. These objects are rectangular areas along edges of the island indicating respawn start locations. These objects should be right on the edge of the land next to the water (but not in the water). Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory. This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example. - Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui. FIXES - Fixed being able to fish from swimming pools. - Fixed the "randomAngle" field of a VehicleZoneDistribution always being false. - Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world. - Fixed long braided hairstyles not pointing to correct hairstyle. - Fixed belt not working as 3D item. - Fixed buildings having more than one table story. - Fixed issues adding water to and taking water from rain-collecting items on the ground. - Fixed aiming cursor being less visible on light backgrounds. - Fixed changed shader files not automatically being reloaded. - Fixed an infinite loop occurring when require()'ing a Lua file recursively. - Fixed "invalid direction" exception when a fence is broken by zombies. - Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash. - Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up. - Tutorial: Fixed the player getting stuck using the Open Curtain context menu option. - Fixed RVSCarCrash. - Fixed some container types. - Fixed issues with automatically opening boxes of nails when doing carpentry. - Fixed tainted-water status of metal drums with water in them. - Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks. - Fixed the game hitching every second while in a vehicle until zombies are near again. - Fixed no sound playing when hitting objects with bare hands. - Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing. - Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat. - Fixed the player's animation locking up when charging with a spear after a zombie is hit. This happened when the "Manual Floor Attack" key was the same as the "Sprint" key. - Fixed impact and death sound not playing when spear-charging a zombie. - Fixed "Place Car Battery Charger" displaying for every item clicked on - Fixed the "Plant Information" window not handling different font sizes. - Fixed bomb explosion sounds not playing. - Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option. - Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles. - Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles. - Fixed overlapping disease text in the Plant Information window. - Fixed farming with a controller. - Fixed some of the excessive head movement when swinging a spear. - Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183. - Fixed rendering the isocursor and aim-outline in splitscreen. - Fixed the position of the vehicle dashboard in splitscreen with more than two players. - Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. - Fixed Welding Masks getting soaked in the rain. - Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies. - Fixed being unable to remove Thin Skinned using the Player Stats debug ui. - Fixed Lua error after removing a trait in the Player Stats debug ui. - Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui. - Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio. - Fixed infinite carry capacity after making rotten-strawberry salad. - Fixed the layout of the microwave and oven UIs with different-sized fonts. - Fixed Lua error wobbling the non-existent heart icon of splitscreen players. - Fixed endurance being reduced while holding down the Run key when not moving. - Fixed misplaced halves of Large Modern Oven in one orientation. - Fixed not being able to barricade carpentry Wooden Door. - Fixed the layout of ISAlarmClockDialog with larger fonts. - Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used. - Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName(). - Fixed animation and sound issues when attacking zombies that are eating corpses - Fixed VehicleAmbiance using the wrong event name. - Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking. - Fixed Radio items without a WorldSprite being assigned an invalid module.type. - Fixed duplication bug when crafting from containers. - Fixed not being able to make coffee and tea with the Spiffo mug. - Fixed hot beverage not being hot right after it is crafted. - Fixed hot and cold drinks not giving a happiness bonus. - Fixed not being able to tie a rope to player-made windows (gracias dito!) - Fixed ranger car siren light colour. - Fixed annotated map loot not always spawning when it should. - Fixed crash when trying to go forwards & backwards at the same time in a car. - Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed. - Fixed trying to play multiple instances of WorldAmbiance since only one is allowed. TECHNICAL - Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue. - New class: PerformanceProfileProbeList Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers. - Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems - Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager. ________________________________________ Additional Hotfix: - Fixed small clock - Fixed DrinkingFromBottle sound continuing forever after the action completes. - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  5. nasKo

    Discord ban appeal

    There was no way you weren't deliberately trolling. You're not getting unbanned at this time.
  6. nasKo

    Ban Appeal

    Thanks for reaching out! You're unbanned.
  7. nasKo


    Hey all, it’s an MP Strike Force update blog this week – so here’s the latest from the test server. We now have three coders from General Arcade working on Build 41’s multiplayer – alongside two dedicated QA operatives. Work primarily takes place in GA territory with regular code top-ups from the in-dev 41 codebase, though there’s clearly a lot of communication between our relevant QA and organisational peeps. First off then, here’s a quick update from someone who has been playing it more than most – multiplayer QA chap Oleg. Welcome to the blog, Oleg! “Multiplayer is quite solid at the moment. There are no critical errors that would lead to a crash, data loss or anything like that. I’ll be honest, right now it’s far more interesting for me to play in MP than on my own!” “At this exact moment we’ve got some smaller problems with zombie corpses, synchronization of various animations and many and varied other issues popping up from areas throughout the MP game – so there is certainly still something to work on.” “The difference between the game that myself and Mikhail started playing two months ago when we started QA and now is pretty big. In terms of the smoothness and synchronization of the movement of the characters, most of the animations, how pvp feels – all this stuff has changed for the better.” “Big thanks to Yuri, Andrei and Aleksandr – and of course to TIS’s Sasha who has been a great go-between answering questions and raising issues between the teams!” So that’s the baseline stuff but, as Jennifer Aniston once said in a commercial that half of the people reading this blog are too young to remember, “here comes the science”. Over to Yuri. “Our focus this month has been in improving the synchronization of zombies between different players, and also in PvP.” “Our QA team has been spotlighting bugs, and right now the majority of them aren’t zombie or player character related – but are in other areas of the game that need polish like throwable weapons/items, vehicles etc.” “As such the focus of our next month of work will likely be in turning to these issues and fixing them up to raise the overall playability.” So, right now, everything seems to be ticking over and on-track. We should have a clearer overall picture when we put out the next MP blog. Some of the individual items fixed recently: Zombies didn’t have the ‘alerted’ animation in MP when they heard a sound, leading to various issues and it not looking as good. Character sync accuracy was increased. The remote character makes less extra movements when turn around. Standing characters are now on the same square on all clients due to setJustMoved and isJustMoved functions being added. Further improvements to positioning through prediction points when players turn around, a new PZMath.roundFromEdges function and the threshold for starting and ending remote character movement being reduced. The algorithm for calculating the forecast of the player’s position has also been changed. Many and varied new debug tools Fixed gunshots happening twice at the end of zed bites. Many PvP upgrades and improvements starting with the calculation of damage in PVP – meaning that the game uses BodyDamage instead of Health for player hits now. Addition of sync for falling players in PVP. Fixed clothing on zombies sometimes disappearing after being killed. Fixed issues with bomb devices not causing damage to zombies. Calculation of damage from bombs had to be moved from server to client. Fixed an issue in which some zombies were not visible to the other player. Refactored a loooot of complicated things that the blog writer could not hope to understand. Zombies could get up if the remote player hit the zombie first. Remote clients would see the zombie on the ground in different poses after each hit. Desynchronization when one player enters the an area where certain events caused by another player had already happened – for example if a zombie was on the ground, and a new player appeared the zed wouldn’t be lying down. 41.54 We are currently finalising 41.54 for a release to the IWBUMS public beta. The biggest items of note in this are the full Noiseworks sound revamp, the new VHS system and the placeable 3D models. You can read the full current changelist here. Foraging needs some more time in the oven at the moment so that is being put back to a later build we’re afraid, while we are currently at 90% of our available 3D items sized, imported, tested and signed off – with the full range of food items most recently mixed in. We’d like the full list of these in-game, and some important bug fixes, to go in before we release. So we’ll see where we have gotten to next week. Fingers crossed it’ll be good to go. In the meantime here’s a quick vid of a wintry scene to whet your whistle. Likewise we gave a key to the Noiseworks build to our good friend (and total PZ noob) Dean Cutty in the run up to 41.54’s release, and this is what emerged. RJ would also like it mentioned that this week he’s also put in a nerf to the current 360 degree shooting from cars, will only allow shooting with one-handed guns when the car is in motion and other such weapons/driving polish. NEXT BUILD Also underway currently is the second phase of our work alongside Noiseworks, the amazing sound team redesigning our soundscape. This work will effectively straddle 41.54, which contains many of the new sounds mentioned below, and 41.55. Over to NW’s Michael Klier for some details on this. “The next phase of the Zomboid sound overhaul will add new content to many other areas of the game – with our emphasis on the stuff heard most often by players while they play. There’s additional foley for player actions like climbing fences, tripping over obstacles, carrying heavy bags, cooking, smoking, UI sounds for map interactions… the list goes on.” “We will also be adding new zombie voice sets, and the zombie voices in the context of hordes will be improved upon.” “On top of this we will be adding even more content for melee weapons when it comes to weapon-specific hits/impacts to further build upon the general/generic melee set that was covered in the phase 1. The same will go for the firearms, which will have more specific weapon sounds for each available firearm as well as additional foley for things like shell drops. We are also currently redesigning some of the current firearms, like the shotgun, from internal tester feedback.” “Something we want to include and redesign, but which will involve a fair degree more work with the TIS coders, is how sounds are affected by obstacles in the world. We want this to have more realistic behaviour, so sounds get occluded more or less based on the properties of the occluding obstacles.” “Inside buildings for example, sounds should be occluded differently depending on there is a concrete wall between a zombie or the player or if there’s a wooden wall. In 41.54 the occlusion is a catch-all – if there’s something in between the player the sound is occluded.” “And last not least the ambiance and music systems will further be improved upon.” TILL NEXT TIME Pat_Bren’s mod blog will return next week spotlighting on the remarkable Daegu map and our amazing Korean community, while in two weeks’ time the dev blog should be covering some of the 41.55 content we’re currently working on including a pretty cool cartographic feature. Till then! A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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!
  8. Can you tell where this is so we can try to reproduce it? Don't know a place like that off the top of my head, there are a couple isolated houses. Edit: Got it. I can destroy it with a sledge by putting the cursor over the toilet, then pressing R until the glass wall is selected.
  9. Every single release is full of fixes. MP being released does not mean no mp-unrelated fix is going to be made. 41 being released to stable will not mean no more fixes, either. There'll still be fixes in every patch. The ones you care about are eventually going to be in a patchnote list, be it before 41 stable, after 41 stable, or with Build 42, or whenever. But no, MP being released into iwbums will not mean that we're only going to move to MP fixes.
  10. Hi. We had six months of no SP updates while we tried to push to get MP out the door before realizing it needed a lot more work before we were confident enough that it'd be fun and stable enough to be put out. Make no mistake, the first iteration will still have plenty enough bugs, naturally, but we've explained this in a blog here: https://projectzomboid.com/blog/news/2021/06/mp-status-update/
  11. nasKo

    MiZe en Scène

    Translator worked alright I guess The speakers would be decorative.
  12. nasKo

    MiZe en Scène

    Talented screenshotter! This update will not go live this week, no.
  13. nasKo

    MiZe en Scène

    Hey all, we’re content locked on the 41.54 update to the public IWBUMS beta – but it needs a few items of fixing and polish before it’s out of the door. Eris’ awesome new foraging system (as described below) needs some work in response to internal tester feedback, there’s various 3D items bugs, unwanted visual TV interference, and a strange item-wobble when you zoom in and out. Noiseworks bug fixes, level adjusting and various other sound issues are also ongoing. Seeing as we’re concentrating on getting this out there’s not a huge amount of big ‘new’ stuff to discuss this week, beyond foraging, but there’s still a few things to cover that’ll make your life easier should you want to decorate your safehouse like this. The ability to place and rotate 3D items from your inventory is a really fun new extra, while the items themselves are in future going to allow us to decorate scenes for starting characters etc to bring new levels of ‘mise-en-scène’ to PZ’s sometimes rather spartan gameplay areas. This new feature, meanwhile, has also brought about its own new brigand of hilarious bugs – which are, we’re afraid, some of the things RJ and Rockstar Mark are quashing right now. And, finally on this matter, clearly the introduction of 3D items brings us a new MVP… NU-FORAGING Regular readers will know that we recently hired PZ modder Eris to work on the team, and that for her first trick she would be improving on our current rather static and UI-based foraging system. We wanted a more active experience and wider set of loot and rewards, and what she has currently integrated into the game is looking hugely positive and just what we believe was required. Foraging is now an active mode that you switch on and off, and allows you to search areas to find items wherever you are on the PZ map. Your search is impacted by your skill level, weather conditions, your location and your movement speed – and loot changes depending on time of day and season. Markers appear on your map showing items of note on the ground, which you must then approach to pick up. Forest paths will conjure up wild plants and firewood, sidewalks in towns will provide litter and lost items, farms might have rogue crops still growing in the fields… Although it might not be a part of 41.54, one issue we have found with 3D items is that (clearly) small items like nails, berries etc are now far harder to see than when the game was using big, chunky inventory icons. It’s therefore our intention to experiment with this new Foraging system to also make it a ‘look for small items on the floor’ mode – meaning that placed small items within the world will also be flagged by Eris’ cool new pop-ups. Alternatively these small items could be given a white outline, which would be accessed from the same Foraging keypress. We’ll see what works best in testing. Here’s a quick vid showing it all in action. As we mentioned before, we’re really knuckling down on polish of existing features in 41.54 at the moment rather than discussing/showing things that’ll likely appear in 41.55 or beyond – so apologies if this week’s blog is shorter than the last one. 41.54 will also contain the full Noiseworks PZ soundscape revamp, and reams of new narrative content in the form of Pat_Bren and Turbo’s new CD and VHS system – so it should be one that brings a lot to the Knox Event experience. We’ll let you know how the polish process is going on it over the next week or so. This week’s spooky set-up from koekto1000 over on Steam. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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! Big thanks to everyone playing, streaming and generally surviving these past two weeks!
  14. That's a legitimate concern and a fair reason not to verify your account with a phone number. That choice renders you unable to participate on servers who chose to activate this security feature. The concern of a potential data leak is still valid, this choice is one that each individual has to make themselves, weighing a direct consequence versus a potential risk of privacy, as with any free service. We picked this security option for valid reasons, too. Neither of us are wrong for the choices we've made. Or we just use a feature that makes it easier on them as well as our users. They're volunteers not slaves. That's the concession I mentioned. We're aware of it and consider it unfortunate, but more importantly it narrows the range of spammers, scammers, and trolls who could chat on our server. The benefit of this option unfortunately outweighs the negative for us.
  15. Since you've been on the server before, you have been given a role and can access the server again. We require phone verification in order to participate on the Discord server. If someone has been on the server before, they can be given a role in order to circumvent this restriction. If they have not been on the server before, getting the account verified with a phone number is going to be required. This allows us an additional level of protection against spam and scam links.
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