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nasKo

The Indie Stone
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  1. Like
    nasKo got a reaction from EreWeGo in RELEASED Build 32   
    Good question. The intent of NPCs was to be able to survive the "8 months later"-Scenario for a good duration of time so I don't expect this to be a big bump in the road, really.
    You have to keep in mind they are not always actually moving around like a player but - if outside of a player's streaming area - are simulated on a more abstract layer as part of the meta game. This also helps to keep a particular character alive for however the game deems him useful. Maybe someone you backstabbed. Or someone who backstabbed you, but you decided to spare him. Many more reasons.
     
    Regarding cars, it's been mentioned that they are already actually functional. Currently, there's just a technical limitation with them being properly streamed, most notably in MP.
    This is currently being worked on, possibly with the help of a third party in conjunction with proper Steam support.
     
    As for it being a bad idea to drive through a big horde, that's an obvious error players will learn to avoid
  2. Like
    nasKo got a reaction from CaptKaspar in RELEASED Build 32   
    Good question. The intent of NPCs was to be able to survive the "8 months later"-Scenario for a good duration of time so I don't expect this to be a big bump in the road, really.
    You have to keep in mind they are not always actually moving around like a player but - if outside of a player's streaming area - are simulated on a more abstract layer as part of the meta game. This also helps to keep a particular character alive for however the game deems him useful. Maybe someone you backstabbed. Or someone who backstabbed you, but you decided to spare him. Many more reasons.
     
    Regarding cars, it's been mentioned that they are already actually functional. Currently, there's just a technical limitation with them being properly streamed, most notably in MP.
    This is currently being worked on, possibly with the help of a third party in conjunction with proper Steam support.
     
    As for it being a bad idea to drive through a big horde, that's an obvious error players will learn to avoid
  3. Like
    nasKo reacted to Blasted_Taco in RELEASED Build 32   
    Lets see what i can find shall we.
    From 2011 in the blog
     
    Here they explain that surviving a month should be  milestone to be proud off, that there are going to be 2 cities that "fall" and that will make a new horde of zombies come into the quarantine zone (dunno if this is going into full effect anytime soon and what cities are going to fall.)
     
    Then we have Operation Fix Late Game By Killing You Before You Get There by the one and only Lemmy in October 2014.
     
    Here is something that caught my eye here:
    Lemmy:
    But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
     
    Then we have RobertJohnson on the thread saying:
     
    So we have already beginner mode and the difficulty is up, i think they did warn us of how they are going to be brutal with us like when the pre-alpha demo was out, thing that everyone wanted (veteran players).
     
    Here are the links if you have doubts:
    http://web.archive.org/web/20110926032258/http://projectzomboid.com/blog/index.php/2011/04/project-zomboid-game-length-and-world-timeline/
     
    http://theindiestone.com/forums/index.php/topic/10884-operation-fix-late-game-by-killing-you-before-you-get-there/
  4. Like
    nasKo got a reaction from EreWeGo in RELEASED Build 32   
    Woah, slow down a bit, that's quite out of proportion
     
    First, RJ posted that he'd like to wait for more feedback than just three people saying the numbers are making it a bit too hard. It's valid feedback but something we have to see in a bigger picture. We can't adjust them instantly because three people said so, especially after three days of the build being out and 2 days of the fix being applied. Not once has he said someone is stupid, so I assume you've misinterpreted his post.
     
    EnigmaGrey didn't say nor demonstrate that someone's opinion is invalid if it is the opposite of his thoughts, either. He merely underlined that it is not yet a valid claim if it has been reported by a small ammount of people, though in his typically grumpy manner.
     
    We will just wait for more feedback and then adjust where need be. We need your feedback. It's not in our interest to comment on everyone's opinion and we won't. It's just that we always had people liking the numbers and people disliking the numbers of zombies. We'll find a middle ground, but for that we are waiting for more feedback on this.
     
    I'm sorry if this causes you to not be willing to provide us with further feedback but I hope you can see it's not as harsh as you make it out to be, here.
     

    To keep this thread free of any more unnecessary discussion about who and how, please start a PM thread with the concerned parties if it is in your interest. Off-topic posts will be removed from this thread from this point onward, so we don't have to weed through three pages of offtopic.

  5. Like
    nasKo got a reaction from syfy in RELEASED Build 32   
    Woah, slow down a bit, that's quite out of proportion
     
    First, RJ posted that he'd like to wait for more feedback than just three people saying the numbers are making it a bit too hard. It's valid feedback but something we have to see in a bigger picture. We can't adjust them instantly because three people said so, especially after three days of the build being out and 2 days of the fix being applied. Not once has he said someone is stupid, so I assume you've misinterpreted his post.
     
    EnigmaGrey didn't say nor demonstrate that someone's opinion is invalid if it is the opposite of his thoughts, either. He merely underlined that it is not yet a valid claim if it has been reported by a small ammount of people, though in his typically grumpy manner.
     
    We will just wait for more feedback and then adjust where need be. We need your feedback. It's not in our interest to comment on everyone's opinion and we won't. It's just that we always had people liking the numbers and people disliking the numbers of zombies. We'll find a middle ground, but for that we are waiting for more feedback on this.
     
    I'm sorry if this causes you to not be willing to provide us with further feedback but I hope you can see it's not as harsh as you make it out to be, here.
     

    To keep this thread free of any more unnecessary discussion about who and how, please start a PM thread with the concerned parties if it is in your interest. Off-topic posts will be removed from this thread from this point onward, so we don't have to weed through three pages of offtopic.

  6. Like
    nasKo got a reaction from LeoIvanov in RELEASED Build 32   
    Woah, slow down a bit, that's quite out of proportion
     
    First, RJ posted that he'd like to wait for more feedback than just three people saying the numbers are making it a bit too hard. It's valid feedback but something we have to see in a bigger picture. We can't adjust them instantly because three people said so, especially after three days of the build being out and 2 days of the fix being applied. Not once has he said someone is stupid, so I assume you've misinterpreted his post.
     
    EnigmaGrey didn't say nor demonstrate that someone's opinion is invalid if it is the opposite of his thoughts, either. He merely underlined that it is not yet a valid claim if it has been reported by a small ammount of people, though in his typically grumpy manner.
     
    We will just wait for more feedback and then adjust where need be. We need your feedback. It's not in our interest to comment on everyone's opinion and we won't. It's just that we always had people liking the numbers and people disliking the numbers of zombies. We'll find a middle ground, but for that we are waiting for more feedback on this.
     
    I'm sorry if this causes you to not be willing to provide us with further feedback but I hope you can see it's not as harsh as you make it out to be, here.
     

    To keep this thread free of any more unnecessary discussion about who and how, please start a PM thread with the concerned parties if it is in your interest. Off-topic posts will be removed from this thread from this point onward, so we don't have to weed through three pages of offtopic.

  7. Like
    nasKo got a reaction from Lilli in RELEASED Build 32   
    Good question. The intent of NPCs was to be able to survive the "8 months later"-Scenario for a good duration of time so I don't expect this to be a big bump in the road, really.
    You have to keep in mind they are not always actually moving around like a player but - if outside of a player's streaming area - are simulated on a more abstract layer as part of the meta game. This also helps to keep a particular character alive for however the game deems him useful. Maybe someone you backstabbed. Or someone who backstabbed you, but you decided to spare him. Many more reasons.
     
    Regarding cars, it's been mentioned that they are already actually functional. Currently, there's just a technical limitation with them being properly streamed, most notably in MP.
    This is currently being worked on, possibly with the help of a third party in conjunction with proper Steam support.
     
    As for it being a bad idea to drive through a big horde, that's an obvious error players will learn to avoid
  8. Like
    nasKo reacted to RobertJohnson in RELEASED Build 32   
    No one say anyone will be banned, we're talking, don't worry
     
    It's just that, it's only 3 days of IWBUMS, and I see some complain, but hey, it's intended to be hard, it's not impossible tho, you have a learning curve, Twiggy can do it, I can do it, I'm sure plenty of others people find it challenging, not impossible.
     
    Really, the beginner mode is here to help, it's not a shame to use it, or even go in sandbox and lower the numbers of zombies!
     
    Again, it's only the 3rd day, we may balance this, but we won't lower it because I have 3 people telling me it's hard
  9. Like
    nasKo got a reaction from Mrxbath in More a Joke?   
    Considering you are the OP, I'd say you wouldn't have to guess
  10. Like
    nasKo got a reaction from Jonientz in Fill empty bottles with gasoline   
    Dito, I think we should be able to fill anything that can hold water with gasoline.
     
    If I can drink water out of a jar of mayonnaise, I can fill it up with gasoline
  11. Like
    nasKo got a reaction from Sieben in Mondoid Reposts   
    Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!
    Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.
    New Zombie Respawn and Management system
    Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.
    “This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”

    “The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.
    “Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”
    “Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”
    You Have One Day Challenge
    A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.
    The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.

     
    The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…
    Death by Mall
    The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
     

    Other Stuff
    There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.
    We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!
    Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
     

    Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
  12. Like
    nasKo got a reaction from Sieben in Mondoid Reposts   
    Short, sharp Mondoid this week because, yes, Build 32 is now in public IWBUMS testing. If you’re not aware of this process then check out this thread, agree to the consequences and start downloading. Report the bugs you find on the bugtracker here, and gameplay feedback and balance below this lovely changelist post.  We’d especially like to hear your thoughts on tweaking the new challenges towards maximum fun.
    Included in Build 32 are the new tutorial, two new challenges, EP’s new zombie management system and RJ’s new professions, generators and trap/bomb crafting. In fact, we gave the keys of the build to youtuber ManBearPig and he recorded the following rundown.
     

    Finally, MP players who are looking for more ways to deal with griefing might also be interested in reading about RJ’s new (optional) "claim safehouse" server option that’s also a part of Build 32.
    Enjoy!
  13. Like
    nasKo got a reaction from ManBearPig87 in Mondoid Reposts   
    Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!
    Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.
    New Zombie Respawn and Management system
    Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.
    “This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”

    “The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.
    “Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”
    “Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”
    You Have One Day Challenge
    A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.
    The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.

     
    The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…
    Death by Mall
    The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
     

    Other Stuff
    There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.
    We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!
    Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
     

    Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
  14. Like
    nasKo got a reaction from Dragonbahn in Need help regarding AI Manipulation   
    Doesn't matter. Mods are there for a reason
    The "commonly suggested NOs" are just for stuff that's supposed to go into the vanilla game.
  15. Like
    nasKo got a reaction from Some Clever Username in Baseball bats are way too common   
    People in Muldraugh are just hardcore fans of the Louisville Cardinals.
    Baseballbat abundance explained. Case closed.
  16. Like
    nasKo got a reaction from Some Clever Username in More a Joke?   
    We have quite some easter eggs in there.
    They are subtle and some are even only for the dev's amusement or a nod to the community or community members.
    Personally, I'd feel silly things like a dancing zombie kind of misplaced in the game but I'm curious what others think.
  17. Like
    nasKo got a reaction from Kirrus in Baseball bats are way too common   
    People in Muldraugh are just hardcore fans of the Louisville Cardinals.
    Baseballbat abundance explained. Case closed.
  18. Like
    nasKo got a reaction from _Gold_ in Mondoid Reposts   
    Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!
    Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.
    New Zombie Respawn and Management system
    Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.
    “This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”

    “The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.
    “Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”
    “Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”
    You Have One Day Challenge
    A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.
    The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.

     
    The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…
    Death by Mall
    The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
     

    Other Stuff
    There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.
    We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!
    Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
     

    Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
  19. Like
    nasKo got a reaction from Leoquent in The Silver Lining of NPC Delays Etc   
  20. Like
    nasKo got a reaction from RichCoconut in Ammo penetration   
    I am not so much interested in zombie penetration (giggle) but instead making certain ammo able to penetrate wooden doors/barricades.
  21. Like
    nasKo got a reaction from LeoIvanov in The Silver Lining of NPC Delays Etc   
  22. Like
    nasKo got a reaction from _Gold_ in The Silver Lining of NPC Delays Etc   
  23. Like
    nasKo got a reaction from Footmuffin in The Silver Lining of NPC Delays Etc   
  24. Like
    nasKo got a reaction from Johnny in Mondoid Reposts   
    Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!
    Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.
    New Zombie Respawn and Management system
    Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.
    “This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”

    “The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.
    “Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”
    “Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”
    You Have One Day Challenge
    A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.
    The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.

     
    The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…
    Death by Mall
    The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
     

    Other Stuff
    There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.
    We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!
    Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
     

    Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
  25. Like
    nasKo got a reaction from MrDeliberto in The Silver Lining of NPC Delays Etc   
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