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the_game_hunt

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  1. Like
    the_game_hunt reacted to ditoseadio in RELEASED: Build 36.4   
    Ehm...
     
    https://theindiestone.com/forums/index.php?app=tcbugtracker&module=tracker&controller=issues&id=601
  2. Like
    the_game_hunt reacted to EnigmaGrey in RELEASED: Build 36.4   
    Then visit one of the many side areas along the way. Plan your trips. Take a tent with you.
     
    Survive.
     
    Just going to point out that just because this one time we were able to find a solution (VCRedist 2013) that's no excuse for not keeping your system up to date. if there's problems preventing you from updating it, then that falls to you to solve it.  The game "not being GTA 5" is no reason to ignore it's requirements or think they're un-necessary.
     
    We got lucky that it was possible to downgrade.
  3. Like
    the_game_hunt reacted to cheeley in RELEASED: Build 36.4   
    I'm not demanding vehicles right this minute.
     
    I have limited gaming time. I like Zomboid SP because I can play it in 20 - 30 minute chunks when I get a chance. Spending one of my 20 minute chunks running in a straight line is not my idea of fun.
     
     
  4. Like
    the_game_hunt reacted to cheeley in RELEASED: Build 36.4   
    This.
     
    Give us bicycles, skateboards, rollerskates - SOMETHING so we can cover long distances! Without the walk to /fast forward method, the western farm by the pony-roam-o is basically off limits for me now, it just takes too damn long in real life to get there.
  5. Like
    the_game_hunt reacted to Geras in RELEASED: Build 36.4   
    RIP time-saving walking in singleplayer.
  6. Like
    the_game_hunt reacted to Sick Boy in RELEASED: Build 36.4   
    So if I right-click and "Walk to" an area and fast forward I'll stop? 
     
    ugh. Terrible.
    So, will lighters have their "charges" increased? Will smoking a cigarette use less than it takes to start a fire? Because a full standard lighter will light literally hundreds and hundreds of cigarettes. (Hell, as it stand even when lighting fires in-game, lighters run out way too quickly. Again, a standard cigarette lighter will light hundreds of fires.) A regular "BiC" lighter will light up to 3,000 times. 

    A standard full book of matches will light 20 cigarettes. 
     
    That is to say, if using the lighter for this purpose will use any charges at all. 
  7. Like
    the_game_hunt reacted to RobertJohnson in RELEASED: Build 34.10 - Food Tracker Build   
    FOOD TRACKER BUILD
    Hello! As many of you know we're working on making PZ's food system and its impact on Survival more realistic. To do this we need your help!
    It's gonna be hard to balance, hence why we really need your help here, but please stay on the subject, you can sure comment if you think that the system is way too hard with having a good nutrition, but please explain why!
    This is not finished, some bonus/malus about the nutrition aren't in yet (everything about weight/fitness is in though, you can notice new weight-related traits)
    All the packaged food will have nutrition informations displayed, this may change to only display calories (a nutritionnist will know everything!) but try to not stick to that while eating, just act you're playing a normal game..
    Also some new foods are in, but not everything, I have more ideas about that don't worry
     
    HOW? HOW CAN WE HELP?
    We need to see your in-game eating habits in the curreng game, and once we've hoovered enough stats up we will be sure that when we integrate the new system it benefits the survival experience (especially in the late game) rather than become a pain in the arse.
     
    WHERE IS THE BUILD?
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and input the following password: spiffoburgers
    You may need to restart Steam to see the beta branch in the list.
     
    WHAT DO I DO NOW?
    Play the game entirely as you usually would in normal Survival. After few days/weks (months even!) of play press the J key (character screen) and either screenshot or note down the new figures there: calories, weight, carb, proteins, lipids. These are the gamified real world stats that the new system will run off but will be invisible to most players.
    Then: post in this thread!
    Tell us game settings, a general run-down on what you were eating (more fruits/vegetables, anything you found, etc...) and either post your character screen or tap in your food stats.
     
    ANYTHING ELSE?
    We will also need stats from the late-game, so if you could use a backed up save of a game that's 3+ months in then please do the same. Then post the info up here, being sure to tell us how long you've survived for when the stats were harvested!
     
    ANYTHING ELSE ELSE?
    Only that we'd ask all discussions about the new food system to be in separate threads on the forum. This thread is purely for statistical feedback direct from your own PZ games. Thanks everyone!
    - Last note: This is a version directly from my pc, you may find some weird stuff sometimes (really not a big deal tho!), don't worry all will be ok for real release, stay only on nutrition, thanks
    - Also also: this test is stricly for single player for now, dedicaced server will not be updated.
    - I LOVE EDITING: I may in a future version add a debug files who tracks lot of thing (average calories, average weight gain/loss, how many time you run per day, what food you ate....)
     
    Update1:
     
     
     
     
     
    Update 2:
     
     
     
    Update 3:
     
     
     
     
     
    Please keep the thread free from discussions of anything unrelated to the nutrition system. Unrelated posts will be cleared from the topic.

    Thanksies!
     
    Love,
     
    Team
  8. Like
    the_game_hunt reacted to Moose65 in RELEASED: Build 30.12   
    My only suggestion with the current exertion system is to tier it similar to the Tired system. Right now, you basically go straight to "moderate" exertion, it would also help some confusion when resting.
     
    For example, I think some of the people who are complaining probably only rest long enough for the moderate exertion moodle to drop. I know for a fact that there is still some "hidden" exertion, because if you rest only long enough for the moodle to drop (as in not the full duration for resting) you will again become moderately exerted after a few kills.
     
    With a proper tier system players could gauge a lot better when resting, and you could even put stricter penalties at the highest tier, like the inability to sprint at all, or to do basically no damage.
     
    Edit: Also, for those complaining about exertion and killing zombies, you still can kill them, you simply have to be extra careful when handling 5 or so when fully exerted. While not recommended, if you can gauge the speed that they run at, you simply back peddle with charged attacks (using a baseball bat in this example). You DON'T try to kill any that fall down, as that will get you swarmed and become almost impossible to break free, but you simply hit and back up, waiting for that 1 shot kill. Even if you do get swarmed, you have a chance to shove them away and attempt to sprint away, as I have yet to find a zombie that is faster than me even when fully exerted.
     
    It can take awhile, but you should be clearing out zombies in your surroundings anyways so you can kite them. I really like the new exertion because its caused me to almost get killed from being slightly careless, to as where before I would have to run into the middle of 20 zombies to die. Now, running into a group of 5 can proof extremely difficult to break away from.
     
    To be fair though, this does make Strong and even more required trait under these conditions.
  9. Like
    the_game_hunt reacted to Rathlord in RELEASED: Build 30.12   
    This is exactly what they're moving away from, though. What you're suggesting- the old exertion-  made no sense at all. No one gets tired after swinging a baseball bat 4 times or running for 14 seconds. No one gets exhausted from jogging for 20 seconds or swinging an axe once. That isn't a thing; it makes no sense.
     
    Being sleepy and being worn out from manual labor are two very different things. Maybe your lifestyle is different from mine, but if you've ever done physical labor in your life you'd understand that sleepy and worn out are completely different things.
  10. Like
    the_game_hunt reacted to lemmy101 in RELEASED: Build 30.12   
    I'll go as far to say that the muddy water and ambiguity here may not entirely be unintentional on our part
  11. Like
    the_game_hunt reacted to RobertJohnson in RELEASED: Build 30.12   
    If you experience weird bugs, please first reinstall the game properly, Steam seems to mess with the files because we do a lot of updates these days, thanks
     
    [NEW STUFF]
    New sandbox stuff !You can now save/load sandbox presets and share them ! Files will be saved in C:/Users/YOU/Zomboid/Sandbox Presets New sandbox options : Starting Erosion, Characters stats decrease (hunger, thirst and fatigue), Locked houses/Alarms rarity, XP Multiplier and more ! Little screenshot to show you
    Spoiler

    The big return of the COOP ! Still need to do some things for the joypad but you can now play again in COOP ! (understand 2 or more players on a same splitted screen) EasyPickins rules! <3   The Erosion mod is integrated in the vanilla game with several new things!
    TurboTuTone's awesome Erosion mod is now part of the game. Erosion introduces seasonal changes to the look of the world, as well as increasing the growth of vegetation over the environment as time passes.
    Stuff you can expect to see includes:11 types of tree. Each tree comes in 4 different sizes. Some trees lose their leaves in the fall. 11 types of bush. 17 types of plant. Some plants have flowers that bloom depending on the season. Wall vines creep up some outside walls, sometimes growing over windows. Wall cracks appear on some outside walls. Cracks in street pavement slowly appear. Some cracks will have grass growing out of them. Snow covers the world on below-freezing rain days. Snow slowly melts away on days when the temperature is above zero. It's Kentucky though, so only expect about 12 days of snowfall per year. All the new objects will appear over the first 100 days, although some may continue to develop after 100 days. There is a sandbox setting that allows you to choose the initial amount of growth (from Never to 100). Each world has its own erosion configuration file that can be edited to change the rate of growth (more or less than 100 days) as well as other variables. Added a "only server that match your version are shown" text on public server list. New cyrillic fonts. Reduced heal time a lot. Added a debug file for translation, add a -debugtranslation options to have it (http://theindiestone...files/?p=147525) New farming tile by Mash. Added remove grass/bushes. Tweaked brightness and colours to make it a bit more realistic. Fixed flickering shadows bug. Changed endurance system, it now take longer to get exhausted, but take longer to recover from it. Added auto zoom on joypad. Zombies now clump together into groups more. You can now add/remove curtains on self made windows frame [Farming] Increased time needed for a plant to grow [Farming] Decreased water/health point loss for plants Potatoes will now last longer but give a bit less hunger reduction. Added a "Beginner" mode (it take the sandbox presets "Beginner") Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar + Jar Lid (lost when reopened), cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:Tomatoes Bell peppers Red radishes Leeks Eggplants Potatoes Carrots Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) Scavenging for food during winter will be impossible, or really hard in cold months Plants now loose health during cold temperature The new health system!
    Spoiler Note: when I say treat wound infection it does not mean treat zombie infection.
     
    1. A new health panel
    The health panel has changed so that it now displays every new wound on your body.
    You can also right click on it to reveal a menu that will let you treat your injuries.
    Wounds fade in and out depending on their level, and someone with a high medical skill will spot ailments a lot faster than someone with no grounding in doctorhood.
     
    2. New wound varieties
    A variety of new wounds and injuries are being added to the game.
    Several of them will impact on gameplay: a heavy wound on a hand will mean you won't be able to use it, for example, while injuries to the legs and feet will force slow movement. Likewise a busted arm will make your melee attacks and weapon aiming less effective.
     
    Remember: Blood is your life fuel! Your first reaction to any injury will be to stop the bleeding at any cost, and only then then to find somewhere safe to treat your wounds.
    Wound infection Cause: This will happen randomly, although it will be less likely with clean bandages. Leaving open wounds won't be clever.
    Symptoms: Pain, and a quicker degradation of health.
    Treatment : Alcohol, and disinfectant/alcohol wipes. You can disinfect a bandage or cotton balls to prevent wound infection. You'll quickly discover that proper disinfectant works better than whiskey...
    Deep wounds How: Many and various ways of injury, from smashing windows with bare arms to axe strikes, to zombie attacks etc...
    Symptoms: Heavy blood loss. Lots of pain.
    Treatment: This will have to be stitched - either with twine and needle, or a looted suture needle which will cause less pain.
    Fractures How: This will be the result of taking a running jump from the second floor, but will be more severe if you're carrying a heavy load. The impact of a blunt weapon could also cause breakages.  
    Symptoms: Pain, and lots of it. Leg injuries will slow you down, while arm injuries will hamper combat.
    Treatment: You can create a splint with a ripped sheet and a straight wooden items like branches and sticks.
    Burns How: FIRE!
    Symptoms: Huge amounts of pain, and severe health loss.
    Treatment: Burns must be treated with a clean bandage, then bandaged again - and regularly kept clean. The recovery time is lengthy.
    Lodged bullet How: Get shot!
    Symptoms: Major blood loss, major pain and severe health loss.
    Treatment : Bullet must be removed with a suture needle holder or tweezers, disinfected, stitched and bandaged.
    Lodged glass shards How: Break a window without using a weapon or tools, or climbing through a broken window
    Symptoms: Severe pain, and a wound that cannot be instantly bandaged.
    Treatment: Tweezers must be used to remove the shards. If you choose to bandage a wound that still has glass in it then it will cause extra pain.
    Scratches How: You already know how to get scratched, right?
    Symptoms: Some blood loss and pain
    Treatment: Well, bandages obv.
    Bites How: ...
    Symptoms: *evil laugh*
    Treatement: *loud evil laugh*
     
    3. New medical-related items
    Many and varied new items added, from tweezers to cotton balls. Alcohol and disinfectant can be used on bandages and ripped sheets in most the prevention and treatment of wound infection.  First Aid kits will be lootable, and will contain items and implements to help you survive. Tweezers and suture needle holders can be used to remove glass shards, antibiotics will be available for you to take to treat infection etc. The use of proper medical equipment is strongly advised, but home-made alternatives are available. Using suture needles and holders when putting in a splint, for example, will be far less painful. When you find medical supplies, take them and prepare for any and all eventualities.  Painkillers - a work in progress, but these will clearly be required! 4. A new First Aid skill
     
    Governing all of the above, is a new skill that will help you a lot during your rollercoaster journey towards death. Improving this skill will let you treat wounds faster, make better bandages, understand more ailments and spot infections on your health panel and much more besides. To level up in First Aid you'll just have to treat yourself and those around you, but advances will only come when wounds are healed - not through the initial treatment.
     
    5. Medical Multiplayer Functionality
     
    As is the way of the world, a good doctor is vital to any survivor group. All treatments can be performed on another character in multiplayer - just click on your wounded chum and select 'Medical Check' from the menu. Stand still for a while, wait until the patient's health panel pops up and then play doctor. Whether or not an experienced doctor tells the injured party exactly what's wrong with them, though, is pretty much down to you. Playing Doctors and Nurses has never been quite this intense and depressing, ever before...
     


     
    [bUGS FIX]Can't add infinite item in an evolved recipe anymore Can't add cooked food to a trap anymore Fixed player getting cooking XP when another player cooks food. (Issue #001005) Fixed player corpse not being created in singleplayer. Fixed bug which caused black screen after death. Fixed still gaining some blunt xp while bare handed Fixed "put into 2/4 bowl" for soup/stew not returning the cooking pot Fixed the "Soap" item (it was a Rubber Duck.. Hence why you found so much Rubber ducky ) Fixed allowing a broken sledgehammer to be used to destroy stuff. Fixed a bug when barricading something with a stone hammer. Fixed fertilize and shovel farming actions not stopping when player walks/runs. Don't add ping time to GameTime.geTimeOfDay() in GameServer.syncClock(). Fixed Core.bLastStand not getting set to false after backing out of a Last Stand game. Fixed sandbox options resizing. (Issue #001067) Fixed 3D corpse texture background not being cleared due to stencil test. (Issue #001016) Fixed mod clothing item icons not loading. Fixed farming problems (translations issues) (Issue #001053) Fixed barricade issues. (Issue #001030) Give the bowl back when you put a cake batter in a baking pan Fixed some farming bugs. Fixed some loot distributions (like books in the fridge in the motel) Full bug list fixed so far via our Bug Tracker
  12. Like
    the_game_hunt reacted to Josko in RELEASED: Build 29.4   
    I like the changes of total experience needed for Aim skill and Reloading skill very much! However I think it still needs a few tweaks then it will be perfect!

    I suggest Lowering Reloading Skill Level 3 Experience needed to 600 from 900. I feel 900 is still too much.

    Have Level 4 Reloading Experience needed to be at 900.

    Have Level 5 Reloading Experience needed to be at 1500.

    The same with Aim skill level 3, 4 & 5: lower Aim skill level 3 from 1500 to 600 just like Reloading.

    Have Level 4 Aim Experience needed to be at 900.

    Have Level 5 Aim Experience needed to be at 1500.

    Otherwise, you will waste tons of ammo and not even get to Aim level 3 as it currently is...

    On a playthrough I wasted 33 Shotgunshellboxes ( 24 * 33 = 792 Shotgunshells ) And I got only halfway to Aim level 3.
  13. Like
    the_game_hunt reacted to Kirrus in IWBUMS: The I Will BackUp My Save branch.   
    Congratulations Indie Stone forum member. You have been promoted to official tester of Project Zomboid. 
     
    As such, you will now have access, if you should so desire, to much more frequent, but likely or potentially much more broken versions of the game, if indeed this is of interest to you.
     
    So say hello to the 'iwillbackupmysave' branch of PZ. This will be updated with builds as soon as we feel we can safely make them public, to aid us in finding remaining issues before it is rolled out to eveyone.
     
    Anyone who wants to share details on how to get on this branch, please respect our wishes and forward people to this post and insist it is read in full before any downloading commences.
     
    Before participating, please read the following bullet-points and scream I AGREE at the top of your voice at the screen:
     
    I accept by playing the game on this branch, at some point I am almost certainly going to hit crippling bugs, and potentially lose progress or worlds. I will therefore back up any saves I deem important (located in C:/Users/<Username>/Zomboid on windows systems, HD:/Users/<Username>/Zomboid on Mac, and /home/<Username>/Zomboid/ on linux. I will not get angry or complain of any bugs, or balance, or changes, or remark that 'this build is more buggy than the last one!' or similar - That is the entire reason it's on this branch. If I have problems with the final build as released to the main branch, then of course a bad review is perfectly valid if the game has not lived up to my expectations. However, I accept that negative reviews with justification based on the stability, or otherwise non-final status of IWBUMS builds will be justifiably flagged. If I encounter problems, I will either wait until the final build, or discuss my thoughts and concerns civilly on the forums so the final build has the opportunity to address my concerns. I will title my streams and/or videos accordingly, stating that the shown build is a work in progress and part of the IWBUMS beta branch. I know what the console log is, and on the event of a crash I know to post the text therein on this forum, and not just say 'it crashed!' Right. We good?
     
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and select the "iwillbackupmysave" beta branch from the dropdown.

    No password is required.

    GIF Instruction for Steam:

    For Build 41, it does not matter if you subscribe to the "build41" beta or "iwillbackupmysave". The two are identical.

    GIF Instructions for GOG Galaxy:


    The Linux users of GOG will be able to access beta branches through the offline installers in the Downloads section for PZ in your library.

     
     
    The IWBUMS branch allows us to have much wider and faster feedback on general updates, while allowing us to concentrate on wider more in-depth, focused and crucially less time-pressured/demanding testing with the testing team. Hurrah!
          Extra reading
    Still here? Awesome! So, if you run into a bug, the best thing to do is to either report it on our bug forum. If you've a spare 10 minutes, give this a read. It explains how to report problems in a way that can let us help you easily. (Seriously, please read it. Please. Pretty please. With Pink sugar icing on top.)
     
    If you can, always post your console.txt file. On Windows, you can find this in C:\Users\Username\Zomboid (Where Username is your windows username). On Mac and Linux it'll be in your /home/username/Zomboid/ folder.
  14. Like
    the_game_hunt reacted to Ontogenesis in What in *** have we been thinking? AI system rename   
    I can half see that happening...
  15. Like
    the_game_hunt reacted to lemmy101 in What in *** have we been thinking? AI system rename   
    AI Director, Sadistic AI Director. Fecking Meta-Game. Why are we so dumb? The answer was staring at us the whole time.
     
    The AI system in the game that manages the world and orchestrates events is now called: THE GOVERNOR.
     
    Because... well obviously...
  16. Like
    the_game_hunt reacted to plekpot in Just wanted to say…   
    - deleted -
  17. Like
    the_game_hunt reacted to Ontogenesis in Just wanted to say…   
    I've been hanging around here for over 2 years now - definitely one of the best communities I've seen. Thanks to you guy at the Indie Stone for carrying on when the shit was happening, there are some that would have quietly dropped the project with the setback and backlash. Now, tomorrow you're on Steam. At least all the ups and downs will make a good story at the end of the day? Better than, we decided to make a game and made it, woo.
     
    Anyhoo, it's been fun.
  18. Like
    the_game_hunt reacted to EnigmaGrey in Just wanted to say…   
    D'aw.
    I'd better ban someone soon, 'else I'll choke up.
  19. Like
    the_game_hunt reacted to Batsphinx in Just wanted to say…   
    Back when my line of work was a lot more journalist-y I’d do a lot of interviews with Executive Producers, Senior Marketing Vice Presidents and all other manner of other glorified mouth-pieces for the big publishers. Whenever they brought out the old “of course, we’re doing this for the community – they’re who matter!” line I’d start to roll my eyes. I wouldn’t stop rolling them until I’d asked my killer ‘DLC plans?’ question.
     
    I don’t want to be like that guy – the guy who talks about the value of a game’s community without once visiting it, and praises it as a part of some bullshit boardroom checklist.
     
    Without Project Zomboid’s community (without you - the person reading this – whether you’re a lurker or a regular) times could’ve been so much darker. We owe you a ‘thank you’ so massive it’s almost impossible to deliver. Your testing, your enthusiasm, your friendship, your shared passion for the game… it means more than I can convey in a simple forum post.
     
    I’m not going to whitewash the bad stuff. Two years ago TIS self-inflicted some wounds from which it took an age to recover and gave ruffians ample room to play, and I know that the fabled ‘winter of no content’ was tough on us all. (I don’t think we ever answered the question of what constitutes a ‘white knight’ and what constitutes a ‘troll’, but we certainly seemed to get closer to the answer than most…)
     
    So, before the Steam Early Access launch potentially stirs things up, I wanted to say thank you. To our moderators, to our regulars, to our lurkers, to our critics, to our fans, to those who dip in and out… everyone. Thanks for giving a shit about our zombie game.
     
    Speaking on behalf of all of the Indie Stone, all of our contributors and anyone else who’ve found themselves strapped onto this rollercoaster for the past couple of years – it wouldn’t have been the same without you, and it’s entirely possible that it couldn’t have happened at all.
     
    We’re really appreciative, and we’ll always do our best to do right by you – however we can.
     
    You started this. You incubated the PZ infection.  You'll forever have our thanks.
     
    LOVE Y'ALL
  20. Like
    the_game_hunt reacted to RobertJohnson in RELEASED: Build 29.4   
    HOW DO I GET THIS? http://theindiestone.com/forums/index.php/topic/4183-iwbms-the-i-will-backup-my-save-branch/
    Hotfix #4 released
     
  21. Like
    the_game_hunt reacted to RobertJohnson in Steam Beta Release - 31st Oct 2013 - Version 2.9.9.17 (0008)   
    As always, it's recommended you back up your saves.
     
    Lemmy: Warning: if you willingly participate in the beta then leave arseholeish unhelpful remarks about us or the version, then I'll get all banny. If you're likely to get in a huff and leave rude remarks if this BETA version isn't perfect or doesn't run well on YOUR machine then you've either failed to understand the point of these unofficial beta builds, or you're just generally being nasty, and neither of these are useful to the beta or community.
     
    Change list :
    West Point Fixed colors bugs in the farming info screen. Fixed some mods loader bugs. Fixed some bugs with the torch light context menu. No more "sticky" tooltip in the skill panel. No more duplicate bucket when making a plaster bucket. Fixed bunch of farming bugs, thanks to Skallagrim. Fixed "remove plant with a shovel" context menu option. Fixed some bugs in the crafting (mainly with stairs). Fixed "Climb Through" right click context option not always working. Fixed inventory tooltip resizing on certains items. Fixed items detail placement (remaining, nutrition...) in inventory. Fixed some fire saving bugs. Fixed some random thump zombie bugs. Changed weight of gas can to 5 from 10. Fixed "save name" width on certains translations. Fixed the Nederlands UI translation. Fixed some bugs with the rain collector barrel. Fixed some fire saving bugs. Fixed smash window context menu option. Fixed destroy (with seldgehammer) context menu option. Fixed infinite ammo bug : you can just set back your game to english to fix it (anyway, even in other languages it'll be fixed). Added an average water indication on the tooltip when selecting which seeds to sow. Now temperature and age of food are updated in every container (even plastic bag and stuff). New context menu option for some food ("Drink", "Smoke"). Removed the weird traits icons in top-left corner of the character info screen. Added an offset for text in the character info screen (strings were cutted in some language). Improved performance on character creation screen. Fixed some bugs for custom profression if not everything was set up (custom spawn point, custom clothes color...). Now display the name of the profession if you don't have a texture for it in the character info screen. Improved xp update (now you EveryTenMinutes event instead of OnTick). Added permaLocked window to the "open/close window" test. New items. New Recipes. Some UI polish. Fixed some combat glitchs. Fixed zombie sudden chase stop. New Animation ! Floor Stamp ! Smash that head. Hotfix
    Context menus should once again be working properly
  22. Like
    the_game_hunt reacted to RoboMat in Steam Beta Release - 09th Sep 2013 - Version 2.9.9.17   
    This is not the topic to post this in If the mods banned you from the irc they had a reason to do so ???? Profit
  23. Like
    the_game_hunt reacted to Rathlord in Easter Eggs!   
    Leo I'm afraid you missed the point of my post so fundamentally I don't even know how to respond.
    If I said "the primary struggle if survival horror games is never to have ice cream in them," you would have just giddily shouted "but I have chocolate ice cream!"
  24. Like
    the_game_hunt got a reaction from shunkan in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    I have exactly the same problem. Crashes when going to my safehouse
  25. Like
    the_game_hunt reacted to lemmy101 in Steam Beta Release - 08th Sep 2013 - Version 2.9.9.17   
    Right click game in Steam, go into Properties, click BETAS tab and select the beta branch in the drop down. Warning, as with all non-official releases, backing up saves in C:\Users\<Username\Zomboid is recommended.
     Fixes to rain barrel loading. Those saves should now load fine. Reduction (hopefully elimination) of crashes, but no guarantees. Various fixes / opimizations Oh erm. A new control scheme / combat system. As an experiment there is no option for it currently, though we'll add the original back in. We want to find out if this system is more instantly intuitive, since a lot of people have trouble with combat starting the game. Therefore aren't going to tell you how to do it to simulate being new. If you hate it, please don't worry, you will have the original option back. What's more important though is we find a control scheme that the majority love that doesn't require an in-depth tutorial to figure out Fixed getting stuck at windows.
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