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Batsphinx

The Indie Stone
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  1. Spiffo
    Batsphinx got a reaction from GoodOldLeon in IWBUMS 41.50 released   
    Latest Public Beta IWBUMS patch has been released!
     
    Barring anything urgent or required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is being merged into our mainline, meaning that all devs will be working on the version containing our MP work.
     
    As such after this there won't be any big patches until MP itself is ready for a full IWBUMS beta release.

    Things are feeling really good with it, but there's still a lot of work to do! Please keep tabs on the Thursday blogs for updates.
     
    41.50
     
    NEW
     
    Added some contextual double click on items in inventory:
    - If not in inventory, it'll just transfer it (like before)
    - Dbl click weapon to equip/unequip it
    - Dbl click clothing/Bags to wear/unwear it
    - Dbl click food to eat it

    - Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.

    - Updated translation.
     
    SPIFFO'S SECRET SPECIAL SAUCE II
    - Content Redacted (for now)
     
    BALANCE

    - Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
    - Reduced fatigue due to foraging by a large amount.
    - Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
    - Adjusted weight of several hats.
    - Addressed beer bottle issues.
    - Added smash bottle for the beer bottle.
    - Added bite/scratch protection for bullet vest.
    - Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
    - Boosted tailoring book spawn in residential houses
    - Boosted farming book spawn, also now appears in shops and farmhouses
     
    ANIMS

    -re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly

    FIXES
     
    - Fixed not being able to add worms as bait in trap.
    - Fixed some combat near fences without a spear.
    - Fixed thin/thick skin issues around how prone you were to taking damage from zeds
    - Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
    - Fixed fake-dead and crawling zombies attacking invisible players
    - Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
    - Fixed earring not showing on ground
    - Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
    - Fixed missing consolidate context menu option for thread & wire.
    - Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
    - Fixed equipping broken weapons by double-clicking.
    - Fixed new splitscreen players with the same profession sharing the same XP multipliers.
  2. Spiffo
    Batsphinx got a reaction from Duplicity in IWBUMS 41.50 released   
    Latest Public Beta IWBUMS patch has been released!
     
    Barring anything urgent or required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is being merged into our mainline, meaning that all devs will be working on the version containing our MP work.
     
    As such after this there won't be any big patches until MP itself is ready for a full IWBUMS beta release.

    Things are feeling really good with it, but there's still a lot of work to do! Please keep tabs on the Thursday blogs for updates.
     
    41.50
     
    NEW
     
    Added some contextual double click on items in inventory:
    - If not in inventory, it'll just transfer it (like before)
    - Dbl click weapon to equip/unequip it
    - Dbl click clothing/Bags to wear/unwear it
    - Dbl click food to eat it

    - Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.

    - Updated translation.
     
    SPIFFO'S SECRET SPECIAL SAUCE II
    - Content Redacted (for now)
     
    BALANCE

    - Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
    - Reduced fatigue due to foraging by a large amount.
    - Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
    - Adjusted weight of several hats.
    - Addressed beer bottle issues.
    - Added smash bottle for the beer bottle.
    - Added bite/scratch protection for bullet vest.
    - Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
    - Boosted tailoring book spawn in residential houses
    - Boosted farming book spawn, also now appears in shops and farmhouses
     
    ANIMS

    -re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly

    FIXES
     
    - Fixed not being able to add worms as bait in trap.
    - Fixed some combat near fences without a spear.
    - Fixed thin/thick skin issues around how prone you were to taking damage from zeds
    - Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
    - Fixed fake-dead and crawling zombies attacking invisible players
    - Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
    - Fixed earring not showing on ground
    - Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
    - Fixed missing consolidate context menu option for thread & wire.
    - Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
    - Fixed equipping broken weapons by double-clicking.
    - Fixed new splitscreen players with the same profession sharing the same XP multipliers.
  3. Spiffo
    Batsphinx got a reaction from BlooFlar3 in IWBUMS 41.50 released   
    Latest Public Beta IWBUMS patch has been released!
     
    Barring anything urgent or required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is being merged into our mainline, meaning that all devs will be working on the version containing our MP work.
     
    As such after this there won't be any big patches until MP itself is ready for a full IWBUMS beta release.

    Things are feeling really good with it, but there's still a lot of work to do! Please keep tabs on the Thursday blogs for updates.
     
    41.50
     
    NEW
     
    Added some contextual double click on items in inventory:
    - If not in inventory, it'll just transfer it (like before)
    - Dbl click weapon to equip/unequip it
    - Dbl click clothing/Bags to wear/unwear it
    - Dbl click food to eat it

    - Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.

    - Updated translation.
     
    SPIFFO'S SECRET SPECIAL SAUCE II
    - Content Redacted (for now)
     
    BALANCE

    - Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
    - Reduced fatigue due to foraging by a large amount.
    - Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
    - Adjusted weight of several hats.
    - Addressed beer bottle issues.
    - Added smash bottle for the beer bottle.
    - Added bite/scratch protection for bullet vest.
    - Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
    - Boosted tailoring book spawn in residential houses
    - Boosted farming book spawn, also now appears in shops and farmhouses
     
    ANIMS

    -re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly

    FIXES
     
    - Fixed not being able to add worms as bait in trap.
    - Fixed some combat near fences without a spear.
    - Fixed thin/thick skin issues around how prone you were to taking damage from zeds
    - Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
    - Fixed fake-dead and crawling zombies attacking invisible players
    - Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
    - Fixed earring not showing on ground
    - Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
    - Fixed missing consolidate context menu option for thread & wire.
    - Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
    - Fixed equipping broken weapons by double-clicking.
    - Fixed new splitscreen players with the same profession sharing the same XP multipliers.
  4. Like
    Batsphinx got a reaction from adiict in IWBUMS 41.50 released   
    Latest Public Beta IWBUMS patch has been released!
     
    Barring anything urgent or required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is being merged into our mainline, meaning that all devs will be working on the version containing our MP work.
     
    As such after this there won't be any big patches until MP itself is ready for a full IWBUMS beta release.

    Things are feeling really good with it, but there's still a lot of work to do! Please keep tabs on the Thursday blogs for updates.
     
    41.50
     
    NEW
     
    Added some contextual double click on items in inventory:
    - If not in inventory, it'll just transfer it (like before)
    - Dbl click weapon to equip/unequip it
    - Dbl click clothing/Bags to wear/unwear it
    - Dbl click food to eat it

    - Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.

    - Updated translation.
     
    SPIFFO'S SECRET SPECIAL SAUCE II
    - Content Redacted (for now)
     
    BALANCE

    - Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
    - Reduced fatigue due to foraging by a large amount.
    - Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
    - Adjusted weight of several hats.
    - Addressed beer bottle issues.
    - Added smash bottle for the beer bottle.
    - Added bite/scratch protection for bullet vest.
    - Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
    - Boosted tailoring book spawn in residential houses
    - Boosted farming book spawn, also now appears in shops and farmhouses
     
    ANIMS

    -re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly

    FIXES
     
    - Fixed not being able to add worms as bait in trap.
    - Fixed some combat near fences without a spear.
    - Fixed thin/thick skin issues around how prone you were to taking damage from zeds
    - Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
    - Fixed fake-dead and crawling zombies attacking invisible players
    - Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
    - Fixed earring not showing on ground
    - Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
    - Fixed missing consolidate context menu option for thread & wire.
    - Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
    - Fixed equipping broken weapons by double-clicking.
    - Fixed new splitscreen players with the same profession sharing the same XP multipliers.
  5. Like
    Batsphinx got a reaction from Yengenc in IWBUMS 41.50 released   
    Latest Public Beta IWBUMS patch has been released!
     
    Barring anything urgent or required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is being merged into our mainline, meaning that all devs will be working on the version containing our MP work.
     
    As such after this there won't be any big patches until MP itself is ready for a full IWBUMS beta release.

    Things are feeling really good with it, but there's still a lot of work to do! Please keep tabs on the Thursday blogs for updates.
     
    41.50
     
    NEW
     
    Added some contextual double click on items in inventory:
    - If not in inventory, it'll just transfer it (like before)
    - Dbl click weapon to equip/unequip it
    - Dbl click clothing/Bags to wear/unwear it
    - Dbl click food to eat it

    - Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.

    - Updated translation.
     
    SPIFFO'S SECRET SPECIAL SAUCE II
    - Content Redacted (for now)
     
    BALANCE

    - Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
    - Reduced fatigue due to foraging by a large amount.
    - Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
    - Adjusted weight of several hats.
    - Addressed beer bottle issues.
    - Added smash bottle for the beer bottle.
    - Added bite/scratch protection for bullet vest.
    - Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
    - Boosted tailoring book spawn in residential houses
    - Boosted farming book spawn, also now appears in shops and farmhouses
     
    ANIMS

    -re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly

    FIXES
     
    - Fixed not being able to add worms as bait in trap.
    - Fixed some combat near fences without a spear.
    - Fixed thin/thick skin issues around how prone you were to taking damage from zeds
    - Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
    - Fixed fake-dead and crawling zombies attacking invisible players
    - Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
    - Fixed earring not showing on ground
    - Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
    - Fixed missing consolidate context menu option for thread & wire.
    - Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
    - Fixed equipping broken weapons by double-clicking.
    - Fixed new splitscreen players with the same profession sharing the same XP multipliers.
  6. Like
    Batsphinx got a reaction from Moloch Horridus in IWBUMS 41.50 released   
    Latest Public Beta IWBUMS patch has been released!
     
    Barring anything urgent or required hot-fixes this will be the last update to IWBUMS for a little while.
     
    Backstage the current internal MP branch is being merged into our mainline, meaning that all devs will be working on the version containing our MP work.
     
    As such after this there won't be any big patches until MP itself is ready for a full IWBUMS beta release.

    Things are feeling really good with it, but there's still a lot of work to do! Please keep tabs on the Thursday blogs for updates.
     
    41.50
     
    NEW
     
    Added some contextual double click on items in inventory:
    - If not in inventory, it'll just transfer it (like before)
    - Dbl click weapon to equip/unequip it
    - Dbl click clothing/Bags to wear/unwear it
    - Dbl click food to eat it

    - Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.

    - Updated translation.
     
    SPIFFO'S SECRET SPECIAL SAUCE II
    - Content Redacted (for now)
     
    BALANCE

    - Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
    - Reduced fatigue due to foraging by a large amount.
    - Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
    - Adjusted weight of several hats.
    - Addressed beer bottle issues.
    - Added smash bottle for the beer bottle.
    - Added bite/scratch protection for bullet vest.
    - Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
    - Boosted tailoring book spawn in residential houses
    - Boosted farming book spawn, also now appears in shops and farmhouses
     
    ANIMS

    -re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly

    FIXES
     
    - Fixed not being able to add worms as bait in trap.
    - Fixed some combat near fences without a spear.
    - Fixed thin/thick skin issues around how prone you were to taking damage from zeds
    - Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
    - Fixed fake-dead and crawling zombies attacking invisible players
    - Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
    - Fixed earring not showing on ground
    - Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
    - Fixed missing consolidate context menu option for thread & wire.
    - Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
    - Fixed equipping broken weapons by double-clicking.
    - Fixed new splitscreen players with the same profession sharing the same XP multipliers.
  7. Spiffo
    Batsphinx got a reaction from GoodOldLeon in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  8. Like
    Batsphinx got a reaction from Milove in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  9. Like
    Batsphinx got a reaction from El Dmitrio in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  10. Like
    Batsphinx got a reaction from HestrimChaosbrewer in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  11. Like
    Batsphinx got a reaction from Nebula in IWBUMS 41.49 released   
    And.... released...
  12. Like
    Batsphinx got a reaction from Nebula in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  13. Like
    Batsphinx got a reaction from Optimism in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  14. Spiffo
    Batsphinx got a reaction from Sedgwick in IWBUMS 41.49 released   
    And.... released...
  15. Like
    Batsphinx got a reaction from Sedgwick in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  16. Like
    Batsphinx got a reaction from NagashUD in IWBUMS 41.49 released   
    And.... released...
  17. Like
    Batsphinx got a reaction from NagashUD in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  18. Like
    Batsphinx got a reaction from Jason132 in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  19. Like
    Batsphinx got a reaction from Trip in IWBUMS 41.49 released   
    A quick Xmas patch for the Public 41 IWBUMS
     
    See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!
     
    NEW
     
    - Added sawn-off double barrel shotgun.
    - Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
    - Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
    - Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
     When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
    - Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.

    Spear combat update: let us know what you think
     
    - Swing attack will not root you.
    - Stab attack will root the player.
    - Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
    - Stab attack now does more damage and has more chance to be a crit.
    - Fixed issues with spears and the new alt-press function.

    Updated translations.
     
    BALANCE
     
    - Knives can allow attack through wired fences again, like spears.
    - Replaced the previous useless "lamp" items with working ones (from moveables)
    - Added more locational loot distribution (gigamart, houseware store..)
    - Added tailoring book spawning in houses.
    - Added dough to pizza kitchen.
    - Nerfed worms hunger value.
    - Nerfed a bit alice pack bag inventory space.
    - McCoys will now have zombies outside.
    - Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
     instead of always picking a number of them in the same order.
    - Increased a tad spear durability.
    - Lowered gardenfork chance to break.
    - Removed the delay after the player's falling animations (when falling from a height).

    FIXES

    - Fixed early export of some map areas
    - Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
    - Fixed zombie landing from a fall being killed when they land and staying stuck.
    - Fixed Pizza whirled display case not spawning correct loot.
    - Fixed multiple display cases in stores not spawning correct loot.
    - Fixed bar kitchen not spawning correct loot.
    - Fixed some useless "radio" spawning.
    - Fixed diner kitchen not spawning correct loot.
    - Fixed overhead counter in kitchen not spawning correct loot.
    - Fixed ball peen hammer not spawning.
    - Fixed D=display case not being considered as a table (cash registers were falling through them)
    - Fixed some cash registers not being considered as cash registers.
    - Fixed many fences not being able to be destroyed by cars.
    - Fixed some seating (futons etc) allowing you to pass through them.
    - Fixed many couches not being dismantle-able.
    - Fixed some vending machines not being dismantle-able.
    - Fixed missing corpse icons.
    - Fixed medical items being taken from bags when one is available in main inventory.
    - Fixed obsolete Radio item in the Dismantle Radio recipe.
    - Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
    - Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
    - Fixed broken traps not dropping items sometimes.
    - Fixed not displaying the Blow Torch model when building metalwork objects.
    - Fixed playing the hammering or looting animation when building metalwork objects.
    - Fixed some fitness exercise infinite loop (when sleeping, etc.)
    - Fixed missing formal shirt tinted in zombie outfits.
    - Fixed satchel being considered as a bag for attaching weapon on the back.
    - Fixed some bugs with the new blood clothing for modders stuff.
    - Fixed long socks not covering lower legs.
    - Fixed weapons other than spears/knives not being able to attack through small fences.
    - Fixed infinite loop with fitness if sleeping at the same time.
    - Fixed a nullpointer in Zed Stories
    - Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
     
  20. Like
    Batsphinx got a reaction from GodHatesHaloWaypoint in Comment: Fanny in British English has a very different meaning than in the US....   
    Mate.... sit down we need to talk about something...
  21. Like
    Batsphinx got a reaction from MadDan in IWBUMS 41.47 released   
    41.47 changelist
     
    NEW
     
    - Added camo baseball cap.
    - Added urban camo shorts.
    - Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
    - HairOutfitDefinitions can also handle beard.
    - Added some new Zed Stories and improved some existing ones
    - Updated translations.

    MAP
     
    - Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
    - Fixed incorrect driveways in Riverside gated community and a few other areas

    BALANCE
     
    - Metalworking requirement when repairing Trunk/Hood to lvl 1
    - Can no longer prepare beverage with only sugar
    - Sugar/coffee no longer a drainable item (reverted from previous patch)
    - Can now place antique oven even at 0 carpentry skill.

    MODDING / DEV
     
    - Don't clear the list of attachments in a "model" script definition when the same model was already defined.
     Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
    - Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
     There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
    - Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
    - Added Tags=Write to items that can write in journals and notebooks
    - Added debug code to check for outfits having multiple conflicting bags.
    - Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
     This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
    - Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.

    FIXES

    - Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
    - Fixed un-stacking logs returning more ropes than was used in Stacking
    - Fixed the new fog lagging behind the camera movement and zoom level.
    - Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
    - Fixed HumanVisual exception with beards.
    - Fixed garage doors on the north edge of a square blocking vehicles.
    - Fixed an infinite loop after reloading a Lua file in the debugger.
    - Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
    - Fixed some unnecessary allocations related to blood splatter.
    - Fixed splitscreen fog rendering.
    - Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
    - Fixed fishing abundance being displayed as nan% sometimes.
    - Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
    - Fixed error in the above if the player moved far away from the original square that was clicked.
    - Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
    - Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
    - Fixed the radio van having random paint color showing where scratches are.
    - Fixed errors reading map_sand.bin preventing the game from loading.
    - Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
    - Fixed not being able to write in journals and notebooks with blue and red pens.
    - Fixed missing glovebox on some vehicles when loading old saves.
    - Fixed GloveBox2.VehicleType being 1 instead of 2.
    - Fixed possible NullPointerException in AttachedWeaponDefinitions.
    - Fixed "Bandit" outfit possibly spawning with two bags.
    - Fixed being blocked at the climbing fence in the tutorial
    - Fixed fitness being enabled in tutorial
    - Fixed detroyed doors not checking tile properties and producing incorrect debris
    - Fixed zombie outfit system being able to spawn two items on the same body location
    - Fixed missing newline in Remove Patch tooltip.
  22. Like
    Batsphinx got a reaction from Gasmask_ in IWBUMS 41.47 released   
    41.47 changelist
     
    NEW
     
    - Added camo baseball cap.
    - Added urban camo shorts.
    - Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
    - HairOutfitDefinitions can also handle beard.
    - Added some new Zed Stories and improved some existing ones
    - Updated translations.

    MAP
     
    - Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
    - Fixed incorrect driveways in Riverside gated community and a few other areas

    BALANCE
     
    - Metalworking requirement when repairing Trunk/Hood to lvl 1
    - Can no longer prepare beverage with only sugar
    - Sugar/coffee no longer a drainable item (reverted from previous patch)
    - Can now place antique oven even at 0 carpentry skill.

    MODDING / DEV
     
    - Don't clear the list of attachments in a "model" script definition when the same model was already defined.
     Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
    - Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
     There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
    - Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
    - Added Tags=Write to items that can write in journals and notebooks
    - Added debug code to check for outfits having multiple conflicting bags.
    - Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
     This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
    - Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.

    FIXES

    - Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
    - Fixed un-stacking logs returning more ropes than was used in Stacking
    - Fixed the new fog lagging behind the camera movement and zoom level.
    - Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
    - Fixed HumanVisual exception with beards.
    - Fixed garage doors on the north edge of a square blocking vehicles.
    - Fixed an infinite loop after reloading a Lua file in the debugger.
    - Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
    - Fixed some unnecessary allocations related to blood splatter.
    - Fixed splitscreen fog rendering.
    - Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
    - Fixed fishing abundance being displayed as nan% sometimes.
    - Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
    - Fixed error in the above if the player moved far away from the original square that was clicked.
    - Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
    - Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
    - Fixed the radio van having random paint color showing where scratches are.
    - Fixed errors reading map_sand.bin preventing the game from loading.
    - Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
    - Fixed not being able to write in journals and notebooks with blue and red pens.
    - Fixed missing glovebox on some vehicles when loading old saves.
    - Fixed GloveBox2.VehicleType being 1 instead of 2.
    - Fixed possible NullPointerException in AttachedWeaponDefinitions.
    - Fixed "Bandit" outfit possibly spawning with two bags.
    - Fixed being blocked at the climbing fence in the tutorial
    - Fixed fitness being enabled in tutorial
    - Fixed detroyed doors not checking tile properties and producing incorrect debris
    - Fixed zombie outfit system being able to spawn two items on the same body location
    - Fixed missing newline in Remove Patch tooltip.
  23. Spiffo
    Batsphinx got a reaction from suati in IWBUMS 41.47 released   
    41.47 changelist
     
    NEW
     
    - Added camo baseball cap.
    - Added urban camo shorts.
    - Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
    - HairOutfitDefinitions can also handle beard.
    - Added some new Zed Stories and improved some existing ones
    - Updated translations.

    MAP
     
    - Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
    - Fixed incorrect driveways in Riverside gated community and a few other areas

    BALANCE
     
    - Metalworking requirement when repairing Trunk/Hood to lvl 1
    - Can no longer prepare beverage with only sugar
    - Sugar/coffee no longer a drainable item (reverted from previous patch)
    - Can now place antique oven even at 0 carpentry skill.

    MODDING / DEV
     
    - Don't clear the list of attachments in a "model" script definition when the same model was already defined.
     Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
    - Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
     There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
    - Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
    - Added Tags=Write to items that can write in journals and notebooks
    - Added debug code to check for outfits having multiple conflicting bags.
    - Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
     This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
    - Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.

    FIXES

    - Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
    - Fixed un-stacking logs returning more ropes than was used in Stacking
    - Fixed the new fog lagging behind the camera movement and zoom level.
    - Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
    - Fixed HumanVisual exception with beards.
    - Fixed garage doors on the north edge of a square blocking vehicles.
    - Fixed an infinite loop after reloading a Lua file in the debugger.
    - Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
    - Fixed some unnecessary allocations related to blood splatter.
    - Fixed splitscreen fog rendering.
    - Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
    - Fixed fishing abundance being displayed as nan% sometimes.
    - Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
    - Fixed error in the above if the player moved far away from the original square that was clicked.
    - Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
    - Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
    - Fixed the radio van having random paint color showing where scratches are.
    - Fixed errors reading map_sand.bin preventing the game from loading.
    - Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
    - Fixed not being able to write in journals and notebooks with blue and red pens.
    - Fixed missing glovebox on some vehicles when loading old saves.
    - Fixed GloveBox2.VehicleType being 1 instead of 2.
    - Fixed possible NullPointerException in AttachedWeaponDefinitions.
    - Fixed "Bandit" outfit possibly spawning with two bags.
    - Fixed being blocked at the climbing fence in the tutorial
    - Fixed fitness being enabled in tutorial
    - Fixed detroyed doors not checking tile properties and producing incorrect debris
    - Fixed zombie outfit system being able to spawn two items on the same body location
    - Fixed missing newline in Remove Patch tooltip.
  24. Like
    Batsphinx got a reaction from Destructopuppy in Comment: Fanny in British English has a very different meaning than in the US....   
    Mate.... sit down we need to talk about something...
  25. Like
    Batsphinx got a reaction from ZonaryQuasar in Comment: Fanny in British English has a very different meaning than in the US....   
    Mate.... sit down we need to talk about something...
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