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feral_donkey

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  1. Like
    feral_donkey reacted to Nukaboy in Sick of this Game   
    Each his own I guess but what really bother me with this post is that it completely disregards what the devs said in their thursdoids about the endgame as well the general history and reasoning for why it is in development for so long. Yet this guy has the audicity to call the people behind PZ incompetent.
     
    They know that there is no real endgame and thats why we will get one both with the crafting update as well as npcs. By their vision we will be able to play on the same safe for literal years (in real life) with new challenges coming up over time. There are reasons why this game took so long which I'm not going to elliborate on anymore as it has all been said a hundred times until now but after the big chunk of work that B41 was is out now the development will, according to the devs, be much faster now.
     
    You know if you don't like the game and its not for you that okey. But at least provide some constructive feedback instead of this useless rand because you, for unknown reasons, reject to use sandbox and tweak the game. With an sandbox game like PZ there will never be 'optimal' settings that satisfy everyone and if you don't like the standard settings with respawns etc. just turn them off damn it... There's even a mod that lets you do this midgame so you don't need to start a new save.. but maybe you were just to incompetent to find out yourself right?
  2. Like
    feral_donkey reacted to MrZombifiedGamer in Sick of this Game   
    Its almost like the devs have to finish the entire game before balancing. Shocking.
  3. Like
    feral_donkey got a reaction from NagashUD in 41.64 released   
    Just started playing the new version.   No bugs so far but Ive already seen subtle map changes.   Nice business signs and the new telephone pole or power lines are a nice detail.
  4. Like
    feral_donkey got a reaction from NormalMan in Is late game forgotten, trivial and unrewarding?   
    Late game wise I guess I'm hoping NPCs,   and keeping idiots alive,   will create some of that late game content.        Though some optional zombie twist would be welcome.   Either mutating or turning buildings into "nests" over time which would make areas more dangerous in some way.  (SOD).        Anything that adds to the danger over time would be welcome.
  5. Like
    feral_donkey got a reaction from Tab in Is late game forgotten, trivial and unrewarding?   
    Late game wise I guess I'm hoping NPCs,   and keeping idiots alive,   will create some of that late game content.        Though some optional zombie twist would be welcome.   Either mutating or turning buildings into "nests" over time which would make areas more dangerous in some way.  (SOD).        Anything that adds to the danger over time would be welcome.
  6. Like
    feral_donkey reacted to Magondivel in IWBUMS 41.50 released   
    https://www.reddit.com/r/projectzomboid/comments/kvr3ej/we_are_a_death_meat_now/
  7. Like
    feral_donkey got a reaction from Ы-man in Is late game forgotten, trivial and unrewarding?   
    Late game wise I guess I'm hoping NPCs,   and keeping idiots alive,   will create some of that late game content.        Though some optional zombie twist would be welcome.   Either mutating or turning buildings into "nests" over time which would make areas more dangerous in some way.  (SOD).        Anything that adds to the danger over time would be welcome.
  8. Like
    feral_donkey reacted to ArcanumElite in Is late game forgotten, trivial and unrewarding?   
    when human AI gets added humans will be the late game... zombies are 1 thing but surviving gunshots will be alot harder if it doesn't kill you immediately.... not to mention all the zombies npc raiders will attract with said gunshots... they stated they wanted most of the NPCs to be "friendly" but there will still be hostile NPCs that will shoot you and could potentially instantly kill you with a headshot.
  9. Like
    feral_donkey got a reaction from M2xim in IWBUMS 41.48 released   
    Yeah,  but bayonets are coming.    And I believe that one day we'll the have metalsmithing of metal spears.  Just a guess.
  10. Like
    feral_donkey reacted to EnigmaGrey in IWBUMS 41.48 released   
    Thousands of things to do already in our trello, organized by priority  > simple thing you want us to do right now.
  11. Like
    feral_donkey reacted to nasKo in IWBUMS 41.48 released   
    Asking for the firing of someone for some trivial balance, just after being warned for acting like an asshole over the fact that the map has never been a 100% mirror of the real world is just you being an asshole.

    You're not banned because you point out things that need to be fixed or because someone is somehow "ashamed" because you point those things out. You're banned because you're being an utter twat about it virtually everything.
  12. Like
    feral_donkey reacted to TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    I agree some combination of numbers 2 and 4 would fit PZ the best. Lots of Number 2ish things are already announced. Animals, NPCs, and Louisville should all fit this category. Currently, you can play as a hardcore combat survivor in a small town, or a farmer in the woods. There is plenty in between, but this is a fairly narrow spectrum.
     
    Adding Louisville alone should allow for a new range of playstyle from urban to suburban to rural. It has been mentioned zombie spawns will be fixed when map is completed so that you don't have hordes unrealistically spawning at the Pony Roam-O anymore. This will allow for the range of low loot, low zed areas and high loot, high zed areas to be more extreme. NPCs will definitely create a meta of lone wolf vs trained combat team vs big society, which will all have pros and cons. We don't know how far they will go with animals, but we do know some things are confirmed. Companion animals, hunting, and feral predators. If you remember your first time playing Fallout 3, you know how much value a pet dog can add to a playthrough. Hunting should make it more viable to live a wilderness lifestyle. Wolves and bears would definitely add to the overall threat, but also potentially be a great source of food or protection. Hopefully, we will also see animal husbandry, mounts, and pack animals. These could totally change how players travel and farm, and could open up the world of advanced trading and moving.
     
    These announced features alone would push the creativity and replayability to new levels. There's even a cheeky enemy progression mixed in there too. Zombies < Animals < Raiders < Enemy Factions < US Army. I imagine with these systems in place, players would be free to loosely plan out a playthrough beforehand. You could choose to start a game and be a lone Farmer growing potatos and getting milk and beef from cows, hoping to gain supplies by trading with friendly groups. You could be a member of a group of Veterans that want to train and raid gun stores while building up enough firepower to take on the Army and get their elite weapons. You could be a crazy homeless guy with a pack of stray dogs that protect you while you trap pigeons on the roof of a skyscraper for food. Maybe you could just be a mechanic in a small settlement.
     
    Number 4 stuff would just be the icing on top in this situation. The Mod, Spiffomon, does a good job of fulfilling this need with fun Spiffo plushies to collect. I've seen others suggest that each town should have a unique item as well. I would suggest maybe a unique machine in each major township. For example, a Sewing Machine in Riverside for making homemade clothes, a Metal Press in West Point to make armored doors and windows, or a Coal Generator in Muldraugh for making electricity. These would not only fulfill more of those Number 2 needs for more gameplay systems to solve problems, but also create a need to plan an op to each urban center so you can collect all these great devices. Since these are the greatest areas of danger, it's fun to kinda force players back into the heat even if they choose rural areas to base up. This could also provide a fun resource for factions to battle and trade over since there would only be one of each on the map. Maybe they could even be randomly generated in different towns so each playthrough is different. I also think adding a collectible cosmetic for each major POI would be nice too. Like a Top Hat and Monocle at the Country Club, Cowboy Boots from the Pony Roam-O, or a Pirate Costume at the Docks. There's a lot they could do here, but it would be fun to have to find the clothes you want to wear. As an alternative, since clothes are kinda important to survival, devs could always add Backpatches, Decals, Posters, and Sculptures to serve as collectibles too.
  13. Like
    feral_donkey reacted to TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    The issue currently, is that probably only 20% of the playerbase is surviving until the "late game." The other 80% are dying in the "early game" or winter at latest. It is more important to fill the early and mid game with content atm, since that is most people's experience with the game. Early game and Day 1 are also player's first impression so that is a huge priority. The devs are caught in a place where they have to make the late game more full by creating systems that carry from the early game onward, and can be expanded infinitely  with a branching progression tree. This way, they can create a lot of content for the casual majority, but also create fulfilling systems and mechanics for hardcore fans. They've laid the groundwork for a lot of these, but haven't made a lot of them as complex as they could be. This is currently the PZ meta as of current IWBUMS:
     
    Day One) Trying to find weapons and food, looking for a bag. Clearing out campsites. Moving furniture. Watching lots of TV.
    Early Game) Decent loadout and good gear. Semi-permanent base with relatively good security. Scouting out buildings for better base. One vehicle, probably crap. Reading Beginner Skill Books. Disassembling things. Crafting basic items. Scaving food from urban areas. Preparing for winter.
    Mid Game) Most likely decked out survivor survived through the winter with relative ease. Permanent base with good defenses. One good vehicle, and a few part/fixer-upper cars. Might have a generator. Working on chosen skills. Basic farming, foraging, and fishing. Rarely needs to go on food runs. Securing huge area for future base expansion.
    Late Game) Best gear in the game. High level combat/agility/fitness/strength skills. Building your own base either completely from the ground up, or walling off cleared out prefab areas. High level security and almost no chance for hordes to get you. Multiple good vehicles, generators, and lots of fuel. Maxed out in chosen skills. Self-sufficient/surplus farm with a few traps and no need to scav food. No real incentive to leave your safe haven or do anything further other than watch the days rack up.
    End Game) ???
     
    Imo, the game is really fun, but there is no real purpose to your playthrough other than RP. There isn't a goal other than indefinite security. The interesting thing about this game, and the pull for me, is that the actual goal is death. It's the only game in the world where you are meant to DIE. That's the only way to end the game. The fun for the player comes from trying to die in the most prolonged, epic, badass, awesome way they can. Will you die on Day 2, cowering in your shack with a spoon in your hand as one zombie takes you out? Or will you die in the mall, blasting hundreds of undead with a shotgun knowing you've done everything else you can. That's the appeal to most of us, I think. This doesn't, however, exclude the game from having an end-game. We just need to get creative. The end-game of Project Zomboid should be to essentially confirm the extinction of humanity. To ensure that, no matter what you do in this game, everyone and everything will die. The goal of the game should be to fight against death for just long enough to strengthen the last bastion of humanity, and watch it get wiped out. Maybe you can survive from there, but you would be alone. The last human hoping for just a few more days or years. The current update schedule seems to aim at furthering the game in this direction. Build 42 will bring in animals. Hopefully this means companion dogs, livestock farming, hunting game, and even feral animal enemies. This update alone would add so much variety to the game that it would extend playthrough lifespans by a lot. These features will definitely fill in more of the tailoring, farming, combat, base building, and survivalist aspects too. Mostly, this will just be adding more fun content and laying the groundwork for more advanced AI, without really addressing the late game problem. B43-45 will supposedly bring NPC survivors back with quests, stories, events, groups, and factions. This is the real meat and potatos of this topic. Suddenly, you have stories and events to diversify gameplay. You have your group to help you survive and develop relationships with. You have raiders and feral animals to attack your base. They could have different strategies than zeds so you would need to prepare for all different kinds of defensive situations. Ally and enemy factions could even give you a reason to build different bases. To secure certain resources or buildings, or to have a more strategic position against an enemy or trade partner. If quests are done right, they would be the perfect middle ground between the bigbrain goals you set, and the micromanagement survival stuff you do on a regular basis. Quests could be little things like making 10 spiked bats or collecting 50 logs or finding a 6 pack of root beer for someone. Small things like this would give players a break from the day to day monotony and the intimidating lofty goals they set for each playthrough. This would essentially pose the game as so:
     
    Day One) Trying to find weapons and food, looking for a bag. Clearing out campsites. Moving furniture. Watching lots of TV. Maybe finding an animal or human friend if they're around.
    Early Game) Decent loadout and good gear. Semi-permanent base with relatively good security. Scouting out buildings for other survivors. Building up a small, tight-knit group. A decent mount or one crap vehicle. Scaving food from urban areas or hunting and foraging from rural areas. Maybe working on some skills and crafting. Preparing for winter.
    Mid Game) Good survivor loadout and gear, decent group loadout and gear. Difficulty finding enough for for everyone through winter. Permanent base with good defenses. One good vehicle and/or mount. Maybe a few part/fixer-upper cars or some pack animals. Might have a generator. Reading beginner books, disassembling things, and basic crafting. Basic farming, foraging, and fishing. Regular food and supply runs to keep up with higher demand from bigger group. Securing huge area for future base expansion. Might have a specialist in group. Defending from zombies and raiders as more people means more noise.
    Late Game) Decked out PC. Probably a few decked out NPCs and some lame redshirts too. Several specialists in group (doctor, mechanic, soldier). High level combat/agility/fitness/strength skills. Building your own base either completely from the ground up, or walling off cleared out prefab areas. High level security and almost no chance for hordes to get you. However, strong raiders and enemy factions provide a way larger threat. Multiple good vehicles, generators, and lots of fuel. Multiple good mounts and pack animals. Working on chosen skills. Good food industry from farming/fishing/trapping/hunting, but still need occasional supply runs. NPCs automate a lot of monotonous work. PCs can focus on bigger picture goals and special ops. Bitten NPCs can turn and kill everyone in group if not careful, so no one is ever safe.
    End Game) PC has best items in game. Lots of high level, decked out NPCs in group. Network of outposts and bases all under one faction. Multiple vehicles, mounts, and pack animals all supporting trade and travel between settlements. Massive walls and traps and defenses protecting humans from zombies and animals. Opposing factions diminished in strength as to no longer pose a threat. Maxed out in all chosen skills. Massive network of industry and agriculture completely handsoff for players. Self-sufficient society means no need for scavenging. Only threat is a group member getting infected and spreading the disease, but this will not be a restart if there are multiple base locations. No real point to continue on other than to push civilization to its absolute limits.
     
    At this point, we have extended and expanded the game a lot. Although, we still have the issue of no real conclusion point. No moment you can say, "I WON!" My dream "win condition" that fits the lore and themes of Zomboid is this: The Megahorde. The Megahorde will be the ace up the sleeve of the Sadistic AI Director. If you managed to survive all the hordes, surprise bathroom zombies, feral animals, raiders, faction wars, internal infections, the winter, and all the other survival threats; you would be granted one final challenge. This event could not occur until some threshold like population, faction dominance, time limit, or some combination of the 3. Essentially, once you hit that point it would just be up to RNGesus. It might be the next day, it might be a whole year, but it will come. The Megahorde would be a wave spawning horde of zombies that would keep coming until you were dead. Think Last Stand Mode built into Survival. You could probably get yourself to total safety with some cheeky ingenuity, but there's just no way to save everyone. You would have to watch as everything you've built and everyone you know would be destroyed. No point in adding special infected when you can literally have zombies decked out in the awesome gear you gave them. At this point, you would essentially have a New Game+ where veteran players would see how long they can survive in the Megahorde. It might even develop a cool meta of building up your settlements strategically so you can survive longer after the Megahorde. Eventually, the waves will become super intense meaning there would be a hard cap on how long you could push it. This would essentially be the Ender Dragon of Project Zomboid. The place everyone wants to get to, and then start a new game after.
  14. Pie
    feral_donkey got a reaction from Pandorea in 41.47 Vehicles with carts attached sometimes move 10 feet.   
    Van with cart attached was 10 feet forward from where I parked it when I went back outside.    Ive seen this twice.     Both times it was moved directly forward and in both cases I was inside but not more than 50 to 100 feet away before I returned to see the change.
     
    EDIT:    it's probably more like 50 feet.
  15. Like
    feral_donkey reacted to saroniteaj in IWBUMS 41.47 released   
    I don't normally go on forums but I have to say you guys are doing an amazing job on this game. Every update it gets better and better. Keep up the good work and deliver us this fine work of art
  16. Like
    feral_donkey got a reaction from thejoker954 in Is late game forgotten, trivial and unrewarding?   
    Late game wise I guess I'm hoping NPCs,   and keeping idiots alive,   will create some of that late game content.        Though some optional zombie twist would be welcome.   Either mutating or turning buildings into "nests" over time which would make areas more dangerous in some way.  (SOD).        Anything that adds to the danger over time would be welcome.
  17. Like
    feral_donkey got a reaction from trombonaught in IWBUMS 41.46 released   
    I always take organized so I'm looking forward to that step van with a trailer.    Think of the looting....
  18. Like
    feral_donkey reacted to Faalagorn in IWBUMS 41.46 released   
    - Which items should we take?
    - Yes.
  19. Like
    feral_donkey reacted to Blake81 in IWBUMS 41.46 released   
    You know, this has gotten me thinking... If your trailer gets flipped, it SHOULD be possible for a non-weak character to just flip it back on.
  20. Like
    feral_donkey reacted to iamzid in IWBUMS 41.46 released   
    so someone else asked this very early but i didn't see a response yet. is it required to start a new game to find trailers or will they appear in places that i have not yet been? it's possible i'll find out for myself before(if) this gets an answer, but someone else might wonder the same thing and come looking.
     
    EDIT: I drove to a neighboring town that i had not yet been to in this playthrough and found vehicles with trailers attached. So, no you do not need to start a new game if it is possible and you are willing to travel to an area that you have not yet visited.
  21. Like
    feral_donkey reacted to LegionDiablo in Is late game forgotten, trivial and unrewarding?   
    I would like that over time zombies mutate so get stronger or faster or something like that. Not all of them but over time more and more should come. Or some event that comes from time to time that makes zombies go crazy. But all that should be optional as it could mess up the game for some people. But the devolipers did say no special infected so I don't think zombies will be main threat for end game
  22. Like
    feral_donkey reacted to Kaixrou in IWBUMS 41.20 RELEASED!   
    Also I was thinking in the animal update where you add stuff we can hunt: You should make it where we can skin animals and make leather. Then we can make stuff like clothing from the leather. You could make that stuff part of the tailoring skill too. This is just an idea though
  23. Like
    feral_donkey reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  24. Like
    feral_donkey reacted to lemmy101 in IWBUMS 41.19 released!   
    NEW

    Re-added sprinter zombies to sandbox.
    Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world.
    Slot labels now displayed above the hotbar when the mouse hovers that slot.  This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead.
    New SFX for lower impact car collisions
    Added  new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options.
    Added star quality to show durability of items in hotbar.
    Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt.
    Updated community translations
    Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call.
    Sneaking now drains more endurance when walking/jogging than normal walking/jogging.
    Equipped item/clothing now at the end of the inventory and not at the top.
    Added some debug info about quit and around saving the game on quit
    Pressing R can now do multiple thing:
    - If mag is in equipped gun, unequip it, check for a new mag to insert.
    - If no other mag found, check if we can load bullets in one mag, when done auto reload/rack.
     
    BALANCE
     
    Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door.
    If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking.
    Balanced firearm stats.
    Increased chance of finding magazine in guns.
    Improved M16 and Automatic fire weapons. 
    Adjusted some loot spawns
    Add carpentry exp when making spears.
    Zombies have now defense according to clothing
    Eating frozen food now gives unhappiness/boredom malus.
    Re-added guns to spawn
    Lowered gigamart spawn rate.
    Increased safehouse loot.
    Changed Builder's food rarity settings from "extremely rare" to "rare"
    Disabled automatically vaulting over fences when there's no floor on the other side.
    Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath. 

    ANIMS/MODELS
     
    -tweaks to Hunting vest x files and masks so they work better together
    -adjusted wedding jacket to work a bit better with jumpers.
    -adjusted Huntingvest masks so that it works better with clothing
     
    FIXES
     
    - Fixed the player walking in the wrong direction while aiming with a controller.
    - Fixed hotbar position in splitscreen and after resizing the game window.
    - Fixed missing window icons.
    - Fixed tired moodle not in calcul hit chance for firearm.
    - Fixed exhausted moodle not being in calcul for stomping.
    - Fixed zombies pushing around zombies sat against a wall.
    - Fixed hand axe being on wrong rotation when attached in belt right.
    - Fixed various body location (gask mask could be wear with glasses, some full helmet etc..)
    - Fixed clothing protection could display over 100%.
    - Fixed wrong color scheme for bite/scratch defense color.
    - Fixed not regen endurance if heavy load was > 0.
    - Fixed heavy load moodle level 4 not doing anything to endurance regen.
    - Fixed fitness level 10 make you run faster (now only affect endurance).
    - Fixed missing rip clothing SFX.
    - Fixed stone not being lost when creating a spear from it.
    - Fixed double create spear with screwdriver.
    - Fixed missing adding kitchen knife to spear recipe.
    - Fixed occasional duplicated cars.
    - Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map.
    - Fixed zombies never sitting against south or east walls.  IsoGridSquare.getWallType() looked for WallS and WallE properties
     which don't exist.
    - Fixed lua error looting hotbar items from corpses.
    - Fixed dissassembling not forcing you to stand.
    - Fixed removing a magazine from a firearm also removing 1 bullet from the clip.
    - Fixed some lua errors being printed to console without displaying the red error box.
    - Fixed car battery charger not rendering sometimes.
    - Fixed some blending during vault over.
    - Fixed sudden pause at the end of vaultOverRun
    - Fixed vault over sprint making a snap.
    - Fixed eating and drinking animations stopping in the middle of the action
    - Fixed some zombies walking being really fast or way too slow
    - Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse.
    - Fixed the player's view cone changing direction more quickly than the model is turning.
    - Fixed character-info avatar not updating after washing off blood.
    - Fixed zombies sometimes standing idle when they should be chasing the player.
    - Fixed iso cursor being rendered at twice the size when Double-sized Textures = No.
    - Fixed players not always facing the direction they should when performing actions.
    - Fixed player walking when turning off an alarm that is in their inventory.
    - Fixed house alarms not working.
  25. Like
    feral_donkey reacted to ilikecaterpillars in IWBUMS 41.18 released!   
    The best thing to use is the CTRL button, as it seems like a few people are having the same experience as you. xXx
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