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trombonaught

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  1. Like
    trombonaught 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. Spiffo
    trombonaught reacted to Blake81 in Sick of this Game   
    Oh boy, this argument comes up a lot, so lemme break it down piece by piece so my answers makes more sense.
     
     
    And this is literally the case for 300% of all survival games. Because after that amount of time, you usually are already set up with enough stuff to survive forever. Stranded Deep, The Forest, NeoScavenger, Flotsam, The Long Dark; no matter the title, after that kind of play thru, if you haven't figured out how to become self-sufficient or looted enough places to have a big stash of canned goods, then you really haven't been playing the game right. It is simply the way all survival games are, and there's really nothing anyone can do about it. Complaining about it is like going to a vegan restaurant and complaining about the lack of beef in the menu.
     
     
    I'm going to assume you've never found yourself in a pinch, had to rip some bloodied clothes to make bandages, and had the wound get infected which causes your health to tick down. Because you CAN and WILL die of (non-zombie) infection in this game. No idea of how you have not seen that.
     
    As for base building, the whole "Ladders Out" thing, while it works (and many have petitioned for some solution for it), it now comes with the risk of the zombies ripping up your ropes (and boy they do it A LOT) and basically locking you out your base and all your hard-earned loot, so there's that.
     
     
     
    Until, after eating nothing but cabbages for a few months, you find your character so underweight you can barely take a hit or carry a backpack loaded with loot. Or the other way around, if you began eating every single thing you found and turned into an obese whale that can barely run or climb a fence. It's all there, but you will not see it with just a couple weeks of in-game playtime. It takes a while to make a difference, but it IS there.
     
     
    Sadly, you were focused wrong; this game isn't really about killing Zombies (showcased by how stealth is a thing, and how a fight against a big horde usually ends in death). Fighting zeds is a means to an end; you're killing all the zombies in this building so you can loot it in peace, not to make the area safer for future runs. That's simply not how you play PZ, unless you disable respawns on the Sandbox.
     
     
    That's the thing; Sandbox IS the experience. Or at least it'll be until the Story Mode drops in. Part of what makes PZ so good is that it's very much a "Build your own Zombie Apocalypse" Kit where, even without mods, you can basically use it to create whatever experience you're aiming for. Almost anything can be tweaked, disabled or customized, and by not making use of those tools the game comes with, you're doing the equivalent of going to a buffet table, eating nothing but entree bread rolls, and then complaining about the quality of the food after you leave.
     
     
    Here's the thing; you don't "win" in PZ, there's no victory state. If you're only playing the game to "beat it and win", then you're really not playing the game right, or it's simply not a game for you.
  3. pillow
    trombonaught reacted to wyrda78 in Sick of this Game   
    Being playing this game for a while. Have maybe 70-100 hours on a playthrough which is the first time I've survived for 5+ months. Quickly discovered that there is no "endgame" to this game. This isn't a "survival" game because survival is trivial. There is no difficulty in getting food, you can get infinite food from a few cabbage seeds and survive on cabbages alone (so much for the "nutrition system", so much for "fishing", "trapping", all useless and redundant skills, farming is pointless to level up), there are no diseases that pose any threat, you cannot die from infections, base building is pointless as all you need to do is knock out stairs to have an invincible base. 
     
    I've had the immediate goal of clearing my immediate surrounds, which I've quickly found a fool's errand. For literally two weeks plus, I have been going out every day, killing hordes of zombies, only to to go back to the same spot to have them all spawn back. The idea that they take 3 days to respawn is absolute nonsense because of the aforementioned fact, and I have even found them to spawn inside enclosed locations. After weeks of endless killing and having over 8000 kills almost entirely in Maldraugh, I've had enough. I finally go back after a house alarm goes off and there is an impossibly large horde of zombies that have spawned in from nowhere, because I've literally been spending weeks clearing the surrounding area, and no matter how many house alarms go off or how many times I draw them in with the car horn and spend days killing the horde, it makes no difference. It made me finally realise that the one aspect of the game that I was focusing on, fighting zombies, is also pointless. No matter how many you kill, they will spawn back almost instantly. There is no point in building up your character, getting loot and hording ammunition, because the act of killing zombies is meaningless. I was imagining epic battles where I go into Louisville with a levelled up character and tons of weapons, but seeing as it's impossible to clear even the mid-sized towns, there is no point, I can simply summon an infinite number of zombies wherever I want. 
     
    And no, simply going into sandbox mode and changing spawn settings is not the solution. I play on the default settings and that should be already optimised for the best experience. I am not going to spend another 70 hours to grind a character with the mods and settings to actually make the game playable. The fact that this game has been in development for 10 years and devs can't even fix simple issues that can be fixed by editing a text file already informs me that they are incompetent, I could list dozens of issues with the game that could be fixed with zero effort - food, zombie and gun spawn rates, useless skills that give little or no benefit for levelling up, imbalanced attributes and attributes that don't work, tooltips that are wrong, wacky and unintuitive ways of levelling up skills like aiming and maintenance, fire that spreads on concrete and is extremely deadly and cheesable, etc. 
     
    Basically, I've already discovered how to "win" this game: sit in your walled off base and survive off infinite potatoes, cabbages and rain water. No, you don't need to worry about winter or anything because you will still easily have enough food. This game is only fun until you figure out how bad it is. 
  4. Like
    trombonaught reacted to Gurluas in Holy Cow   
    Wow, everything so far sounds absolutely amazing! Build 42 will truly be epic if you can do all that. I was sad when Blacksmithing was canned, it's good to see we're getting a proper full tech tree! I am 100% on board with it, go for it! :3
     
    I also hope and kindly request that build 43 has tameable foxes. :3
  5. Like
    trombonaught reacted to lyuhasz in Building bug, or i dont know   
    I found a solution, you can destroy dirt with a sledge hammer..

    The topic can be closed..
  6. Like
    trombonaught reacted to Isabellah in Build 41 - Released!   
    This game is simply awesome!
  7. Like
    trombonaught reacted to Batsphinx in 41.68 UNSTABLE released   
    HOTFIX
     
    Now preparing for a release - so please let us know if anything weird is cropping up out there in server-land.

    NEW

    - Added "Enable left joystick radial menu" accessibility option.
    - Updated community translations.
    - Added 3D models (not all in-game yet)

    MODDING

    - Forbid mod tiledef file numbers outside the range 100 to 8190. File numbers 0-99 are reserved for the game, as was already the case.  The old unenforced maximum was 1000, which some mods ignored. Sprite IDs must fit in a signed 32-bit integer (2,147,483,647). Each tiledef file is reserved 512 tilesheets of 512 tiles each.

    FIXES

    - Fixed split-screen players, except the last, being unable to drive vehicles in multiplayer.
    - Fixed unnecessary pause when starting in debug
  8. Spiffo
    trombonaught reacted to Batsphinx in 41.68 UNSTABLE released   
    41.68 RELEASED TO UNSTABLE BETA

    NEW

    - Added allow changing safehouse owner to players which are a member
    - Added extended server quit logging
    - Print 'command entered via server console (System.in): "xxx"' in GameServer.launchCommandHandler().
    - Added isConsistent() call to GameServer.receiveSyncClothing().

    FORAGING

    - Updated focus check to occur before item preview is placed
    - Added blocking search focus for sprite affinity items

    FIXES

    - Fixed the result of FMOD::Studio::System::getCoreSystem() not being checked properly for errors.
    - Fixed Lua error clicking the close button in the titlebar of the Horde Manager debug ui.
    - Fixed a BufferOverflowException when the number of reanimated player zombies is high.  (It was taking about 600 player zombies (assuming 1.6KB per descriptor and 1e6KB packet buffer)
     to be loaded for this exception to happen)
    - Fixed dragging VHS tapes from world containers to the Device Options ui not being synced in multiplayer.
    - Fixed repairing a hole in a long Leather Jacket with level 8 Tailoring not restoring condition.
    - Fixed phantom item-transfer actions playing after crafting sometimes.
    - Fixed IndexOutOfBoundsException in WorldItemModelDrawer.renderMain().
    - Fixed starting the MusicCombined event doing network stuff.
    - Fixed the MusicCombined event being stopped and then restarted the first time Lua is reloaded.
  9. Spiffo
    trombonaught reacted to LuisHernandez in 41.68 UNSTABLE released   
    Hey guys, what's up? 
     
    I know you guys might read this a lot, but I wanted to thank you for giving me one of the best games I've ever played in my life.
    This is precisely the kind of game that I love, and someday I would like to be able to create, I am from Mexico and I have approximately 2 weeks with this game, and more than 158 hours on Steam. 
    I have followed your tweets, videos and comments and you are the kind of company I would like to create with friends. I am 28 years old and I am a big fan of you. Keep it up, you guys are being awesome
     
  10. Like
    trombonaught reacted to nasKo in 41.66 released   
    Changes from 41.66 Unstable to 41.66 Stable are marked with an asterisk ( * ), you can CTRL+F for it.
     
    MP CHANGES
     
    Increased experimental maximum player limit to 100. Default remains at 32. Servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution.
      Optional Login Queue system for MP servers added. 
        - Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game.
       - LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out.
      Added options for automatic server backups. Several cheating security fixes to prevent unwanted admin access as well as unwanted actions performed by clients.
      Several improvements and fixes for VOIP. Added Automatic Gain Control options. Allow VOIP and text to travel to radios tuned into the same frequency. Non-equipped stationary radios now two-way for text comms.
      Added admin panel tool for creating custom safehouses/safezones Added new PvP icons. Moved to the left hand side with the other UI icons. Servers now set a Steam server rule named "PVP" with a value of "1" or "0" depending on the value of the "PVP" server option. This can be used by server browsers to distinguish between pure PVE and PVP enabled servers. Added a "SledgehammerOnlyInSafehouse" server option:
        - if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse.
      Added buildUtil.setHaveConstruction
        - This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings.
       - set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet.
      Updated /rainstart /rainstop and /thunder commands Added /lightning /startstorm and /stopweather commands Added providing optional reason in KickUserCommand Added providing optional coordinates in AddVehicleCommand Updated text for server commands Updated ShowOptionsCommand to allow use by non admins Disabled doubled-up commands AddAllToWhiteListCommand and AddUserToWhiteListCommand Removed unnecessary server options.
      Updated overhead username display
        - with only ShowFirstAndLastName enabled, show player nam
        - with only DisplayUserName enabled, show username
        - with both options enabled, show player name with username in brackets
      Server .ini file now has the tooltips for the various options and settings attached as comments Added limit for server public names to 64 characters and public descriptions to 256 characters Disabled NightLengthModifier since it is currently non-functional. Will be reintroduced soon. Added check and teleport for safehouse trespassing.
        - Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled
        - Fixes issue with players intruding in safezone areas via movement exploits
      Safehouse fixes:
        - Admins and moderators can quit safehouse (if not owner)
        - Admins and moderators can invite themselves to a safehouse
        - Do not show the 'Quit Safehouse' button to admins who are not in this safehouse
      Fixed non-relevant Lucky/Unlucky traits being usable in MP. Fixed some duplication exploits. Fixed being unable to access/change player inventory as admin. Fixed Ping Limiter not working.  Fixed showing the "ADMIN POWER:" debug text in multiplayer. Fixed some cases where crashes at low speeds cause fatal injuries. Fixes for some instances where black boxing could still occur when players were passengers in vehicles. Fixed an exploit that allowed bypassing container item limits. Fixed non-members being able to perform moveables actions inside safehouses. Fixed admins in ghost/invisible mode still making sounds. Fixed "Medical check" on another char in a car causing chars to be stuck in a car Fixed crawlers sometimes teleporting when trying to path to a player. They will now turn to the target. Fixed, via removal, defunct server option "LogLocalChat". Fixed kicks in relation to Safehouse creations. Fixed being able to exit a vehicle when inside a safehouse without having appropriate permissions. Fixed a bug that rendered passengers unable to leave a car. Fixed death by bleeding while driving causing a kick from the server Fixed not being able to die near other players until hp drops down, and not being able to move if char died while other players try to rescue. Fixed looting animation stopping when another player attempts to grab the bag/container.  Fixed double-door opening and closing not being synced properly in multiplayer. * Fixed desync when a player heals via "godmode" at the same time as a character dies. * Fixed SafetyToggle timer speed and SafetyCooldown logic. *

    NEW
     
    Added back the "Toggle Music" key binding, bound to nothing by default. It appears under the new "Audio" category near the bottom of the key-binding UI. Players can now dismantle several player-built structures (floors, etc) Corner pillars will now be built automatically when placing walls/fences etc. Updated Kingsmouth and Studio maps. Room definitions, bed and foundation fixes, added video cameras, military equipment, and more. Added tooltip information on what mod an item is from. Can be turned off in main options. Added "Inventory Container Button Size" Display option to change the size of the buttons on the right-hand side of the inventory and loot windows. Updated Survival Guide. Merged into a single window and also made to work with a controller. Increased speed of mouse-wheel scrolling in the Survival Guide. * Added trait reset button to character creation screen. Implemented the blue combination washer/dryer appliance. Use the context menu to switch between washer and dryer mode. Context Menu is now usable in the loot panel backpack list. Added more CDs and VHS tapes, including Dog Goblin sequels. Updated ISCraftingUI and CraftTooltip to display multiple choice item counts, as well as heat requirements for recipe ingredients Added AllowFrozenItem parameter to recipes and evolved recipes Added several new items, mostly flavour. Plushies (friends of Spiffo), Boardgames, Poker Chips, Peppermint, Potato Pancakes. Some of them do not have 3D models attached to them yet. * Also added Beans. And Perogies. Added OnCreate item script property. Updated max values for HoursForWorldItemRemoval and HoursForCorpseRemoval sandbox settings. *
     
    BALANCE
     
    Setting Cruise Control now starts at current speed when switched on Attempting to sprint when the character is too exhausted to sprint will now make the character run as fast as they can instead of walking and having to press the "Run" key separately. Fixed M16 still having its initial experimental values. No longer a death laser. MinDamage reduced to 0.8, MaxDamage reduced to 1.4. Greased back hair now requires hair gel. Frog legs and whole fish are now dangerous uncooked. Military lockers and crates now movable. They'll also contain loot. Unified spawn items and starter kit functions in SpawnItems.lua. Fixed drinking directly from river/puddles not making characters sick.  Drinking tainted water now more merciful if character is already sick. Added ability to use sheet ropes to create log stacks Fixed players not becoming bored inside player-built rooms. Agoraphobic and Claustrophobic traits fixed to work inside player-built rooms. Added relevant tile properties (pick-up, rotate, water source etc) to: new farm dirt tile, washer-driers, dead farm plants, hay bales, red mobile tool cabinet, troughs, play castles, bird baths, sinks and more.
      Spear charge fixes (MP and SP): charge only zombies in front of the player reset sprinting time when spear charge occurs  

    NOISEWORKS
     
    Added a volume automation for the hard of hearing trait in addition to the muffling we already had, additional -6db (needs some testing if this is okay) Added EmptyPan sound for "Empty Frying Pan" and 2 other recipes.  The sound is a placeholder for now.  Added values MeleeHitSurface for per-weapon door-hitting sounds. Added DoorSound=WoodShackDoor for new door sounds for wood-plank doors. Added StoveTimer sound. Added sounds played while constructing gravel-bag and sand-bag fences. Added sounds for turning media devices on/off and muting/unmuting. Added Dismantle sound for radios and televisions.  Added generator repair, connect and refuel sounds.  Added sounds for drinking and filling containers from water dispensers. Added new climb sound for high fences. Added bullet impact sounds. Added the violin melee hit/whoosh sounds
      Minor volume tweak to zombie voices when they're very close, they were a bit too loud Added occlusion to vehicle engines, horn, sirens (needs some testing) Slight adjustment to the bass of the footstomp Play PourLiquidOnGround when emptying paint buckets and similar items. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Play the FallLight sound when tripping over a hedge/tree.  

    IN-GAME MAP
     
    Added a button to the in-game map to remove all annotations and forget map knowledge. Hide the mini-map when the inventory and loot windows are visible when using a controller (so the mini-map doesn't overlap). Display controller button prompts in the in-game map. Play the MapOpen and MapClose sounds when viewing the in-game map.
      Fixed the in-game map view not being centered on the player the first time it's displayed, when the mini-map is also used. Fixed moving map symbols with the mouse.  

    KNOX EVENT MAP
     
    Export of current dev map - including some new locations and improvement of general landscape Pylons and radio masts added to map Various map fixes  

    FORAGING / SEARCH SYSTEM
     
    Added foraging tips system to investigate area window. Added some fixes to make the system work with controllers. Overlay radius now used instead of item radius for placing investigate arrow markers. Restructured trait/profession multipliers - now uses definitions. Added profession and trait category specialisations.
        - Big bonuses to spot categories for professions.
        - Small/medium bonuses to spot categories for traits. Added functions for modders to add trait/profession definitions. Added ammunition category to urban loot. Added medical category to urban loot. Added clothing items to urban loot. Added some more misc items/fruits/veggies. Added pinecones (only available from September to December). Added pinecones can be used as campfire fuel. Show spotting arrows immediately when the player notices something. Force-find now reveals an item nearby for the player instead of just moving it closer. New identifying items system - items can be identified if close enough or from afar with high skill. Zone display now reveals exact categories when reaching high enough level (identifyCategoryLevel). Set a minimum dark overlay value so the search radius is always visible even in bright daylight. Categories can be more or less common (or not available) during rain or snow. Items can be more or less common (or not available) at night or during the day. Items and categories can be more or less common (or not available) after it has rained. Items are moved to player inventory if a backpack goes over capacity - Yotherwise dropped onto the floor. Refactored, bugfixed, and documented many functions. Fixed resetting itemTotal when fillZone is called. Fixed inverted light level values when indoors. Added foraging weather effect reduction for equipped umbrellas. Increased darkness/weather effect reduction cap. Resolved an issue with calculating foraging darkness/weather effect reduction. Fixed issue causing item markers to disappear when looking away. Added a chance to generate extra items on affinity sprites - more firewood in forests - more stones on roads. Tweaked and tidied bonus item generation and syncing. Added a flag to bonus icons for future management. Set affinity check to occur after all icons are loaded. Activate nearby zones inside radius. Allow multiple categories per affinity sprite. Show item ghost before spotting if in visible radius. Added bonus vision definitions for all professions. Place item marker arrows when inside item spotting radius if item is visible. Cloud darkness and fog level visibility increased on zone display. Added some variation to the zone display fog. Added zone display vision effectiveness tooltip. Updated search info tip. Skip checking icons outside loaded cell. Changed default itemDef value canBeOnTreeSquare to true. Added more search radius/trait/profession bonus info to Investigate Area tooltip. Added showing the poison skull on forage pins for mushrooms/berries if player has herbalist skill. More categories visible on Investigate Area window tooltip with high skill. Tidied up and documented ISSearchManager/ISBaseIcon. Tweaked forageSystem penalty calculations. Fixed icon arrows remaining on screen when sprinting. Added short sighted foraging debuff can be removed by wearing glasses/reading glasses. Added testFuncs to skill definitions. Fix rerolling zone icons while sprinting. Fix spotting icons while fast forwarding. Vision radius calculations refactored and tidied. Icon performance improvements. Fixed icons recreating with incorrect conditions. Reduced and capped stuttering caused by cell checks. Fixed overlay toggling in vehicles. Improved search radius transitions when toggling mode. Improved forage zone activation, icon moving, bonus icon generation. Fixed wild crop seed spawns. Fixed using the wrong broccoli type for foraging. Fixed issues in force find tracker. Skip sprite affinity checks on squares with trees or attached data. Fixed missing spaces in search window tooltips. Fixed missing item texture on pins for floor items. Fixed moved objects spawning bonus items. Removed performance impact for ISSearchManager, ISZoneDisplay, ISSearchWindow when UI not visible. Removed seasonal variances from medicinal plants Added WildPlants category for seasonal wild foods Updated ISSearchManager table resets to use table.wipe Updated radius and modifiers in ISZoneDisplay vision tooltip Tidied up some debug stuff in ISZoneDisplay Added foraging profession and trait specialisations for WildPlants  
    Balance:
    Increased maximum possible spotting range further for specialised characters. Reduced base XP rewards for foraging. Tweaked icon density in zones. Insects, mushrooms, herbs are now much more common at night. Medicinal herbs are much easier to see. Increased medicinal herb yields. Herbs and mushrooms are more common in the rain and after it has rained. Added disabling search mode if a zombie is very close (about 1 square away). Reduced headwear vision penalties, added penalties for more types (not hats, never hats). Increased chance of items to be on affinity sprites (stones on stones, etc). Allow affinity icons to be moved again if they were not noticed before. Malus for item size adjusted to a curve to be less punishing. Rebalanced many item sizes with overrides for spotting (fruit trees, crops, etc). Reduced berries poison level by a lot - not likely to be fatal. Reduced mushroom toxicity range - still very risky to eat unidentified. Added additional food sickness penalty for consuming poison berries and mushrooms. Added a new increased minimum vision radius for well-lit squares. Increased variance of medicinal herb yields. Weather penalty calculation tweaked for snow cover. Weather penalty maximum increased. Overlay radius tweaked to use forageSystem min/max size values. Stones more likely to be found in cracks in the road + rates increased on roads. Removed skill requirements for some item categories. Tweaked sprite affinity and bonus icon chances. Tweaked sprite affinity/bonus icon chances. Foraged drainable items roll for a remaining amount. Increased zone icon density. Additional variation for zone density. Added more sprite affinities to trash, junk icons, and insects. Reduced chance of finding rotten wild foods. Increased chance of fresh wild foods with high skill. Profession and trait vision modifiers also affect the overlay maximum vision radius. Increased vision cap for extremely skilled and specialised characters. Decreased vision cap for non specialised characters. Ensure vision radius bonus always applies when aiming or sneaking. Rebalanced profession and trait darkness effect modifiers. Check darkness cap before placing item marker arrows. Removed override item size for some small items. Added more sprite affinities to categories. Dead animals much more likely to be stale or rotten. Aiming takes priority over crouching bonus in forageSystem. Bonus vision effects apply to maximum radius. Chance to find logs reduced. Rebalanced vision radius/view distance for spotting. Increased maximum hunger bonus for food items. Tweaked vision penalties for clothing. Increased base spotting speed and bonus spotting speed when aiming/sneaking. Reduced snow cover and cloud penalty. Umbrella rain penalty reduction increased and only applies to rain. Minor zone item count balance tweak. Added more sprite affinities for stones. Adjusted profession vision bonuses. Category chances tweaked to accommodate WildPlants. Debug: Added a new IsoMarker type for debugging icon vision radius. Added icon vision radius + category info debug options. Added debug option: "Show Icons Locations".
       Splitscreen fixes:
    Fixed splitscreen icon syncing. Fixed picking up forage icons with controller in splitscreen. Moved forage icon pickup option to the top of right-click context menu. Increased range of back button wheel pickup option. Back button wheel forage options now use item textures. Added discard item option to back button wheel. Tidied up changes for splitscreen icon syncing. Fixed syncing of arrows/markers when an item is moved or removed. Fixed removal of icons noticed by co-op player. Added zone display splitscreen support. Sync forage item poison values in splitscreen co-op. Fixed a bug when co-op player simultaneously picks up items in ISForageAction  
     
    ANIMS/MODELS 
     
    Fixed boxing gloves 'hole' on the back of the hand issue. * Fixed Poncho showing no legs by capping the bottom. * Fixed Bullet Vest clipping with some other clothing items. * First pass on fixing underlying mesh on female, clipping Leather Jackets. *  

    MODDING
     
    Added ISCarMechanicsOverlay.PartList[].vehicles tables to any parts that don't have them. VehiclePart.setInventoryItem() no longer calls setModelVisible(true|false) for all models, because this interferes with some mods that choose different models based on which item is installed for a part. Instead, a new method VehiclePart.setAllModelsVisible(true|false) was added that is called from these Lua functions:
                    Vehicles.Init.XXX
                    Vehicles.InstallComplete.XXX
                    Vehicles.UninstallComplete.XXX
        Mods that define "init", "install.complete" and/or "uninstall.complete" Lua functions can now choose to hide or show whichever models they want.
        Additionally, VehiclePart.repair() now calls the part's "init" Lua function (if it is defined) when creating a missing item.
        This allows the "init" function to hide or show models.
      The game will look for mod texture-pack files named Pack2x.floor.pack (correct) and then Pack.floor2x.pack (incorrect) if the first file doesn't exist. Added IsoGameCharacter.XP.setPerkBoost(Perk perk, int level). This is for mods that want to change an existing player's XP multiplier for a skill. Added IsHidden parameter for recipes and evolved recipes
        - If true, this hides the recipe on the crafting menu
        - Hidden recipes are still able to be crafted via the right-click menu
        - Evolved recipes are hidden unless a result item exists
             - This allows adding additional ingredients via the crafting menu Fixed ClothingItemExtra script property not working for items that aren't in the Base module.*  

    CONTROLLER
    Pressing and holding the left analogue stick displays a radial menu that allows toggling crouching, sitting on the ground, and auto-walking. A quick press of the left joystick button toggles crouch, the same as before. Pressing the controller A button when a text entry has the focus displays the on-screen keyboard.
        - Left shoulder button changes focus between the text entry and keyboard.
        - D-pad navigates in the text entry. Foraging / Search mode improved to work with controllers.  

    FIXES
    Fixed a Lua error when trying to spawn a new character in-game when the AllClothesUnlocked sandbox option or Character.CreateAllOutfits debug option is enabled. Fixed the "Aim Outline" option default being "None" instead of "Ranged Weapons". Fixed the volume controls not working in multiplayer. Fixed Home VHS tapes switching from blank to not-blank after reloading sometimes. Fixed some unique Home VHS tapes never being spawned. Now CDs and VHS tapes are randomized in ItemPickerJava. Fixed translation files from required mods having priority over the mod that required it. If mod B requires mod A, then mod B's translation files will be loaded first so they override the same translation in mod A, if present. Fixed sitting zombies facing random angles in multiplayer. Fixed an IllegalArgumentException in IsoChunk.SafeRead() when reading an empty map_X_Y.bin file. Fixed the mini-map displaying the game's map data in cells that have been overridden by mods. Fixed some curved-road zones. Fixed traffic jams on curved roads by implementing "traffjam / ParkingStall" and "rtrafficjam / ParkingStall" for polyline zones Fixed exercises not starting when a two-handed weapon attached to the back is equipped in both hands. Fixed a thread-synchronization bug with ZomboidFileSystem.getString() accessing RelativeMap. This led to walls not being cutaway due to failing to load the CircleStencil Shader. Fixed Character.Debug.PlaySoundWhenInvisible default being true when it should be false. Fixed a few cases where sounds from invisible players could be heard in multiplayer. Fixed bug in world dictionary when an item similarly named to a base item but with different module would be removed. This was due to scriptmanager.getModule defaulting to 'base' when the module was not found. Fixed scriptmanager.getModule testing for equals("Base") or startsWith("Base.") instead of startsWith("Base"). This would otherwise result in the same error happening still if one would name their module for example "BaseBuilding". Fixed item loading when trying to create an item with the same name in a different module. When a mod adds "MyMod.Apple" this a new item that exists alongside "Base.Apple", when MyMod is removed the "MyMod.Apple" bytes in the saves should be skipped. However due to ItemFactory.CreateItem calling the same scriptmanager functions that default to "Base" when no module found, it would try and instance "Base.Apple". Fixed bug in WorldDictionary ItemInfo where print debug would not print all lines. Fixed GameLoadingState doing GameClient stuff in single player. Fixed any exception that occurs when the "failed to create vehicles database" message is displayed not being printed. Fixed spawned fish in shops and stories unable to be filleted. Fixed getting extra materials when multiple players scrap an object. Fixed being unable to construct objects or floors through an open window. Fixed being unable to disassemble closed doors facing S and E. Fixed "take pills" anim playing only once when the action is queued. Fixed 'take pills' action being possible while running (it has no animation). Fixed the resize behavior of the "Select Spawn Location" ui. Fixed disallowed scrolling of map description in the "Select Spawn Location" ui using a controller. Fixed some forest and vegetation zones near curved streets. Fixed "ReceiveRemoveCorpse: incorrect square" messages on the client due to corpse rotting. These messages weren't errors. Fixed incorrect looping in RandomizedZoneStoryBase.cleanAreaForStory(). Fixed multithreading issues on the server with the vehicles database.  Fixed radial menu for light sources only available for secondary item slot Fixed double-clicking a watch runs an action but doesn't equip it. Fixed adhesive bandages weighing too much. Fixed mechanics books not being in SkillBook category. Fixed missing Fishing.OnCreateFish function on server. Fixed default name of a profession preset not being the name of the profession (has a number if there is already a preset with that name) Fixed bowl of beans recipe not scaling to source can's hunger reduction. Fixed two-tile table stories possibly spawning on two different tables, possibly with a wall in between. Fixed trailers being detached on the client but attached on the server. Fixed explosive traps not damaging zombies in singleplayer. Fixed server soft-reset throwing errors. Fixed "bare hands" checks which used translated item names. Fixed lightbulbs breaking even if unpowered. Fixed inability to plumb sinks in existing buildings if the water is still on. Fixed zombies densities not affecting loot spawn in MP. This caused Sledgehammers and other items to be a lot rarer in MP than in SP. Fixed not being able to climb over tall fences when a vehicle is nearby. Fixed being able to get XP from VHS tapes again after relog. Fixed TVs showing test screen (only happens 14 days after apocalypse and onward). Fixed one TV screen not showing in the screen 'animation'. Fixed the first channel not being properly loaded when radio loads its savefile. Fixed, via disabling, zomboid radio debugger in mp client that was throwing errors due to stuff not being present on client Fixed bug that caused the temperature panel to display all values as zero. (the call to PZMath.clamp in the panels would randomly pick the int or float overload between diff game boots). Also added Thermoregulator node debugger panel. Fixed WAV sounds flickering between speakers when near the player's location. Fixed some problems with clothing losing condition due to holes. Fixed the client savefile not being deleted when the server savefile is soft-reset or recreated. Fixed playing DrinkingFromTap or GetWaterFromTap when drinking from a river sometimes. Fixed trap synchronization issues in multiplayer (including multiple explosion sounds). Fixed noise-trap sound continuing after the trap is picked up. Fixed farm-plant names not being translated in multiplayer. Fixed missing translation for "Spent Rounds" in firearm tooltips. Fixed Disassemble tooltips for movables showing the incorrect object name (and no icon) Fixed unlimited maximum title and text entry for journals, notebooks, paper Fixed impossible disassembly of tall fences south and west of player Fixed missing radioInteraction codes for perks Fixed bug in RadialProgressBar with texture offsets Fixed bug in ISSafetyUI where second part of the radial cooldown would display incorrectly. Fixed alarms being enabled in buildings the player spawns in (in MP). Fixed NullPointerException in DeadPlayerPacket.set(). Fixed ability to have more than three saved splitscreen players in multiplayer. Fixed issues managing saved splitscreen players in multiplayer. Fixed SafeHouseRemovalTime greater than 596 removing safehouses. Fixed player facing direction never getting set on the server. Fixed Survival Guide error showing the guide when isShowFirstTimeSneakTutorial() is true. Fixed the "Learned Recipe" text above the player's head when watching a VHS not being translated. Fixed EvolvedRecipe.java using DecimalFormat (which uses the default locale) and instead use NumberFormat.getInstance(Locale.US) to try and fix rare crafting exceptions. Fixed getting Fitness XP without exercising when starting exercises while aiming. Fixed being able to dismantle carpentry window frames and door frames before removing the window or door. Fixed Z location check in RecipeManager isNearItem Fixed playing sound from the waist of zombies that are on the ground and instead play from their head. Fixed incorrect plant names (and "Mystery Plant") being displayed in the farming-info window. Fixed not being able to dismantle Metal Floor. Fixed, via removal, leftover Multi-core option that had no effect anymore. Fixed double-jump animation climbing over fences when holding a two-handed weapon. This mostly occured on Linux distributions. Fixed Pacifist trait not reducing XP gains with LongBlade weapons. Fixed Soup bowls, Stew bowls and Pie Slices inheriting original hunger values. Fixed not being able to scroll the outfit panel with the mouse wheel in the character-creation ui (with all outfits enabled). Fixed setStopOnWalk/setStopOnRun recipe function typos. Fixed uncooked Omelette being safe to consume. Fixed an ISZoneDisplay error when debug teleporting in single player. Fixed placing 3D items skipping a movement step if the player begins at the destination. Fixed being unable to pack/unpack frozen egg cartons. Fixed evolved recipes with matching item names not displaying correctly in ISCraftingUI. Fixed possible to add uncooked ingredients when cooking is required via ISCraftingUI. Fixed being unable to use "vegetable sacks" after they are emptied. Fixed temperature and frozen status of items used in recipes not being maintained. Fixed being unable to add burnt ingredients to recipes requiring cooked items. Fixed Paperbag icon. Fixed sports car front trailer attachment. Fixed lack of check for ReplaceOnCooked when drainables are cooked. Fixed duplicate entries in newBags, clothing_bags, newitems scripts. Fixed sackProduce items not being in items_food script. Fixed new tongs item not being called kitchen tongs (due to metalworking tongs existing). Fixed characters queueing the "Exit Car" action and therefore being able to exit a car when they should not be able to. Fixed characters being able to open/close vehicle doors while vehicle is in motion. Fixes to tutorial to improve SteamDeck experience Fixed collision for rain tanks, roof fences, large green lockers, Acorn plaza signs . Fixed not being able to jump turnstiles in both directions. Fixed being unable to rest on Red Theatre Chair. Fixed transparent stockings making the player's legs transparent. Fixed Lua error in MapSpawnSelect when the filename entry is hidden. Fixed pyramid.zip files not being allowed in Steam Workshop uploads. Fixed 3D models being clipped in savefile thumbnails when the minimap is displayed. Fixed duplicate ZombiesZoneDefinition.StreetPoor. Fixed the music volume setting being implied improperly. Fixed the sound of zombies eating continuing to play while exiting to the main menu. Fixed sound bug with cars when the player would have cruise control set and would then switch seats by pressing Z mid-drive (default keybind dependent on keyboard language).* Fixed double "Place Item" options for: Radio, Battery Charger, PortaDisc. * Fixed not being able to interact with a Radio that was placed as a 3D item. * Fixed "Investigate Area" tooltips being displayed at the mouse pointer position when using a controller. * Fixed player character holding a Newspaper model in hand when reading the in-game map. * Fixed possible exception due to a vehicle not having an Engine part but the engine is running. * Fixed cases where a player would be able to start the game before "Click to Start" appeared, causing errors. * Fixed a case where players were able to grab items through closed/barricaded windows. * Fixed a bug with the mediadata converter that caused all tapes to have incorrect colored text colours. * Fixed the LootRespawn and SeenHoursPreventLootRespawn sandbox options not being displayed in the single-player sandbox settings UI. * Fixed the SeenHoursPreventLootRespawn sandbox option not being displayed in the single-player and multiplayer sandbox settings UIs. * Fixed missing food types in Evolved Recipe items. * Fixed Search Mode / Foraging being usable in the Tutorial scenario. * Fixed "Foraging has changed" warning from right-click context menu still being there. *  
  11. Like
    trombonaught got a reaction from thejoker954 in I don't like where this game is heading to.   
    I think if you reframe this for yourself from an action game (get in, get close and smash) to a survival game (get out, do not engage and smash only when necessary) the mechanics as-is check out. It lines up better with the threat level shown in early zombie movies and games, before the entire genre was overwhelmed with power trips. The power trip-breaking moments of pz are why I'm here!
     
    Ps but yeah the loot distribution (especially guns, kitchen utensils, jars and rope) could be reworked for improved realism.
  12. Like
    trombonaught reacted to Papa Juliet Whiskey in I don't like where this game is heading to.   
    The only bad direction pz is headed is version 1.0
     
    All the cool updates will stop 
  13. Spiffo
    trombonaught reacted to TheVastator in I don't like where this game is heading to.   
    While I don't agree with the rest, I think that the traits need a revamp/rework, especially the fitness ones.
    Most of the people take overweright and such because they are relatively easy to get rid of, ending up having free points.
    That, along with the floating building (which really should be addressed), is the only gripe I have for build 41, because, otherwise, it's really exceptional.
    You can always play the older versions ;D
  14. Spiffo
    trombonaught reacted to HetCigarr in I don't like where this game is heading to.   
    Hi, it's me again.

    30 zombies behind a door will be heard, even from outside building. Use the sound and you'll know it's more than 1 zombie behind that door. Find another opening or let them open the door themselves. You don't have to give them a hug.
    Cheesing zombies at fence can be very effective, but it comes at a risk. 100% scratch/bite protection boots is easy to come by, so even if you screw up you're pretty safe. Just don't use this cheese if there are zombies behind you. 
    You're never forced to be grabbed or dragged by zombies, you can outrun them very easily. no wait you can literally outwalk them

    Zombies are too weak, the player is too overpowered, nothing can kill after you learn the game mechanics. If you don't want to learn new things, the option to play b40 is still available
  15. pillow
    trombonaught reacted to Irken Empire in I don't like where this game is heading to.   
    At first I saw this game as the most potential candidate for the worlds best zombie game (not joking) and that's even way back in B39 IWBUMS now it's B41 IWBUMS and it's probably at the end of it, from then to now every aspect of the game got enriched, but something seriously wrong appeared and it's making me ... ugh how do I say it, not hate this game, but I find it less appealing, maybe annoying too.

    Back in the b39 and 40 you weren't forced to die by some lame and cheap mehanics like ones that came in b41. Losing a player actually felt like my responsibility, made me guilty and with these deaths I menaged to learn from mistakes that I made which ended up with me improving my awarenes and survival skill and then geting runs longer then 8+ months which was very satisfying, even if the game had no end you felt like you've acomplished something big when you survived for that long.

    NOW even RNG is able to kill you solo by spawning 30 naked zombies in a public restoraunt bathroom?
    Or dying to a lunging zombie who's able to trip a grown man who can't even fall on his hands and knees so he could stand up quickly and escape but automatically falls on the ground on his back and turns 180 degrees mid air to be more prone to zombies that are coming from the back and stalls for some time in a life or death situation by lying there for a momen waiting to be done with daydreaming probably, and that's not it!
    Recently bumping into zombies got "reworked and rebalanced" so that you can't move left nor right when you bump into a singe zombie, but have to engage into a "ouch I bumped shoulders with a zombie" animation while moving at a running speed straight fowards into some other zombies who are gonna make you fall wheater you want it or not and then when you start standing up you're gonna stay in a weird stalling position for 1-2 seconds and maybe get a scratch on the leg that almost incapacitate you with -80% movement speed, ofcourse if you didn't get stunlocked to death by 2 zombies or insta killed by 3 zombies who dragged you down.
    How am I supposed to feel guilty for something that game forcefully did to me and I could just watch, let alone learn from this, well I did  learn that one or more of the devs is/are a sadist, RNG is not predictable and good luck becasue 40% or more of PZ gameplay is based on it in B41.

    I'll admit b39-40 were a bit too much on the players side, but from that period when players could slide 360 degrees around and now no longer can, they've kept that mehanic for zombies and more. In general when you close your eyes and think about it you can see how much the game has changed from those builds to 41 and not in a good way, right now it's basically like you're controlling a bot 50% - 50% you do the manual work like walking, looting driving, drinking etc. to him doing everythign to kill himself.

    Here I am at the end writing this kinda accidentally exacly 2 years and 1 day after PZ B41 IWBUMS dopped for public trial, the point is PZ builds before and after 41 are two different games, before you had the freedom of not forcefully dying and when you did die it wasn't so hard to realize that it was your mistake and not those 30 naked public bathroom zombies fault who stunlocked you to death. Congratulations, you're at the end, sorry for having to put up with this block of letters, but making an opinio based off 2.800 hours of PZ playtime worth of over 3 builds of infermation on how it's making the game less appealing is not as easy as it may sound. I'd like to hear your opinion on this dear reader, but if you're a new player who only played b41 you should maybe keep that opinion to yourself please.
  16. Like
    trombonaught reacted to MadDan in NPC quests and mini backstories   
    There'll no doubt be options - however NPCs aren't intended to be static like this making it an RPG with quest givers. More like MP, playing the game as a survivor and traits/personalities being the focal point to create some drama and add more to the 'story' of how you died. More endgame threats with bandits/factions etc...
     
    It's really the type of game PZ has always set out to be. Anything else (like the videos above, no disrespect to the creator) would really be immersion breaking for a game like PZ.
  17. Like
    trombonaught reacted to nasKo in Patch PlanZ   
    Hello all, and a big welcome to all the new players – who probably almost outnumber the old players reading this at this point. It’s been… quite the month.
     
    To the newly initiated: we do a dev blog every two weeks, and we call them ‘Thursdoids’. These are often interspersed with mod blogs on particular community heroes on the off weeks.
     
    We generally only talk about the more imminent features in the development blog these days, but clearly occasionally set out wider plans – as we did in last time’s Thursdoid blockbuster.
     
    This blog, however, is not a blockbuster we’re afraid – as it is predominantly us working on the upcoming 41.66 patch which contains many and varied vital and more pleasant improvements to our current MP release. (With a few other bits of fun and balance in-between.)
    There’s no solid ETA on this patch, but we’re now limiting further additions and are within the testing process.
     
    Once we’re happy with it, we will put it out on an unstable beta branch for the community to try out, before moving it into the mainline after the necessary fixes have been mixed in.
     
    Current contents include:
     
    An optional login queue system to make survivor waits outside full servers more organised, as well as to avoid server lag due to multiple players joining. Cheat security fixes and improvements. Improvements and fixes for VOIP – which currently is fairly faulty in the main version. Fixed several duplication exploits. Improvements for server owners. Specifically a new server option to specify actions which will be logged by the server. This can be used by admins to keep track of player activity such as theft, enabling pvp or destruction of property. It supports any action by name including actions added via mods. Translation support and custom extra information can be logged on a per-action basis. Player levels and other critical anti-cheat logs may also be added, which can allow admins to identify cheaters and other shenanigans via their logs. (We also intend to do a general tidy-up of server options, and to remove some of the more redundant ones before patch release.) Updated and fixed Kingsmouth and Studio maps. Tooltip information now provided on modded items, underlining which mod the item comes from. A fix for trailers and attached vehicles suddenly wanting to explore space. New Noiseworks sounds. Including violin melee hits, new melee hit noises on doors, new dismantle sounds, generator noises and more. In-game map polish. A lot of foraging balance, and loot location tips. Working in-game radios (voice and text) Split-screen fixes and polish. Fixed VHS tapes exploit after relog, bizarre temperature bug, flickering mod sounds between speakers, enabled alarms in spawn buildings and much more.
    Elsewhere we’ve had lots of meetings and chats this week about where we’re going forward over the next months (and, in some instances, years) between ourselves and our partners, and it’s been an exciting time.
     
    Some of the team are moving onto the next major build(s) at this point, while others are remaining on the upkeep and polish of the current version. We should have a more gameplay-y and feature-y update for you next time round, as well as news on our ongoing MP improvements and optimizations.
     
    Thanks all! See you next time.
     
    This week’s chill vibes from Adres4t. A changelist of all our pre-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  18. Like
    trombonaught reacted to EnigmaGrey in Insanity   
    Back in the day, insanity was weird sound playing and ghost-zombies (not transparent, just not "real") attacking the player.

    So this is definitely something we'd want to explore in-game. 
  19. Like
    trombonaught reacted to Breaux in [Build 41] Players are unable to stop reading in vehicles   
    Ran into an issue in multiplayer where vehicle passengers started reading a book and were unable to stop until the entire book was read. This happened 100% of the time tested. 5/5
  20. Like
    trombonaught reacted to ToningUnit in 2022 and Beyond   
    The game is not yet in release. 41 build in release. The price increased deservedly - with 41 build, it's a completely different game. The multiplayer will continue to be optimized, they warned about it.
     
    Visual style of the cars will be in the future, I remember a long time ago there was a screen in one of the news - August 8, 2019 "Twisted". 

     
    I'm not sure about the snowy appearance, maybe they will do it.
  21. Spiffo
    trombonaught reacted to nasKo in Build 41 - Released!   
    It felt like the day would never come, but we’re really happy and proud to announce that Build 41 has been released to stable!
     
    If you’ve been out of the loop on the beta, a good place to start would be our new trailer to celebrate the release and show those new to Zomboid what’s in store for them:
     
     
    This build marks a huge step for us, the graphics, gameplay, audio and netcode being significantly remastered and radically improved, Build 41 feels more a sequel than a patch update. As well as a huge map update, new mechanics and systems, its by far our biggest update yet.
     
    Under normal circumstances, we may have done a little more polish and fixing before releasing to stable, but the truth is next to no one are playing Build 40 now, apart from those that didn’t know of the beta branch. It’s presence if anything has been damaging to Project Zomboid’s first impressions and we were only waiting for multiplayer to drop in a somewhat stable fashion to allow us to move on, as we feel strongly that Build 41 even with the remaining bugs and issues that need weeding out, casts a far superior first impression for new players.
     
    Build 40 will forever live on in a branch, access the beta branch “legacy40 – Classic Zomboid” at any point to continue playing, or if your specs aren’t capable of running build 41 comfortably.
     
    So what’s new in this build?
     
    Massive animation and character overhaul, more immersive animations and smoother gameplay and combat, highly customizable character that shows clothing and equipment in the world. Visibly ripped and damaged clothing. Visible Backpacks and Bags. In-game map system to allow the player to chart their exploration and find their way around the huge map. New animations and new movement systems. Sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New multiplayer built from the ground up for smooth, immersive and low latency player and zombie movement. New combat, new weapons, new difficulty balance. New tutorial teaching you the very basics of the new movement and combat. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New city to explore, the gargantuan Louisville, as well as many improvements across the entire map, including new buildings, decoration, and curved roads for easier driving. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood and dirt system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red target outline while aiming, increased gun loot spawn. Randomized environmental storytelling elements. Death Scenes, zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc, vehicle crashes and blockades. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and expanded Kentucky-themed soundtrack. Complete soundscape overhaul – All new sounds, building a more immersive and compelling sonic landscape. Items now have placeable 3D models in the world, for all your decorative needs. New Gameplay Styles
    Apocalypse: Stealth focus. Short lifespan. Combat best avoided and picked selectively.
    Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40.
    Builder: Construction, Exploration, and Farming focus. A more relaxed experience. New Challenges
    Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort.
    Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others. Entirely new foraging system. New inventory slots – belts and holsters now give quick equip slots. Weapons can be attached to the character’s back. New thermal / body temperature system. New Tailoring system for clothing repairs. New Fitness / Exercise system. New emote system – Hold Q to bring up the Radial Menu for Emotes. New water visuals – including visible flow direction. New puddle system during heavy rain. New fog visuals. New levelling system. New VHS, and CDs system. Broken glass and related injuries. 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New radial menu for reloading firearms. New game cursor New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Isometric aiming cursor that shows where you’re aiming in iso space to aid in combat. A gigantic list of fixes and QoL improvements.  
     
    Thank you
    A huge thanks everyone for the wonderful experience we’ve had since releasing multiplayer, seeing such a wave of positivity has been wild and made this long journey for this build more than worth it! Seeing the player numbers dwarf our previous record has been crazy:
     

     
    We’re over the moon over the success the multiplayer has seen and we vow to continue and expand on that.
     
    We’re so proud of everyone on our team, we know we wouldn’t be here today if we didn’t have such dedicated devs working on all these features, often under intense external pressure, and the support team for helping us keep the sometimes chaotic wheels spinning. Every one of them is wonderful and deserving of all our thanks.
     
    Finally, a huge specific thank you to General Arcade, in particular Yuri and Andrei who have put such amazing work into bringing a quality to Zomboid’s multiplayer we simply would never have (and indeed, hadn’t) achieved without them. They’ve put huge amounts of work into this, and we’re thankful to them for helping Zomboid multiplayer come to the vision we had for it.
     
    That’s all for this update. See you all after the new year where we’ll talk about what comes next!
  22. Like
    trombonaught reacted to MadDan in Suicide by hanging scene.   
    Not everyone is the same. It doesn't give you the right to decide how others should feel about things just because you went through it, and is frankly a completely ridiculous excuse to justify things. This is a suggestion relevant to me, and I'm not using it as some excuse to make others who might be more affected than I was about it feel bad for doing so.
     
    We've all been through shit, doesn't help to be an asshole to people who don't think the same as you, because of some sense of being macho.
  23. Like
    trombonaught reacted to Pandorea in Unlocking all clothes gives you only one life.   
    This is a known issue and will be addressed when we get to it
  24. Like
    trombonaught reacted to frofro123 in [41.65] [Multiplayer] Experiencing DeSync and Map Getting Cut By Black Edges   
    Version: 41.65 Multiplayer game. Playing in a dedicated server. Mods: Balanced Fitness Gains, Pantry Packing, More Description for Traits, True Actions. Act 3 - Dancing [B41.56+MP], Just Throw Them Out The Window, Dylan's Sensible Zombie Loot, True Actions. Act 2 - Lying [MP updated], Tsar's Common Library [MP updated] I've had one more ticket about this issue. One of the developers forwarded me to update the game version. I have contacted the server owner, and we updated the server version, but the issue still continues. Reproduction Steps:  Connect to a server. Start playing.  While playing, you'll be faced with non opening doors & windows, map getting cut by black egdes and not letting you pass, cars not getting hotwired after you click it from menu and the green bar completely fills and disappears.  When noticing those, log off, restart your game and relog to the server. The server will throw you to the place where you were 10-15 minutes ago, with your loot or health bar or generally any activity you did not getting recorded. logs.zip
  25. Like
    trombonaught reacted to The_Bogeyman in Unlocking all clothes gives you only one life.   
    While playing around with server settings the other day. I soon found out that when you have all of the clothes unlocked, if you die you cant respawn or continue playing. 
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