[New]
New map area added! The town of Riverside and the Knox Heights Country Club are now ripe and ready for exploration. It can be found west of West Point. [Foraging zones etc still need to be added, but survival can commence!]
Added an easy way for modders to add columns to their scrolling lists.
[MP] Added an UI for admin to manage player's inventory.
[MP] When a server save will occur all client will be unable to perform anything (paused, server option).
[MP] Got rid of TransactionID while it's bugged & it made server saving longer.
[MP] Optimization to limit the amount of zombie placement and zombie movement data that’s shared between players. Released in preparation for the Wednesday community megatest.
First Aid kits now spawn with sterilized bandages, rather than regular bandages.
Can now sterilize cloth bandages in a boiling pot of water.
Mattress can now be made using a suture needle as well as a regular needle.
You can now add spices as first item in pasta/rice (eg. marinara).
Can use CTRL + A to select all items in a container.
Command console in Debug now autosuggests functions and shows return types.
Command console version now accurately reflects the current version of the game.
Items used for fuel in campfires can now be used for fuel in BBQs.
Sheet of paper can now be written on.
Updated credits.
Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods.
You can now dig graves with a shovel. (Ability to bury multiple bodies in the same grave will come in 38.2)
If you're carrying a corpse, you can bury it in an empty grave.
Added new sub menu in carpentry "Misc".
In "Misc" you'll find a wooden cross, acairn and a wooden memorial picket to go alongside the graves you dig.
Changes in clothing:
Clothing can now become dirty over extended periods, dependant on your activities.
Fighting zombies will make your clothing bloody.
If you're wearing dirty or bloody clothing over an open wound then chances of infection (normal infection, not zombie) will increase.
Clothing now also has durability, every time you get hit you'll lose a little.
Some clothing is more resistant than others.
Added new sandbox options:
Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map.
Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. (Replaces GeneratorFuelConsumed server option)
Randomized House Chance: Increase/decrease probability of discovering randomized safe house on the map: either burnt out, containing loot stashes, dead survivor bodies etc.
Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor.
Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences.
Free Trait Points: Adds free points during character creation.
Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage.
Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase.
Nocturnal Darkness: Governs how dark it gets at night. Don't forget your flashlight
Injury Severity: Increase and decrease the impact that injuries have on your body, and their healing time.
Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. (Replaces former HoursForCorpseRemoval server option).
Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions
Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.)
Added random selection on zombie's: Strength, Toughness and Cognition.
Fire spread (previously No Fire spread on server): allow or not spreading fire.
TV and Radio programmes now have an impact on the character's moodles. If watching an instructional show then an XP multiplier is received.
[MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point.
Changed how custom maps are loaded:
After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion.
Every map mods enabled is now loaded, including their spawnpoints.
It means you don't need to code your own multiple maps mod to load more than one.
Added a mod order UI, use it if you have conflicts (copy a cell over existing one) in your modded map!
Changes on world view:
Building levels above the player are ONLY hidden for the "current building".
"Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through.
To peek through a window stand adjacent and face it.
Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building.
Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character.
[Balance]
Increase player's constructions hit points.
Removed starting year sandbox option.
Increased a tad the nutrition values of fishes & berries.
Sleeping outside in rain will wake players up, unless they are in a tent or under a player made structure with roof.
[Bug Fix]
Fixed zombie memory "none" sandbox option not working.
Fixed a bug with season making moon not afecting ambient lights at night.
Fixed water pouring bug.
Fixed lampost still active when electricity was down.
Fixed being able to build thing inside player's safehouse.
Fixed being able to climb through windows into a player's safehouse.
Fixed bodies corpses zone sometimes overlapping.
Fixed bodies corpse zone not being properly synced in multiplayer.
Fixed bugs on the new riverside map.
Fixed lot of UI non-working with a gamepad.
Large amount of smaller items will now correctly fill up container space available.
Book Reading is now interrupted when player aims a weapon.
Fixed Characters losing fraction of xp on save.
Added missing "spawn point" options in the server settings GUI.
Added missing world filler.
Fixed possible bug with alarm being reset.
Fixed Rare bug with the craftingUI.
Fixed Mod order button being missplaced.
Fixed Bug with the getLightFoodMod() calculation.
Fixed Evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug).
Fixed Crafting issue with Hot Cuppa.
[Optimization]
Optimized Garbage Collection
Added WorldReuserThread
LightingJNI optimized
Fixed surge in memory usage of 2-300 MB that can stall the game
Optimized map loading
Fixed: Voice Manager being enabled in SP. [Should give slight improvement in FPS, especially on slower systems]
I think you can make some tests with your original idea of upgrading existing furniture in the world. These must be specific for each furniture so you can start small, with a single bed type for example, and if you like the result you can then expand it to other types.
I can imagine it having tooltips showing the resulting tile just like the build menu.
No, there's no snow falling. I need it on the ground but it didn't happen the last time I tried to test it. But I agree with you, there should be snow falling. And if it snows enough there should be snow mounds that slow movement.
Hi, I've been looking for a mod that adds weather control options, either for admins or all players. Being more specific I need snow! It is so rare that it is impossible to test ideas that depend on it.
Hi, I've been looking for a mod that adds weather control options, either for admins or all players. Being more specific I need snow! It is so rare that it is impossible to test ideas that depend on it.
I can tell you one thing, you can't pick them up and upgrade them in a recipe way of doing it, because recipes can't use the moveable type of item. I posted about it before and the answer I got suggest they have no intention in changing that. You can change the sprite of existing furniture in the world, so your idea is possible.
I'm really liking your idea @Margera. It makes the world feel more lived in, and would go great in combination with NPC characters as @thiosk suggested. Interestingly you gave me an idea.
The mapping tool I've been working on converts the game lot files (map files) to editable TMX/TBX files which WorldEd and TiledZed can open... I could easily add a custom editable filter, which _randomly_ swaps out selected stock sprites and replaces them with other sprites of the same category. Who knows, I may add this feature anyway because I've been considering expanding what the tool can do.
it would be cool if they added something like ransacked looking containers (partially opened fridge and cupboards), couches that are missing a cushion and overall tons of dirt and dust all over things
Game runs a lot better now. Still tiny bits of stuttering here and there (apparently whenever a lot has to load), other than that a huge improvement to how it was before.
Also seems grass isn't overlapping the cars anymore. At least in places I've been able to test it.
PS: Would be fancy if car lights would change their texture when light is active. Either texture flip or some glow layer that gets activated when light is on. Right now it looks awful flat.
/Edit: Something like this...
I think it would be great to hold down E while driving, and watching your body tumble down the road while the car careens onwards. This would be a great tactic, assuming you survive the bodily damages. You could do things like sending the car off into a pile of zombies, then after your body stops rolling you hit your remote to trigger the bomb that you planted onboard the car, and take out like 50 zombies. And you got some scratches on you, but you can still run away.
Would you guys consider adding in drunk and otherwise impaired driving? Drinking behind the wheel and not sleeping during those long loot hauls should have penalties.