Tails reacted to DresdenBBQ in Just a few small suggestions
So I've been playing the new build recently a goodness gracious is it fun! For the first time in Zomboid I had to actually completely flee the town into the wilderness and now I'm currently dehydrated, starving and about to pass out miles away from any sort of civilization. Lest I go back to Mauldrough which is certain death. Though when I was playing I just thought that two small improvements would be nice.
1: Adding the ability to save a preset for your character's appearance. This wasn't really a huge deal in previous builds since your customization options were extremely limited, but now with the added options the ability to save a character's appearance would be a nice slice of life addition.
2: Thigh high socks! This could actually already be in the game for all I know but I thought I may as well suggest it anyway since i haven't seen them! I wanna be able to bool down the street vibe checkin' zeds as a ripped jock rocking nothing but my underwear and some cute thigh high socks. I think that would really be the cherry on top in terms of immersion! For real though more sock options would be cool.
These are just my lil' suggestions.
Tails reacted to Dantman40 in Just a few small suggestions
I have a few. #1 Crowbars should be able to unbarricade. #2 Walking/running and especially sneaking in bare feet should be stealthier #3 Wearing a backpack should provide at least a little protection from rear attacks #4 Park Ranger/Outdoorsman should give better vision through forests #5 Club hammers and mallets should be able to barricade #6 Using a pole like a mop handle or broomstick with a knife should make a somewhat better spear #7 Collected rainwater should not be tainted
Tails reacted to MrTrololo in Gun parts and more realistic way to repair guns
character would be able to find gun parts in some places,and even assemble complete one if he have proper knowledge
optionally parts can be used to repair weapons by using proper parts(replacing degraded ones with parts with better condition)
also he would be able to dismantle guns for parts(screwdriver required)
repairing gun by that way wouldn't increase repair counter,because we only replacing parts
character would be also able to create wooden stock for shotgun or rifle if he have materials and tools
Tails reacted to ZombiesLoveBrainiacs in This area is missing a gate, making it perfectly safe
This should have a gate I guess:
Tails reacted to Octop01 in Assault Rifle Feedback
Maybe. But in the recent changelog they talked about changes to the assault rifle namely "balancing" it and adding single/auto fire mode switch. And if I remember correctly I saw a video where an M16 spawned but maybe the dude made it spawn with the debug mode. Regardless this is just feedback for the current status of the M16 and some firearms in general. The animation invulnerability of the zombies needs to be fixed, the magazine spawn rate tweaked and maybe also the maintenance of some weapons be adressed. Being able to repair an M16 only with another M16 seems not like a good deal at all looking at the rarity of the weapon. There should be a weapon maintenance kit like in DayZ or something similar.
Tails got a reaction from Bourbon in Build 41 Gun Specific Stuff
Firearms spawns on zombie corpses : Currently only M9 and 1911 pistols only seem to be found on a zombie corpse as well as 9mm and .45 ammunition it could use more types of gun spawns on zombies such as revolvers of all types and D-E pistol as well as other types ammunition.
Also would be interesting to see some 2 handed guns spawn on the back of zombies.
:Revolvers: Speed loaders would be nice to have for reloading a revolver much faster than slow bullet by bullet reloading.
Tails reacted to Okamikurainya in Disease Overhaul
Right now, the way disease is handled contrasts starkly with the overall complexity of the game...
My suggestion is to remove the ambiguity and turn certain Moodles into Symptoms, rather than have them as the disease themselves.
Congestion replaces the Cold Moodle, becoming a symptom. It functions near identically, giving the player a chance to sneeze loudly, attracting zombies. Can be aided with an equipped tissue and treated with Antihistamines.
"Severe Congestion" Fever:
Fever replaces the current Sick Moodle, becoming a symptom. Each stage will increase your character's temperature by a certain amount and will cause damage on its' highest level while also lowering healing, strength and increasing the rate at which a player gets sleepy. Can be treated with Antipyretics unless it is a symptom of Zombification. Equipping a Cold Pack that has been cooled in a freezer or a bag of Frozen Peas can also help.
"Bit of a Temperature"
"Terminal Fever" Nausea:
Nausea is the other half of the current Sick Moodle becoming a symptom in its' own right. It lowers healing, strength and speed. It can be treated with Antiemetics.
"Severe Nausea" Sore Throat:
A Sore Throat is similar to Congestion, but may cause pain when eating with an increasing chance to loudly cough which may attract nearby zombies. Can be treated with Cough Syrup.
"Severe Coughing" Shivers:
Shivering which will lower the accuracy of the player. Can be relieved with Painkillers.
"A bit Shaky"
While those are direct symptoms, other Moodles such as Pain would also be symptoms, directly or indirectly.
Relieves Pain and Shivers. Can cause Nausea if abused. Beta Blockers:
Relieves Panic. Antidepressants:
Relieves Sadness. Can cause Anger if abused. Sleeping Tablets:
Helps you sleep. Can cause Nausea or loss of Health if abused or taken while Drunk. Vitamins:
These should boost healing and help you recover some Immunity. Antibiotics:
Speeds up healing of Colds, Pneumonia, Infection and Stomach Flu. Can cause Nausea if abused. Caffeine Pills:
Relieves Sleepiness. Can cause Shivers if abused. Antihistamines:
Relieves Congestion. Can cause Sleepiness if abused. Antipyretics:
Relieves a traditional Fever. Can cause Nausea if abused. Antiemetics:
Relieves Nausea. Cough Syrup:
Relieves a Sore Throat, may also make you Drunk if taken in large quantities. Flu Vaccine Vial:
A vial containing a Vaccine for the Flu Virus. Can be added to a syringe so that you can administer a Flu Shot. Each Vial can fill a Syringe 4 times. Taking a Flu Shot will cause the Severity of Flu to begin to decline and will provide you with a month of immunity to the Flu Virus. Common Infection Vaccine Vial:
A vial containing a Vaccine for the Infection. Can be added to a syringe so that you can administer a Common Infection Shot. Each Vial can fill a Syringe 4 times. Taking a Common Infection Shot will cause the Severity of a Common Infection to decline and will provide you with a month of immunity to the Common Infection. Rabies Vaccine:
A vial containing a Vaccine for the Rabies Virus. Can be added to a syringe so that you can administer a Rabies Shot. Each Vial Can fill a Syringe 4 times. Taking a Common Infection Shot will cure Rabies, provided you take it prior to the manifestation of symptoms, and will provide you with a month of immunity to the Rabies Virus.
There are a few others I'd like such as Morphine and so on that would have a chance to cause addiction, but the ones I've added are more to expand on what is present, rather than add too much new.
A container with random pills inside. Water bottle with Dissolved Painkiller:
As the name suggests. The Player can dissolve up to 4 units of Painkillers into a Water Bottle, allowing for Painkiller use to be stretched out, if a bit weakened. Surgical Mask:
Surgical Masks (along with gasmasks) provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, as long as they are at least 50% clean with no damage. Hazmat Gear:
A full set of Hazmat Gear will provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, so long as they are undamaged. Syringe:
A medical syringe used for injecting yourself with a Vaccine. Maybe also for Addictive Drugs. Empty Vial:
Garbage item left over when adding a Vaccine to a Syringe. Can hold water.
Strong Immune System:
Chance of catching a disease is halved. Can go well with Iron Gut and Outdoorsman for a Robust Genetics build. Weak Immune System:
Replaces Prone To Illness. Chance of catching a disease is doubled, more likely for a wound to be infected and faster Zombification. Iron Gut:
Chance of catching Stomach Flu from food or water is halved. Weak Stomach:
Chance of catching Stomach Flu doubled. Outdoorsman:
Being wet does not weaken your Immune System. Immune to Hayfever. Allergy Prone:
Very prone to Hayfever. Hayfever gained this way bypasses Immune System Variable with there always being a 10% chance of contracting Hayfever when moving through thick Vegetation in off seasons and a 25% chance in Spring. Resilient:
Less likely for wounds to become infected and slows Zombification. Asthmatic:
40% increase in running endurance loss, 30% increase in swing endurance lost and a chance to loudly cough when Exerted. Hypochondriac:
May develop infection symptoms without being infected. Easily Amused:
Slower rate of boredom and unhappiness. Depression:
Becomes bored faster and gradually becomes sadder with time.
The Immune System:
The Immune System, or simply just the Immunity variable, determines the chance of becoming ill.
At 0%, you are fully healthy and won't get sick.
But any activity while Sick, Dirty, Bloody, Wet, Sleepy, Exerted, Sad, Injured or Hungry will cause it to gradually rise. At 1%, you have a 1% chance of catching a disease and so on.
Sleeping will help you recover your Immunity most of the time, however putting yourself to sleep with Sleeping Pills or Alcohol will prevent this recovery. Being well fed will also help you recover.
This variable is invisible to the player, as it is to a real person.
When catching a disease, it will gradually rise in severity, before reaching a peak and lowering again in severity until the disease is gone. During this time, all you can do is treat symptoms and rest until you are better. There are 4 levels of Severity, based on when the disease's variable is at 1%-25%, 26%-50%, 51%-75% and 76%-100%.
Certain diseases, when treated with certain medications and the disease's variable reaches 0% will then be cured.
There are many nutrients which a player will gain with a balanced diet. Lacking certain nutrients in your diet for too long will result in a Nutritional Disease. Nutritional Diseases bypass the immune system.
Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or anorexia may sneak up on the player.
Minimum: -2200 Carbohydrates:
Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Carbohydrates, resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Lipids:
Lipids, previously called fats, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Lipids, resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Proteins:
Proteins are a determining factor in the increase and decrease of the Player's strength stat. Without the necessary proteins, the player will not be able to level up their strength. If a player consumes more than 400 Protein units, they will increase their strength in the same way as in the same manner as B40/B41. If the player consumes more than 700 Protein units, they will gain a 1.5 multiplier for strength increase. If a player's protein units falls below -250, they will start to lose strength, and reaching the minimum Protein units of -500 will result in the loss of strength with a multiplier of 2.
Minimum: -500 Salts:
Salts can alter the rate at which a player becomes thirsty. This value is ignored unless the player has consumed more than 400 or 700 Salts resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Sugars:
Sugars are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Sugars, resulting in a multiplier of 2 or 3, respectively.
Minimum: -500 Vitamins:
Vitamins are essential for keeping your Immune System strong. So long as the player consumes more than 400 Vitamins, their Immunity will recover as per normal while resting or sleeping. If the Sugar unit falls below 0, their Immunity will no longer recover.
Diseases are visible in the Health tab when you have a certain level of First-Aid, but otherwise you'll have to guess by symptoms and circumstances.
Sometimes, Zombies, Pigs (when added) or Chickens (when added) will spawn as infected with the Flu Virus. Being within 5 tiles from an infected zombie, the infected Zombie's corpse, an infected Player, an infected Player's corpse, an infected Pig or Chicken and an infected Pig or Chicken's corpse will make you vulnerable to catching the flu. Pigs and Chickens will also be at risk of catching it.
Symptoms are Congestion, Fever, Pain and a Sore Throat.
After catching Flu, there is a cooldown time before you can catch it again of around a month.
The Flu is Asymptomatic at this severity, increasing the likelihood that you will spread it to other players unwittingly.
Level 2 symptoms.
Level 3 Symptoms.
Level 4 Symptoms, risk of death without treatment.
A cold is an ambient bacterial infection that can be caught when being wet, hot, cold or tired. Similar to Flu but far less severe but also far quicker to show symptoms.
Symptoms are Congestion, Fever and a Sore Throat.
Can be directly treated with Antibiotics.
Level 1 Congestion and Sore Throat, no Fever.
Level 2 Congestion and Sore Throat, no Fever.
Level 3 Congestion and Sore Throat, Level 1 Fever.
Level 4 Congestion and Sore Throat, Level 2 Fever.
An ambient infection of the lungs that can be caught while Hypothermic. Similar to a Cold but far more severe.
Symptoms are Fever, Sore Throat and Shivers.
Can be directly treated with Antibiotics.
Level 1 Sore Throat and Shivers, no Fever.
Level 2 Sore Throat, Shivers and Fever.
Level 3 Sore Throat, Shivers and Fever.
Level 4 Sore Throat, Shivers and Fever. Risk of death without treatment.
Can be caught by moving through dense vegetation during Spring.
Symptoms are Congestion and a Sore Throat.
Can be treated directly with Antihistamines.
Level 1 Congestion, no sore throat.
Level 2 Congestion, no Sore Throat.
Level 3 Congestion, Level 1 Sore Throat.
Level 4 Congestion, Level 2 Sore Throat.
An infection of the stomach lining, can be caught by eating uncooked or rotten food as well as drinking tainted water.
Symptoms are Nausea, Fever and Shivers.
Can be treated directly with Antibiotics.
Level 1 Nausea, no Fever or Shivers.
Level 2 Nausea, no Fever or Shivers.
Level 3 Nausea, Fever and Shivers.
Level 4 Nausea, Fever and Shivers. Risk of Death if untreated.
Bleach poisoning is a fast onset and fatal illness caused by directly drinking Bleach. It is always Severity 4.
Symptoms are Sore Throat, Pain, Anxiety, Shivers and gradual loss of Health.
Level 4 Symptoms. Death is certain.
Food Poisoning is similar to Botulism but is caught by eating Poison Berries, Poison Mushrooms or food poisoned with Bleach.
Symptoms are Nausea, Sore Throat, Pain, Shivers and gradual loss of Health.
Level 1 Nausea and Sore Throat, no others.
Level 2 Nausea and Sore Throat, Level 1 Pain and Shivers. No loss of Health.
Level 3 Nausea and Sore Throat, Level 2 Pain and Shivers. No loss of Health.
Level 4 Nausea, Sore Throat, Pain, Shivers and a gradual Loss of Health. Can be fatal even with treatment if health already low.
Caught by being Bitten by an infected animal. It is always Fatal if not treated with a Rabies Vaccine prior to Severity 2.
Symptoms are Anger, Stress, Weakness, Sore Throat, Agoraphobia, Pain when Drinking or Eating and Gradual Loss of Health.
Level 2 Symptoms, but no loss of Health.
Level 3 Symptoms, but no loss of Health.
Level 4 symptoms and gradual loss of Health. Death is certain.
Caught by not properly treating a wound or spending a lot of time around corpses while your immune system is compromised.
Symptoms are Nausea, Pain, Shivers and Fever. If playing as a Hypochondriac, the symptoms are identical to Zombification if contracted from a Zombie Scratch instead but not always fatal.
Can be directly treated with Antibiotics or applying a sterilizing agent to the infected wound.
Level 1 Nausea, no other symptoms.
Level 2 Symptoms.
Level 3 Symptoms.
Level 4 Symptoms. Can be fatal if left untreated.
Scurvy is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Vitamin intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Scurvy. Taking in the proper amount of Vitamins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
Symptoms are Shivers, Pain and gradual loss of Health.
Can be directly treated with food rich in Vitamins or Vitamins medication.
Level 1 Shivers and Pain, no loss of Health.
Level 2 Shivers and Pain, no loss of Health.
Level 3 Shivers and Pain, no loss of Health.
Level 4 Shivers and Pain and the gradual loss of Health. Can be fatal if left untreated.
Anemia is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Protein intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Anemia. Taking in the proper amount of Proteins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
Symptoms are Sleepiness, Weakness, Decreased Spatial Awareness, lowered item transfer rate and the gradual loss of Health.
Can be directly treated with food rich in Proteins.
Level 1 symptoms, no loss of Health.
Level 2 symptoms, no loss of Health.
Level 3 symptoms, no loss of Health.
Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
Thyroditis is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Salt intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Thyroditis. Taking in the proper amount of Saltss will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
Symptoms are Sore Throat, Shivers and the gradual loss of Health.
Can be directly treated with food rich in Salts.
Level 1 symptoms, no loss of Health.
Level 2 symptoms, no loss of Health.
Level 3 symptoms, no loss of Health.
Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
Caught by being Bitten or Scratched by a Zombie. It bypasses Immune system, with Bites always resulting in being infected and a 25% chance of being infected by a Scratch.
Symptoms are Stress, Sadness, Nausea, Untreatable Fever and the eventual death and rising as a Zombie.
Level 1 Stress, no other Symptoms.
Level 2 Stress, Level 1 Sadness, no other Symptoms.
Level 3 Stress, Nausea, Sadness and Fever.
Level 4 Stress, Nausea, Sadness and Fever. Death is certain.
Players with high First-Aid or medical related Occupations/Traits will be able to deduce illnesses and administer medication directly to another Player, so Doctors and Nurses will have even more use in Multiplayer.
And that's that! Did I miss anything? What did y'all think?
Tails reacted to Bourbon in Build 41 Gun Specific Stuff
Just my two cents on the gun stuff in the new build 41 IWBUMS, likely I am gonna add more to the list while playing more.
If you comment a suggestion in the thread I will put it in the top post for better visibility. Keep the good stuff coming!
-Revolver loading animation is great!
-Shotgun Racking feels Awsome!
-I like that you have three revolvers and one is in .45 ACP. That makes for interesting gameplay as you can use the same ammo that the 1911 uses.
-If a gun jamms we need a more clear message, the PC could mabye say "Shit jammed" Also include which button to press to unjam.
-Pistols should NOT spawn without a magazine. This ist just frustrating.
-Magazines should spawn A LOT! more. THIS IS STILL NOT FIXED!
-Ammo should spawn a lot more. There is no sense in nerfing guns that way.
-There needs to be a way to level "aiming" quicker. Early shooting levels are just frustrating. Maybe add a Magazine that teaches the PC basic sighting and gives them a easier time. Or doing target practice out in the woods.
-Long guns should spawn on zeds too. Like a M16 for the bank robbers. (dont know if it is already in or not, mabye its just reaaally rare, suggested by Tails)
-When a Zombie is very close, and you have a handgun you should be able to just put the gun against the zombies head and instantly shoot him instead of shoving (suggested by crossed)
-Weight does need to be adjusted to the firearms. The Snubnose Revolver should be a lot lighter than the Desert Eagle.
-Guns should also be able to be put on a belt slot. This DOES NOT make Holsters obsolete, because having a holster gives you a faster draw and a quickslot more.
-When unloading a revolver the text reads "Rack Revolver" this is worng Right text would be -----> Unload Revolver, should also just unload the whole cylinder, there is no use in just taking one bullet out with a revolver.
-When "racking" a revolver the sound is of a spinning cylinder, that makes no sense
-Shooting sound of a revolver is reeeeeally bad, sorry
-When reloading a revolver, PC should dump out all the cartriges and load from start (thats how you do it, taking single casings out doesn´t work because they stick to the chamber. You have to use the cylinder plunger.) See ORGM Rechambered.
-Revolvers shoudn´t jam like they do now. If a revolver jamms you can´t "just rack it" like a pistol. A revolver doesnt have the malfunctions that a pistol can have. This should be reworked that revolvers cannot jam. (There is a lot that can go wrong with a revolver IRL, but for a game it would make sense if it would be the more reliable option, but with less firepower.
-Speed loaders would be nice to have for reloading a revolver much faster than slow bullet by bullet reloading. (Suggested by Tails)
-Doublebarrled shotgun has no option to be "sawn off" (suggested by Crossbow7734)
-Shotguns could have two options to be sawn off. Only barrel, which reduces weight a bit and increases spread. Or Barrel and stock, which makes it a pistolgrip. Reduces weight by a lot and increases spread AND recovery time (time to have an accurate shot again, mabye for PCs with low gun skill chance to get hit in the face by recoil)
-Both should have internal Magazines like they were before. A detachable 3 round mag is just useless.
-Pistol boxes should contain 50 rounds not 30
-Rifle Ammo boxes should contain 20 not 40 rounds
-Shotgun boxes should contain 25 not 24 rounds (this is the amount of any real shotgun shell box)
-Loading Magazines is waaaaay to fast, was good last build, there was no need to change
Already adressed by the devs:
-Guns seem to fire to slow. I cannot fire them fast. (Fixed, now it depends on your aiming level how fast you can fire)
-If your PC has a good aiming skill the animation for racking should be shorter. The PC could rack the shotgun while shouldered which makes it faster. (Already done, but without a seperate animation)
What are your opinions?
Tails reacted to nasKo in LAZEOID
Hello everyone! Lazy Thursdoid this week while we can get away with it, IWBUMs are out and for the most part everyone seems to be really happy with how its going. A few much more isolated issues to resolve on low end PCs and Mac, Linux builds. It sucks and we promise we’re working on them, if there’s anyone out there who feels they haven’t been responded to about their issue, chances are we’re already aware and are working on solving it or getting hold of a similar spec ourselves to debug on. Otherwise, people seem to be responding very positively, and player counts, reviews and everything seem to be very active. Exciting times!
We released 5th patch to IWBUMs yesterday, and boy was everyone really happy to see the increased soap spawns! We seem to have licked all the specific performance related issues, and now only need to improve general performance with skeleton sharing between zombies in hordes. This will happen during IWBUMs at some stage, but is a bigger task than some others so we’ll see at what point it does drop in.
We feel our naming scheme for the playstyles has been a lot more successful than previous attempts, the hotbar system has been going down a storm. We’ll carry on polishing, balancing and fixing until we’re finally ready to start testing the multiplayer code (no timescale on this, it really does depend on a lot of factors) and until then… enjoy!
This week’s image from Vic on Steam. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
Tails reacted to MrTrololo in Pushing,pulling and dragging objects
alternative for picking up objects such furniture and placing them in another place,instead character would be able to move objects without taking them to inventory
would be especially useful in cases when we must block entrance for zeds as quickly as it possible(for example we are in room with doors and next to is fridge and suddenly group of zeds banging to doors,then character would be able to push,pull or drag fridge on front of entrance and earn some time)
Tails reacted to lemmy101 in IWBUMS 41.18 released!
- Add "Finished" Sound to Washing Machine/Dryer
- Not being able to add/remove clothes to washer/dryer while cycle is active
- Change Moodle "Minor injuries, first aid required"
- Custom Sandbox Settings Don't Save as a Saved Preset if "/" is in Name
- Fishing SFX not synced
- Clothing Ensemble Bug
- Filling Broken Saucepan Bug
- Fixed uninitialized uniform index with TallFenceShader.
- Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false.
- Fixed floor and wall shaders being recreated each time a game is started.
- Hopefully fixed rain puddle performance issues.
- Re-enabled the fridehum/window/door/etc ambient sounds. Changed WaterDrip sound to only play on IsoFlagType.waterPiped
sprites with water (so they won't drip after the water shuts off, unless connected to a water source). Yuri found
that when there are puddles on the ground, there are way too many WaterDrip sounds playing. That was due to
IsoObject.hasWater() returning true on squares that have puddles.
- Save hotbbar position to avoid weirdness at loading game with holster equipped.
- Adjusted some model position for attached weapons.
- Added double barrel shotgun. (anim + spawn).
- Fixed some weirdness with guns.
- Now reset the loot position when transfering stuff
- Can now pickup broken glass (warning, if no gloves you might get injured).
- Increased Soap spawn rate.
- Decrease soap consumption (*2).
- Various compatibility changes for future Super Survivors updates.
- Cleaning liquid can now be used to wash yourself/clothing (NEW cleaning liquid, previous one won't work).
- Cleaning time now depend on amount of blood/dirt on clothing.
- Clothing will be soaked after being washed by hands.
- Fixed exception when washing Socks.
- Decreased time to wash clothing.
- Added various recoil anim for guns/firearm, the more aiming level, the faster you'll shoot + less recoil from anim.
- Added switch Single/Auto for the M16.
- Fixed hotbar weight taking priority over equipped item weight.
- Tooltip now show correct weight if weapon is in hotbar.
- Balanced assault rifle
- Fixed: Zooming out over water results in black squares instead of water
- Fixed after-death text being rendered twice for players.
- Fixed rain-splash rendering bug in splitscreen.
- Fixed typo with ISBaseObject.type. Capital-T Type is used in several places.
- Fixed player model being reset when swapping hotbar items.
- Fixed character-info avatar not updating when swapping hotbar items.
- Call ISHotbar:refresh() in update(). My previous commit added a call to triggerEvent("OnClothingUpdate") in
IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times.
- Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels.
- Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached.
- Delay resetting a character's equipped and attached models until the next frame.
- Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason.
- fix text boxes not being destroyed bug
- Fixed hotbar exception after moving the first of two belts to a container.
Change to ISHotbar:onMouseUp() is just refactoring.
- Fixed previous game's zombie population settings being applied to new games.
- Fixed Survivor.lua sandbox preset never being loaded.
- Rebuilt Linux libPZPopMan64.so.
- Lowered burnt house spawn rate.
- Fixed zombies being considered as on back when falling through window.
- Can now wash yourself without soap, but takes longer.
- Capped the time needed to wash clothing.
- Added holster icons.
Tails reacted to nasKo in Thermal Expansion
Hey everyone! It’s been a busy week!
Build 41 IWBUMs
In the past week we’ve put a few builds out of our animation build beta, and response so far has been great! We’ve been responding to people’s feedback on character movement by tightening it up wherever possible. There may still be improvements to be made, but on the whole feedback has been very positive after various changes to locomotion and we feel we’re getting close.
We still have issues with character and car saving being unreliable, which we continue to look into, and performance is an ongoing concern we will work on throughout the entire IWBUMs. There are still zombie spawning bugs that we’re still investigating. Most of the crashes have been solved, but a minority of players are still having issues that we are continuing to work on. There are numerous other issues, but we feel we’re starting to iron out the most serious and will be able to start cleaning up the less serious once we get to them.
A lot of people have been enquiring about when multiplayer may drop into the build, and it’s not going to be imminent. The reason we released IWBUMs without MP was specifically because we anticipate the multiplayer work that is required to take at least a month, possibly more. Not least because the devs that need to take care of the multiplayer also have a pile of issues with the build that still need resolving to make sure the game plays well on single player. We know this is not ideal for those eager to get into multiplayer, however we hope you appreciate that we got you the single player game ASAP instead of holding it all back until it was done, and our plans are for build 41’s multiplayer to be significantly improved in stability and reduced lag and rubber-banding post IWBUMs, so should be worth the wait.
The next animation system related feature we expect to drop in is the new zoom system, which as stated in previous Thursdoids will both eliminate a large amount of GPU memory being currently squandered on super-sampling a much huger game-screen than the resolution the game is running at (which may help some of those on weaker GPUs), reduce the general rendering overhead of zooming out, but also will provide much more detailed game characters on-screen since their rendering will no longer be bound to the resolution of the super sampled FBO. There are still issues to solve with this, so no timescale on it, but we consider it priority outside serious bug fixes so that we can get onto multiplayer support fully.
Why is insulation not implemented yet? I hear you ask.
As usual, the level of simulation planned for insulation is typical Zomboid levels of ridiculous depth. Turbo has been working on this for a while now, and while it’s proving tricky to balance the values to be stable, and has required a few iterations to get right, it’ll be worth the wait as it’s planned to provide an extremely realistic and detailed system for how your body reacts to temperatures and dampness, how heat escapes from your body, even down to how your blood vessels contract and dilate in various body parts.
Clothing you are wearing will affect you in numerous realistic ways, depending on whether it is wet or dry, its insulation properties, where they are placed, and other factors to make clothing even more important in future.
Note not all this information may be presented to the player, and we’ll likely have more moodles to cover some of the details as ‘feelings’, as a character would likely not know accurately as to the amount of contraction of particular blood vessels.
This is a project RJ’s been working on for a while whenever he has a quiet moment and no super pressing issues to fix, based on the model attachment system EP added, which we hope will dramatically improve player’s weapon and inventory management – as well as make their character’s look even cooler to boot.
A special hotbar system will be making it to build 41, where some clothing will provide hotbar slots at the bottom of the screen that items can be placed in for quick access. Find a holster, and you’ll have a slot to place a pistol that correlates to a number key on your keyboard. The pistol will be visible in holster on the model and will be equippable at a faster speed via that hotkey. Weapons can be carried on the player’s back, or in their belt, and thus clothing that adds these slots will have a weight reduction bonus just like bags and other containers.
This system should give survivors an extra way to prepare themselves and quickly equip weapons when they need them. We will likely expand this system in future, perhaps providing additional bonuses to equip speed and such dependant on the clothing providing the slot.
Here’s a video. Please note however that only ‘equipping weapon from back’ has an animation currently, the others simply snap into hand, but this will be addressed before release.
This week’s image from Airpex. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
Tails reacted to lichterloh in Wrong items in Glass Display Stands in West Point pastry shop
No-Zombies Sandbox with abundant Food, abundant Weapons and abundant Other settings.
West Point pastry shop has only non-food items (Concrete Power, Nails, Batteries,…) in the Glass Display Stands.
Tails got a reaction from kheinex in Supressors & More Attachments
that would be cool to have some new attachments including some suppressors.
Some other cool ideas for firearm attachments such as
- Speed loaders for revolvers to help revolvers reloading speed.
- High capacity magazines for so that you can fire more rounds before reloading and help take one larger hoards of zombies.
Tails reacted to Rass in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!
Working as intended.