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Optimism

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    Optimism reacted to Sedgwick in The 'unnamed town' should have an in-game sign to clear up confusion   
    The unnamed town I'm referring to is here on the map project. It's been referred to by many names over the years, and I believe the most popular has been Ekron. For awhile the map project also had waypoints that referred to the area as Dixie, which is actually the area north if you follow the road out of Muldraugh to the trailer park. However, as noted in this post here, the actual town of Ekron is being developed and the town being discussed, as TheZedSurvivor pointed out in his video, is the location the 'unnamed town' refers to is an area called Lickskillet. By not naming the town, it has actually made referencing the area more confusing than it needs to be.
     
    Since there have been so many names attributed to the area in game over the years, I think at least one in game sign to give the town a name would do a lot of good in clearing up the confusion. Whether it gets the real life name of lickskillet, or a made up one, either way a name in game will make it a lot easier to call out this area when referencing the map. It may be a minor thing, but the unnamed town is a hotspot for players due to its location and useful stores and since it never had a name we could find in game, it meant players did their best to give it one. Even if the town in real life doesn't have a sign, for game purposes it would add a lot of value.
     
    It may be a weird suggestion, as far as priorities are concerned, but after years of seeing posts that give this town every incorrect name under the sun, it'd be good to have a single point of reference that finally gives this town a proper name.
  2. Like
    Optimism reacted to Pandorea in 41.72 UNSTABLE released   
    This entire area is still a WIP  (the list of to-do's for food and cooking is... long indeed)
  3. Like
    Optimism reacted to Batsphinx in 41.72 UNSTABLE released   
    Latest patch unstable beta released!
     
    As ever, if you find that your mods have become unstable then please inform the relevant mod authors - and be patient while they revise and update  Thank you!

    -----------------------------------
     
    NEW
     
    - Added the MapRemotePlayerVisibility server option for Multiplayer.
      1 = Remote players aren't visible on the in-game map
      2 = Remote players in the same faction or sharing a safehouse are visible
      3 = Remote players are always visible
     
    - The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
      When not in debug mode, these options are available:
      - Players
      - Remote Players (client only)
      - Player Names (client only)
      - Symbols

    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
     
    - Give zombies that are targeting a player higher priority for pathfinding than other zombies.
    - Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.
     
    - Added new loot maps from Pat Bren.
    - Split the single Louisville map-item into nine separate maps.
    - Added Louisville maps to the loot tables.
     
    - Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
    - Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
    - Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.
    - Added "Default=" to combobox sandbox-option tooltips.

    - Allow empty bottles to store gasoline.
    - Added water capacity in context tooltip when filling water container (if only 1 item type)
    - Updated community translations.
    - Updated credits.

    - Improved icon draw for context menu
    - Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
    - Added a way to rename a savefile in the load-game "More..." panel.
    - Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)

    - Allow building double doors inside buildings.  This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
    - Added checks for wall-like obstacles that should prevent opening or closing double doors.
    - Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.

    - Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
    - Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
    - Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
     
    SFX
     
    - Updated sound banks.
     - New action music track.
     - Fixed one male zombie voice looping the Hit sound.
     - Added missing sound for taking water from a dispenser.
    - Added an ambient sound to the Gas-2-Go pumps.

    - Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.

    - Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
    - Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation. 
     
    MAP

    - Full export of the current Knox Event map, not including new areas being worked on. This will be the final B41 map update.
     - Updates many farms and farmsteads
     - Improves upper class areas in Louisville
     - Adds many new tiles on the tilesheets
     - Fixes many and various community-reported map issues and bugs
     
    FOOD AND RECIPES
     
    - New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
    - New Canned Condensed Milk item; can be used for the same recipes as milk.
    - Balance adjusted assorted values of food items and recipes.
    - Appropriate bottles can now hold gasoline.
    - Baloney and salami can be sliced.
    - Many food items have more options for being used as evolved recipe ingredients.
    - Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
    - Crayons can be used to write notes and mark the map.
    - Toast can be made from Bread Slices by cooking them.
    - New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
    - Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
    - Whole Pizza item added.
    - Glasses and cup items can be filled with water.
    - WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
    - Canned Condensed Milk item; can be used for the same recipes as milk.
    - Maggots that spawn with zombie corpses will be mildly poisonous.
    - Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
    - When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
    - For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
    - Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
    - Added placeholder texture for Bag_MedicalBag.
    - Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
    - Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
    - More flexible Tag support for writing notes.
    - Added Tomato Paste item for pizza crafting.
    - Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
     
    BALANCE

    - Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
    - Watermelon must be sliced or smashed before being able to eat it.
    - Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
    - Only Bread Slices and Toast can be placed inside Toasters.
    - Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
    - Many recipes adjusted to allow for more ingredient flexibility.
    - Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
    - Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
    - Changed Rip Clothing recipe
    - HandWeapon.weaponSprite is saved if it is different than the item-script's value.
    - Slightly increased zed attraction to gunshots in MP
    - Reduced the endurance loss when missing a hit (especially when pushing).
    - Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
    - Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
    - Added a "Slice Onion" recipe so Fried Onion Rings can be made.
    - Made the Composter thumpable by zombies.
    - Sometimes the corpses that spawn as the player explores the world will be fake dead.
    - As corpses progress in rot stages they have a chance of becoming fake dead.
    - Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
    - As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.
    - Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
    - Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.
    - Adjusted weight of Spears
    - Floor tiles will now provide a maximum of 1 nail when dismantled.
    - Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
    - Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.

    ANIMS

    - Added new fill from bourbon bottle anim
    - Changed fill from bourbon bottle xml to use new anim

    Emote Wheel adjustments:
    - Adjusted some emote bone masks to reduce clipping
    - Added some stealth emote versions to reduce clipping and posing awkwardness
    - Added emote states for different weapon poses
    - Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
     
    Idle extension adjustments:
    - Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
    - Added normal stance extensions anims, where appropriate
    - Added normal stance extension xml for different weapon stances, where appropriate
     
    MP

    - Various anti-cheat improvements

    - Sync and physics improvements for vehicles.
        - Refactored and decreased vehicle physics packet size.
        - Vehicle interpolation was refactored and improved .
    - Improved towing physics and behaviour.
        - Updated PZBullet library on all platforms.
        - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.

    - Optimized Vehicle authorization on exit
    - Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory. 
    - Visual data for damaged/fixed clothing will now sync between clients.
        
    - Hit reaction translation length is now calculated by appropriate animation clip
    - Use WaveSignal packet on client
    - Improve auth/towing for cases with two drivers/swap tow
    - Stopped clients updating rotting corpses and fake-dead corpses.
    - Added check for IsoDeadBody.getHumanVisual() being null.
    - Server will send the success result of recipes checksum validation if the client is untouchable.
        - The game will calculate the checksum using the original recipe name.

    - The driver now stops the vehicle before they exit from the vehicle or switch seat.
        - Added ISBaseTimedAction timed action.
        - The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now.
        - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.
    - The SystemDisabler.doDisableTunePhysicDelay variable was added

    - If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.
    - The game server will not send the PlayerUpdateReliable packets from players who are far away.
    - Improvements for some anti-cheat checks
    - ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
    - Added log message for LUA debugger

    - Improve vehicle logging
        - Add DebugLogStream noise methods
        - Logs can be filtered by severity
    - Reformatted log streams for damage, death, and multiplayer log types
    - Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
        - Command entered in general chat tab changes severity on the client
        - Command entered in admin chat tab changes severity on the server 

    - Fixed Zed appearance not syncing between players.
    - Fixed one player being able to use two radios / walkie talkies.
    - Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
    - Fixed vehicle radio using wrong coordinates.
    - Fixed vehicle radio not working in the same way as world placed radio.
    - Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
    - Fixed vehicle radio text processing.
    - Fixed trailer authorizations / floaty trailers.
    - Fixed Item Remove tool not removing items from containers on a server.
    - Fixed clients sending StopSound packets to the server for zombie vocals.
    - Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
    - Fixed clients sending climb-over-wall sounds.
    - Fixed seat authorizations.
    - Fixed null pointer exception in the VehicleManager.serverPacket function.
    - Fixed incorrect delay-tuning algorithm. 
    - Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
    - Fixed issues when characters are hit by trailers.
    - Fixed corpses disappeared when killed by trailer
    - Fixed issues with vehicle physics debug log messages.
    - Fixed Admin being kicked because of incorrect checksum.
    - Fixed car changing its place after re-login.
    - Fixed normal vehicle not being removable in mods.
    - Fixed movement sound when vehicle is stopped.
    - Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
    - Fixed disappearing trailers.
    - Fixed physics update limits.
    - Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
    - Fixed attached cars being disconnected after re-login.
    - Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
    - Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
    - Fixed empty RequestGetFull being sent.
    - Fixed vehicle passenger could have vehicle authorization after collision.
    - Fixed vehicle collision owner.
    - Fixed tow re-attach.
    - Fixed vehicle seat switching.
    - Fixed passengers seeing black boxes at high speeds.
    - Fixed vehicle not damaging players after re-login.
    - Fixed vehicle local simulation pass through another vehicle.
    - Fixed player can't become owner of pushed vehicle.
    - Fixed bouncing vehicle authorization at the end of local simulation.
    - Fixed player can exit or sleep in moving car.
    - Fixed rare incorrect vehicles authorization after towing.
    - Fixed engine sound disappearing without a driver.
    - Fixed car not stopping when driver changes their place due to cruise control.
    - Fixed error when try to type "[" in Item list viewer.
    - Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
    - Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
    - Fixed clipping vehicles.
    - Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
    - Fixed Vehicle simulation speed depending on locked fps.
    - Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true. 
    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.

    MODS

    - Improved log for lua errors. Now it shows if it modified file error
    - Added list of mods in Pause menu + this list show mods that cause errors
     
    FORAGING
     
    - Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.
    - Turn the player to face a forage item when picking it up.

    - Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
    - Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
    - Zone.getTotalArea() returns the area of polygon and thick polyline zones.
        Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
        For other types of zones, width * height is returned.
    - Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
        As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
    - forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
    - forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.

    ADMIN/DEBUG

    - Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
        - Controls:
        - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
        - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
        - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.
    - Added trigger thunder tool (for admins).
    - Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).

    - Changed LootZed manager opening on RMC-ContextOption on container button.
    - Allowed admin to create any VHS out of spawned VHS-home (like in debug).
    - Added sync for Health panel cheats.
    - Trailers debug is improved.
    - Small fix to Lua closure.
    - Improved spawn vehicle menu.
    - Added ability to change weight in Player Stats window.
    - Added destroying objects without a sledgehammer if building cheat is on.
    - Added sliders for change weight and calories in debug panel.
    - Added Step Into, Step Over, and Resume buttons to the Lua debugger.

    - Improved ContextMenu
    - Now you can add icons for context options:
           local myOption = context:addOption("My option name", ...)
           myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")

    - Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
    - Improved Debug/Admin options.
    - Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings. 
        - Added Door Options can be found in the Right-Click Context Menu -> Objects.
        - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
        
    - Added 'make noise' options to attract zombies.
    - Added option for removing all zombies in a zone to the Admin tools.
    - Added icons in context menu for ADMIN/DEBUG options.
    - Added elapsed time since server started in server statistics info.
    - Added access to some Admin tools for moderators.
    - Added an external anim debug UI for Martin.
    - Removed the line "Press Esc to open Admin panel" from Server toolbox UI

    FIXES

    - Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days.
    - Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu.
    - Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.
    - Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer.
    - Fixed the composter becoming unusable after moving it.
    - Fixed being able to move a composter if it has compost in it.
    - Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked.
    - Fixed clothing dryers and washers not consuming fuel from generators.
    - Fixed generator fuel consumption not being updated properly when turning things on and off.
    - Fixed picking up and placing powered objects not updating generator fuel consumption.
    - Fixed battery-powered radios consuming generator fuel.
    - Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more.
    - Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator.
    - Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side.
    - Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers.
    - Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated.
    - Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet.
    - Fixed VehicleAmbiance stopping immediately after starting sometimes.
    - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting.
    - Fixed Base.BareHands.HitFloorSound.  It was trying to play the non-existent default BatOnFloor sound.
    - Fixed hot food not cooling down when placed on the ground.
    - Fixed incorrect weights of weapons with upgrade parts.
    - Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50.
    - Fixed hearing rain hitting a vehicle when the vehicle is inside a building.
    - Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building.
    - Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function.
    - Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI.
    - Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall.
    - Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground.
    - Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground.
    - Fixed and adjusted many model "world" attachments.
    - Fixed bug when character weight does not decrease if day length > 1 hour
    - Fixed equipped radios only updating for one splitscreen player.
    - Fixed stacking of military crates and the popcorn machine.
    - Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures.
    - Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options.
    - Fixed accidental change of Muldraugh map bounds to Louisville area.
    - Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with.
    - Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked.
    - Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key.
    - Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake.
    - Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change.
    - Fixed the animation played when filling Bourbon and Wine bottles.
    - Fixed bunker tiles cutaways.
    - Fixed blood appearing on destroyed windows.an destroyed fences.
    - Fixed holding SHIFT made weight decrease faster.
    - Fixed holding SHIFT without moving having the same impact as running on hunger.
    - Fixed sitting on a chair giving a different endurance regen than sitting on ground.
    - Fixed car's engine not taking damage when running over zombies when the hood was removed by player.
    - Fixed not losing endurance when stomping zombies in the legs.
    - Fixed more cases where indoor zombies can spawn in inaccessible locations.
    - Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square.
    - Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code.
    - Fixed missing tile properties on the Public Garbage Bin (and added translation).
    - Fixed the Small Crate (found in Greene's Grocery) not being stackable.
    - Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed.
    - Fixed the properties on some new stove sprites.  They became IsoThumpable instead of IsoStove.
    - Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.
    - Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game.
    - Fixed the Lua debugger not handling changes to screen resolution.
    - Fixed bug in vehicle skin editor in SP.
    - Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs).
    - Fixed tile properties on a stair railing creating invisible walls.
    - Fixed CornerNorthWall and CornerWestWall not having tile properties.
    - Fixed zombies only playing their Hurt sound one time when hit on the ground.
    - Fixed spear-charge zombie kills not being counted.
    - Fixed the container highlight color not being displayed for painted crates.
    - Fixed not being able to sleep on brown picnic table.
    - Fixed Spiffo's green arrow requiring farming skill to be picked up.
    - Fixed some desks that couldn't be picked up.
    - Fixed some office whiteboards that couldn't be picked up.
    - Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING.
    - Fixed bug when generator can charge vehicle battery.
    - Fixed water containers not getting fully emptied when watering crops.
    - Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text.
    - Fixed players being able to start changing parts of vehicles when inside a certain vehicle.
    - Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory.
    - Fixed missing translation for new movable Medical Desk.
    - Fixed bug with rip clothing menu.
    - Fixed bug with double checking fishing net.
    - Fixed being able to dismantle favorited Electronics.
    - Fixed bug player not takeing nearest item in inventory for smoking.
    - Fixed character info panel showing male player model when the character was female. 
    - Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer.
    - Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed.
    - Fixed radios with dead batteries still being turned on.
    - Fixed missing space after the water amount in the farming tooltip
    - Fixed the animation speed of the wind effect on water being faster at higher framerates.
    - Fixed fog from a previous game appearing briefly when loading a different game.
    - Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed.
    - Fixed the character-info-window help dialog not resizing to match the height of the text.
    - Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn.
    - Fixed the 'pinned' state of the character-info window not being preserved.
    - Fixed the 'pinned' and 'visible' states of the forage ui not being preserved.
    - Fixed flashlights no longer falling out of hands when climbing over walls
    - Fixed lack of shoveling sound when filling in graves.
    - Fixed being unable to dismantle Electronics with a favorited Screwdriver.
    - Fixed Flashlights falling out of hands when climbing over walls.
    - Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes.
    - Fixed granola bars and cookies being perishable.
    - Fixed missing fruit cocktail item.
    - Fixed items being used in evolved recipes not having their thirst values reduced.
    - Fixed Pancakes being unable to be burnt.
    - Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients.
    - Fixed partially eaten food not getting lighter in some circumstances.
    - Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits.
    - Fixed the names used for ingredients in evolved recipe names to be shorter.
    - Fixed the junk tables entries in the loot distribution tables being affected by zombie population density.
    - Fixed PiePrep not having a debuff.
    - Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - Fixed added several missing models.
    - Fixed renamed items are now limited to a new name of 28 characters or less.
    - Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes
    - Fixed renamed items being able to have new names of more than 28 characters 
    - Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss.
    - Fixed music not restarting after creating a new character in-game.
    - Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused.  Food models are rendered as Cooked or Rotten but not both.
    - Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right.
    - Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time.
    - Fixed the custom weight of trapped animals not being preserved.
    - Fixed inaccurate weights for partially eaten food items with custom weights.
    - Fixed renamed items not being limited to a new name of 28 characters or less.
    - Fixed accurate weights for partially eaten food items with custom weights.
    - Fixed claustrophobic characters being able sleep in small rooms by  right-clicking the bed from outside the room.
    - Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP.
    - Fixed vehicles with premium radios installed not being able to play CDs in them.
    - Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models.
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes.
    - Fixed missing Sport T-shirt icons.
    - Fixed missing tooltip explaining that to purify some water containers, a microwave must be used.
    - Fixed error with Baguettes being unable to be used to make sandwiches.
    - Fixed missing add-all option in the fill menu for Generators.
    - Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.
    - Fixed Sweet Pies being unavailable in the crafting UI.
     
    CODE / ENGINE

    - Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator.
      Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters.
      These duplicate separators didn't seem to hurt anything.
     
     
  4. Like
    Optimism reacted to Bullet_Magnate in Wet Fuel = Low to No Chance of Starting Fire   
    This is something that really seems to me ought to be added ... 
     
    1.  Items that can be used as fuel in fires should be hard to ignite if they are wet, with the degree of difficulty depending on how wet they are. 
     
    2.  Similarly, campfire kits should be hard to ignite if they have become wet (for example, by sitting out in the rain).  Adding dry fuel could proportionally reduce their overall moisture level.  
  5. Like
    Optimism reacted to GKuba in Canned veggies as bait for trapping.   
    Canned variations of veggies used for trapping such as carrots, potatoes and tomatoes should also be viable for baiting traps. This would come in handy for trapping on the go while traveling or when you simply haven't farmed for baits yet. Currently canned food can be added as bait just like any other food item but it has no effect and will never catch anything (tested with canned carrots and cage traps).
  6. Like
    Optimism reacted to Pandorea in [IWBUMS 41.71] Onion Oversight   
    A lot of new items have been added to the game recently and recipes for them are a WIP (and will be for a while yet!  ) Please be patient with us
     
    Thank you for the report!
  7. Pie
    Optimism got a reaction from Pandorea in [IWBUMS 41.71] Onion Oversight   
    I don't think there's currently a recipe or right click function to slice onions into rings, making it impossible to use the homemade fried onion rings recipe.
     
    More of an oversight than a bug, but I don't think it's been mentioned so I figured I'd leave it here.
     
    If anyone knows a way to acquire onion rings that I missed, feel free to correct me.
  8. Like
    Optimism got a reaction from InnerPike in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  9. Spiffo
    Optimism got a reaction from friedmandesigns in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  10. Spiffo
    Optimism got a reaction from gabriel rodrigues brandao in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  11. Spiffo
    Optimism got a reaction from Leoquent in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  12. Like
    Optimism reacted to nasKo in IWBUMS 41.56 released   
    NEW
     
    - The containers in the "Move to" controller context sub-menu are disabled if the container can't hold the item to be moved.
    - During "Walk To" or other timed-action movement, allow the player to continue to move while aiming, instead of stopping.
    - Added a radial menu for light sources that is accessed by holding the F key for longer.
    - Added "Pan Camera While Driving" display option. This will move the camera in front of the car to give better vision of things ahead. Please give us some feedback how this feels. Some had issues with this previously, so the option is off by default. 
    - Added recipe.StopOnWalk and recipe.StopOnRun script properties to the codebase to control whether the crafting action is interrupted by walking and running. Currently this is only used to allow inserting/removing batteries in flashlights while walking.
     

    ANIMS AND MODELS
     
    - Made male underpants smaller and to look like briefs.
    - Made female bra strapless.
    - Made the same changes to male and female zombie textures.
    - Adjusted Bikini and Swimsuit texture to fit new female underpants and bras.
     

    NOISEWORKS
     
    - New weapon hit sounds:
     
            Axe, Wood Axe, Stone Axe
            Pick Axe
            Badminton Racket, Tennis Racket
            Hockey Stick, Lacross Stick
            Broom, Fishing Rod, Pool Cue
            Garden Hoe, Rake, Leaf Rake
            Shovel
            Snow Shovel
            Spiked Baseball Bat, Spiked Plank, Spiked Pick Axe Handle
            Baseball Bat
            Canoe Paddle
            Golf Club
            Plank
     
    These also have a new setup where a regular hit sounds different from a hit that causes the attacked zombie to fall and a more impactfull killing blow.
     
    - Added farming-related sounds for plowing, seeding, watering, and harvesting
    - Adjusted the drinking sounds to fit the anims better.
    - Further tweaks to busy sound areas - and especially with engine noise in and around zombie hordes. Please test!
    - Addressed issues of lost / strange sounds during busy periods - such as during rain etc.
    - Tweaked puddle footstep loudness (it was too loud still)
    - Removed seagull sounds from towns
     

    FIXES
     
    - Fixed applying mildew cure to plants being broken.
    - Fixed the player phasing through obstacles after climbing over a tall fence.
    - Fixed Lua error SMetalDrumGlobalObject:update() when it rains.
    - Fixed shoving zombies from behind sometimes causing the zombie to move toward the player.
    - Fixed hitting a zombie that is getting up from lying face down flipping the zombie onto its back.
    - Fixed killing a zombie that is getting up from lying face down creating a corpse on its back.
    - Fixed the player's hit-reaction animation sometimes playing long after the attack happened.
    - Fixed zombies finishing their bumped animation too soon, allowing them to get another attack quickly.
    - Fixed playing two getting-up animations if the movement key is pressed after the animation has started.
    - Fixed vehicle engines not taking damage if the hood is uninstalled.
    - Fixed pan condition not resetting each time at FightStep:KillZombie in tutorial
    - Fixed new pan not spawning if the player somehow does manage to break the pan at FightStep:KillZombie
    - Fixed hiding the Set Alarm dialog due to the player position changing slightly after turning.
    - Fixed highlighting useable parts of vehicles when the player is inside a vehicle.
    - Fixed exception trying to place an item on the same square as a Car Battery Charger (or any object with no sprite).
    - Fixed the controller focus remaining on a context menu after selecting an option with the mouse.
    - Fixed a Lua error after pressing the 'V' key while a game is loading.
    - Fixed not automatically reloading changed animation files.
    - Fixed IndexOutOfBoundsException in JAssImpImporter.GetKeyFrameScale() with a test animation.
    - Fixed "Could not find bone index for node name: "Translation_Data_$AssimpFbx$_Translation"" warning with a test animation.
    - Fixed ISRadialMenu:setSliceTexture() calling setSliceText().
    - Fixed the welding sound not stopping when building metal objects.
    - Fixed zombies opening locked carpentry doors.
  13. Like
    Optimism reacted to hooap in I don't like where this game is heading to.   
    I prefer the b41 to b40 but they should really tone down the stunlocks a bit. Two zombies sometimes can stunlock you to death. And the stun from the fence lunge attack is kinda over the top.
  14. Like
    Optimism got a reaction from undeadryker in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  15. Spiffo
    Optimism got a reaction from Moloch Horridus in I don't like where this game is heading to.   
    I want to offer a counter perspective to what OP said. I think there's plenty to enjoy about the new build. I've gotten the majority of my Zomboid hours in it, and before it dropped I can't say I found myself particularly enthralled by the game. The addition of new visible clothing, more weapons, and the revamping of the combat system were all good choices to make the game feel more immersive and like a sandbox-style simulation of what a survivor's experience would be in a zombie apocalypse. The update to zombie appearance and animations are also welcome changes. However, I DO also have some criticisms of combat for the current beta branch.
     
    Criticisms
    I wish that swinging heavier weapons (especially blunt weapons), would still have a chance to knock zombies back and over as they did in the older build. This would allow more crowd control with blunt weapons and maybe make fighting small groups of zombies more dynamic than constantly strafing backwards with the left mouse button held down. I still don't like the current implementation of the zombie fence attack. The stun lasts too long for my liking and the distance it pushes even a high strength character back is comical. Firearms seem far too useless now at low levels considering the noise many of them make. The skill requirements don't feel like they quite line up to me either. It should be possible for even a beginner to line up a shot with a scoped long rifle. I could understand pistols being difficult. The shotgun is mostly fine where it is. I'm fine with the character tripping and falling if they try to run past too many zombies. What DOES bother me is that zombies never stumble and fall themselves when your character pushes past them. They should have a chance to fall over when your character shoulders them aside at a jog, and probably be almost guaranteed to fall over if a sprinting character shoulders into them. I do think that scratches cause way too much slowdown to both fighting capability and movement for my liking. A bleeding scratch isn't fun sure, but I don't think it should reduce the character to walking at a limp or swinging weapons at what feels like a 25-50% reduction in speed. A laceration is much more reasonable for causing this sort of degradation in performance. Please stop nerfing small blade weapons so much. Stop, he's already dead...  Some weapon classes still could use more variety: Long Blades (Only has machete and katana) For how expensive the trait is, I wish Thick Skinned still reduced infection chance. Beyond trapping animals, the player should be able to use the trapping skill to make traps designed to maim or stop zombies (or maybe even other players...) There really should be more zombie states than the following: moving and fully functional, crawling on the ground, dead. Blunt weapons fracturing bones, sharp weapons dismembering limbs, and guns crippling zombies are all things I would like to see. The combat loop that is there is fairly solid, but it needs more variety. I don't think the decision to have zombies break sirens on cars was particularly fair to the player. I hope it will eventually be replaced with another mechanic, such as the zombies eventually losing interest in the siren and wandering off after an hour or so. That way it can still be used to clear an area temporarily, but maybe not for several hours. The above criticisms aside, the build is still a work in progress and I'm sure some or all of the issues I pointed out above will eventually be addressed. The devs have already said that the firearms system will get a revamp in the next build that will focus on hunting. I can also offer plenty of praise to the new build for features that I think have benefited the game.
     
    Praise
    Jogging, sprinting, jumping over tall fences, and being able to crouch are great additions to allow for more movement options. Despite my previous criticism, I do appreciate that there is a LOT more weapon variety compared to the previous build. There are far more melee weapons and firearms to choose from. Much more character customization. More hairstyles, visible clothes, visible backpacks, idle movements, cosmetics. Crawlers have a proper attack animation now and are a lot less dangerous overall. More specialized loot tables for locations, with loot that generally makes sense for the place you are looting. Tailoring system and clothing armor system that allows you to almost fully immunize yourself to at least a few zombie attacks. The new default combat experience is a lot more grounded without multihit. It makes picking fights and using the environment to split larger groups much more important. Zombies will now potentially cripple themselves and turn into crawlers if jumping down from building windows. 3D models for all the items in the game makes decorating a base much more visually appealing and allows for more interesting building stories. Sound Update while still a work in progress, does a lot for the ambience of the game. Noise when walking over wet surfaces and snow, hearing the stove bubble when you cook soup, more zombie noises, environmental noises, etc. Car trailers for hauling more loot, or just for style. More zed stories in general: Abandoned camping spots in the wilderness, police barricades, etc. Character insulation and temperature play a more important but not completely ridiculous role. Character will sweat more and may overheat if ridiculously bundled up in the summer, but can get away with several layers of clothing in the winter. The above list is just a few things I could think of, and I'm sure it will only get longer over time. I'm sure the foraging update, release of Louisville, and map update to make roads have curved turns are all things that will improve the game as well. Anyways, end of long post.
     
    TLDR: There's definitely still things that could be improved in the new beta branch, but I think that it is adding plenty that is improving the overall experience of the game as well.
  16. Pie
    Optimism got a reaction from vek in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  17. Like
    Optimism got a reaction from CaptKaspar in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  18. Like
    Optimism got a reaction from gabriel rodrigues brandao in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  19. Like
    Optimism got a reaction from BeatlJoe in Well Ztocked   
    Thanks for the update! It's been great exploring the game again after a bit of a break. I really appreciate the new sounds, and I'm sure with a bit more tlc it'll iron out any kinks that have cropped up. I'm a bit skeptical of the idea of a player map that is integrated into the UI personally, as I've always kind of liked navigating the map using well... map items! I would far prefer a map item that covered a larger area of the world that could be found. However, I'm willing to give the feature a try and see if I like it.
     
    I've also been doing some exploring to check out the new updated loot tables recently. I have to say that for the most part I like it a lot! Chicken in the fried chicken place, burger ingredients in Spiffo's, dough and cheese in Pizza Whirled (could probably also use marinara), but wait-
     
    Oh no. No no no no no no! There's still no PAAAAAAAAAAAAAAAAAAAANCAKES at Pile-O-Crepe! Day ruined.
  20. Like
    Optimism reacted to nasKo in Well Ztocked   
    Hey all, before we get to the meat of this week’s blog a quick word on the 41.56 patch.
     
    We had intended to release 41.56 last week but have been wrestling with some sound bugs that make noises cut out in ‘busy’ areas with a lot of zeds, rain, puddles, cars etc. It feels like we’re getting somewhere with it now, so fingers crossed we’ll push it out early next week.
     
    Also in this somewhat intermediate build:
    Fixes for some edge-case animation issues that, for example, would see a fallen character get back up and shove when the player didn’t want them to. Also: shoving zeds sometimes moving them towards you, zeds flipping onto their front or back when hit to ground, and zeds getting in an unfair quick attack sometimes if they’ve been bumped. New weapon hit sounds for: Axe, Golf Club, Baseball Bat, Rackets and Planks. New character models with improved/adjusted underwear to allow for some of the new LV outfits Adjusted the drinking sounds to fit the anims better.
    Here’s a quick vid showcasing some of the new sounds, if you are an axe aficionado or a liker of planks. Or indeed a fan of our NEW RUDE PANTS and a few Louisville scenes. Please bear in mind that some of the audio might still require a balance pass – they are fresh in.
     


    In more general ‘our version of’ Louisville news: testing, fixing, zoning and new zed outfitting continues. This week we also added in the ‘zed heat map’ that governs spawns in the new area, so it’s getting closer and closer to a properly playable area at this point.
     
    Something else we haven’t mentioned before that’ll be released simultaneous to LV, meanwhile, is…

    MAPDOID
    Just to underline before we begin: plenty of people enjoy playing PZ without the following new feature, and as such it will be OPTIONAL with a range of different settings for it (more than shown today) available in your Sandbox options.
     
    With that said right now every month Blindcoder’s (spoilerific) online PZ map gets half a million visits, while Eris’ minimap has quarter of a million known users.
     
    It’s been clear to us for a long time that a fair proportion of PZ players would benefit from some form of in-game mapping system that’s been built to a) retain the hardcore nature of the game, and b) be configurable enough to suit both PZ vets and PZ noobs.
     
    As such, for quite a long time, we have been experimenting with various different tech-side approaches to this behind the scenes.
     
    Our plans for the future of PZ  (in terms of game systems, objectives, being sent to different locations on the game map, creating more and more cool ‘events’ to seek out etc) – will also benefit hugely from a system that we as developers can drop markers on, and where players can make their own markings and records. (Read on for a few given examples of this)
     
    Finally, clearly, we’re about to drop our biggest and most complex game location yet into PZ – and to get the best of it (and to share discoveries between our players) the release of our version of Louisville seemed the best time for a new mapping system to make its grand appearance.
     
    And so, without further ado, here’s a video of our new (optional) mapping system – built to be completely mod-friendly, and easily adaptable to suit community mappers.
     
    In essence: the map ‘draws itself’ as you explore. You check it as a ‘timed action’, meaning you physically see the player taking out the map – rather than it be on an instant on/off toggle.
     
    You can zoom out to see the entirety of the huge uncovered game map, and you can zoom back in to check out the parts of the map that your exploration has exposed.
     
    You can then mark up items of interest, your safehouse, an area you’d like to come back to later etc. etc. using a system not dissimilar to the way you can currently leave markings on our current looted maps.
     
    AS EVER PLEASE NOTE THAT THIS IS A WORK IN PROGRESS SYSTEM – IT WILL BE CHANGED AND IMPROVED FURTHER BEFORE RELEASE

    A video showing the map functioning after a small amount of exploration, and some initial mark-up:
     
     
    Another vid showing the same map after some exploration along a nearby road, and subsequent player mark-up:
     
     
    A final vid showing you going for a drive on the same map. (NOTE: the map stores the last zoom level you used on it – it doesn’t always open on it being fully pulled back)
     
     
    So, beyond the basic exploration that’s evident in these videos – what else will this system provide in future? Well: a shitload of cool stuff essentially, but let’s start with something that’s easy to imagine from the way the game currently plays.
     
    [PLEASE NOTE: FOLLOWING CONCEPTS ARE GIVEN AS AN EXAMPLE, THEY AREN’T IN THE BUILD YET AND MIGHT NOT BE PRESENT IN INITIAL VERSIONS]
     
    Currently in the game we have ‘metasounds’ that we use to move zombies around – you will know these as gunshots, distant screams etc. Using the new map system we will be able to have these as actual physical events on the map rather than virtual ones: we can put a ‘?’ in the general area of where your character heard a woman screaming from, and where the zombies are swarming towards, and should you explore that vicinity later on you might find zombies feeding on a female survivor with cool loot and a decent weapon for example.
     
    We can also expand this to a variety of rare large-scale, and as yet not in-game, events that we can play in the new PZ soundscape for your character to hear – and then drop in a ‘?’ exploration marker for an area that you might like to explore. Your traits could also potentially help or hinder the accuracy of the area approximated on the map. (Hear a helicopter crash in the distance? Maybe head to the circled area on the map that’s temporarily showing the basic area where you heard it come down?)
     
    Again, the above is an example of where we want to take this – but right now behind the scenes we are also revamping the looted ‘Annotated Survivor maps’ to work better with the new system (and Louisville, and modded maps) and having the ability to mark up potential areas of interest from this will be massive for creating variety in gameplay as we go on.
     
    On top of this we (and modders) could potentially create objectives and map markers from messages heard over the radio system – or notes discovered in buildings etc etc. The list of potential applications is huge, and will finally create new reasons to fully explore all corners of the vast map (and vast new map) that our mappers have been building for so, so long.
     
    The system, meanwhile, also allows for areas, certain sorts of buildings, or certain roads to be made visible should you loot a particular map. We’re not sure how specific we’d go with this just yet (or what game modes would allow for it) but the system also enables you to – for example – pick up a Spiffo’s Restaurant leaflet with a small map on it and then for this small area centred on a Spiffo’s restaurant to appear on your overall map.
     
    With this in mind we might be able to encourage exploration to some of the more far-flung areas of the Knox Event that a lot of players never venture out towards. (Hell, a lot of players don’t even realise that our locations are all on the same vast map!)
     
    It’s a hugely versatile system, and will open up many, many doors for the modding and mapping community also. Essentially with the release of Louisville (and the mapping system) we will also release a new version of WorldEd for PZ mappers – within this there will be commands for users to automatically add forests, water and buildings for an in-game map. However, right now folks will have to draw in roads manually. (Alternatively, a CartoZed image can also be used for the least amount of work.)
     
    After so long without a mapping system we recognise that many will have grown used to playing without one, which is why you won’t have to use it if you don’t want to.
     
    This said, we will certainly be building in new systems that use it – there will likely be MP applications to come, while our plans for both an objective-built story mode and wider systems featuring future NPCs will use aspects of the tech.
     
    If you want to continue to experience the current map-free exploration game style, however, then we are 100% making certain that the option to turn it off is there. Likewise we are making sure that what the map can provide is as configurable as possible across both sandbox options and the game modes they’re tied to.
     
    Our more sceptical internal testers have generally found it very engaging once they’ve got their hands on it, and we suspect that it will be hugely beneficial to most players’ survival experiences come its release.
     
    This week’s collector of objects from Noah. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  21. Like
    Optimism reacted to Buffalo444 in [41.55] Clothing durability after being attacked.   
    It appears that in 41.55, any successful, damage causing attack will instantly reduce clothing durability to zero for the whole piece of clothing covering the protected area. I've seen this with jeans, leather jackets, and shirts over multiple playthroughs since 41.55 dropped. In 41.54, clothing took the appropriate, location specific damage but maintained an appropriate amount of durability for the entire item.
  22. Like
    Optimism got a reaction from Pandorea in [IWBUMS 41.55] SPD!!! Spontaneous Pants Disintegration   
    Nope, they were as brand new as could be in Zomboid! A few blood stains, but no other holes or prior patching.
  23. Like
    Optimism reacted to Batsphinx in IWBUMS 41.54 RELEASED   
    iirc this was done to help modders out with something code-side - these barrels were part of a very old unreleased system that some modders nevertheless use for their stuff. Might have some details wrong on that though - I'll check.

    Nevertheless I should have been clearer in the patch notes. Sorry about the confusion on this one  
  24. Like
    Optimism reacted to nasKo in IWBUMS 41.54 RELEASED   
    Hotfix Released:

    - Fixed small clock
    - Fixed DrinkingFromBottle sound continuing forever after the action completes.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  25. Like
    Optimism got a reaction from Faalagorn in Additional Loot In Zombie Backpacks   
    Hello, Zomboid players! I have a small immersion qol suggestion that I think would be enjoyable and could also be reasonably balanced. Right now in-game, there's various zombies that can spawn with backpacks (satchels, school bags, duffel bags, hiking bags, and big backpacks), which are quite a nice find, but it's always bothered me how few of these backpacks spawn with anything of note in them! It makes it difficult to imagine what it was used for by its unfortunate owner before zombification. 
     
    Therefore my suggestion is as follows: More backpacks should have unique loot tables based on the former occupation of their zombified owner.
     
    Below are a few sections describing different zombie types that can spawn with backpacks and my suggestions for goodies or junk that should be able to spawn in their bag.
     
    Office Worker Zombies (Spawn with satchels or duffel bags): These poor folks were the white collar backbone of rural Kentucky before the Knox event, so it seems only natural they should carry some office supplies in their bag, along with some occasionally more interesting loot...
     
    Common Loot Items
    Pencils and pens Glue, scissors, rubber bands, adhesive tape Sheets of paper and notebooks Books, magazines, newspapers Rare Loot Items
    A bottle of bourbon (for those weeks when your Friday feels like a Monday) A random skill book of beginner or intermediate level (Maybe they had a hobby at home!) Coffee (It might be their turn to fill the pot at work)  
    Hiker Zombies (Spawn with hiking bags): Sometimes you spot these unfortunate campers outside of the more urban areas of the map. While I know their stories usually spawn with some food items, I think a hiker with a backpack should carry some of their own nonperishable snacks and maybe a few other useful items for roughing it. Let's gather around the campfire and groan our zombie song...
     
    Common Loot Items
    Peanuts, sunflower seeds, or beef jerky (I find it hard to believe a hiker with their own backpack wouldn't have some dry snacks!) Water Bottle Tent pegs Notched wooden plank, lighter, or matches Sturdy sticks A paperclip (Dean said to always carry one!) Kettle Tea bags Rare Loot Items
    A copy of "The Herbalist"  A saw Some medicinal herbs  
    Student Zombies (Spawn with satchels or school bags): Kentucky's graduating class of '93 really did have it rough. I imagine students would carry lots of various knick knacks, many of which aren't immediately useful, similar to what you can find in a school locker.
     
    Common Loot Items
    Pencils and erasers Glue, scissors, adhesive tape Sheets of paper, notebooks, or a journal Books, magazines, comic books Baseball, basketball, football, golf ball, or tennis ball Earbuds, headphones, CD player, or video game Rare Loot Items
    A baseball bat, hockey stick, tennis racket, or golf club Chocolate, chips, or another nonperishable snack A lunchbox with some random food items (suggested by Tails)  
    Bandit Zombies (Spawn with large backpacks): These zombies can be spotted in rare road events after more time has passed since the Knox Event. They would be much worse news if they hadn't gotten themselves infected. A former bandit should carry some ammunition and/or various survival items.
     
    Common Loot Items
    Ammunition boxes: .308, 5.56, or shotgun shells Maps Some canned nonperishable food and/or TV dinners Water Bottle or Alcoholic Beverage Cigarettes Lighter or matches Flashlight or Hand Torch Batteries Rare Loot Items
    Tactical Walkie Talkie Molotov Cocktail  
    McCoy Lumber Workers (Spawn with satchels): These guys are a lot more common now that McCoy's is less safe. Since they were hardworking lumberjacks before the infection, their satchels could carry some woodworking gear.
     
    Common Loot Items
    Wood Glue Saw Box of Nails Rope Safety Glasses Rare Loot Items
    A spare Hand Axe A bottle of Beer or Bourbon  
    Military Zombies (Spawn with Military Backpacks): These men and women died for their country, but it'd be a shame to let Uncle Sam's gear go to waste! Military zombies with backpacks should carry some of the most valuable loot for someone with a character focused on firearms. (suggested by Tails)
     
    Common Loot Items
    Ammunition Boxes: 5.56 Various weapon attachments Hunting Knife Spare M16 magazines Spare M14 magazines First Aid Kit US Army Walkie Talkie Rare Loot Items (These should probably spawn attached/holstered to the zombie rather than in the backpack, but would still be nice to see)
    M16 Rifle or M14 Rifle An M9, M1911, or D-E pistol  
    I could probably go on and on, but I think that's a good place to stop to let curious eyes judge my suggestion. Let me know what you think about the idea, and feel free to suggest some changes of your own if I forgot a type of backpack zombie.
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