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Oliver58

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    Oliver58 reacted to EnigmaGrey in Save Yourself a Post (Announcements, Info, NPCs .etc)   
    The Big Stuff

    ETA! When will . . .
    TIS has a strict no-ETAs policy, while they may have their own internal timeframes. Only features in a playable (and fun state) will be released to the stable branch. For those looking to live dangerously, there's IWBUMS.

    Where're the NPCS?
    tl;dr Perpetually slaved over by our dedicated founders, NPCs are in the works and likely won't be out for quite a while yet.  More information will likely be provided after the animation update.

    What are your priorities?
    Because TIS is a large (if small) team working remotely from one another, some features may be completed faster than others. This doesn't mean other highly requested features are being ignored; TIS has gone out of their way to avoid being side-tracked by hiring General Arcade to assist with MP development. Smaller stuff will be addressed when individual devs find time.

    NPCs remain the highest priority. Only things close to release are discussed in the Mondoids; this does not mean other things are being ignored or that the developers have changed their priorities.

    How often does PZ update?
    The IWBUMS branch can update anywhere from several times a day to once a week, usually, while the stable branch can take anywhere from one to three months for updates to trickle down. This timeframe depends on the complexity of the feature(s), the stability of the game, and how much polish is necessary, thanks to community feedback.

    What do Build Numbers mean?
    Not much. They're just a way of compartmentalizing features, bug fixes, tweaks .etc into manageable bites. If something is not ready for a planned build number, but the rest of a build number is significantly complete, that feature may be held back until it's ready for release.
     
      Everything Else
     
     
    40% Is as Low as We Go
    No, we cannot announce sales ahead of time.

    Rathlord's Commonly Suggested Suggestions
    A quick rundown of what is or isn't planned by the developers, as defined by community activity. Rather out of date now.

    BlindCoder's Massive Map Project
    Self explanatory. A huge interactive map featuring both vanilla and mod maps. Coordinates are accurate within the game!

    PZ Community Wiki Project - We Need Your Help
    The PZ Wiki is a community effort currently lead by Connall. If you have some time and would like to help out Project Zomboid, consider joining our wiki effort.

    General PZ FAQ
    A quick rundown of just what PZ is and frequent questions asked by our users, presented by our community manager, Nasko. Needs to be updated

    Easy Co-OP FAQ
    Multiplayer is changing - the old method of setting up a dedicated server is being eclipsed by Easy Co-Op. Find out more here. Needs to be updated.

    Survival Mode -- It's Too Difficult!
    Back in the early days, PZ was a much more difficult game. Since Build 30, PZ has tried to recapture that sense of danger in the optional Survival mode. Be wary of the hardcore description, it means it.

    Indie Stone Moderator Policy
    Be lovely, follow the forum's rules. Criticism and discussion thereof are welcome but abusive comments are not. Do not engage in personal attacks.
  2. Like
    Oliver58 reacted to nasKo in 41.71 Released   
    Changelog includes changes since the last stable update, from 41.69 to 41.71:
     
     
    HOTFIX 24th of May:
    - Added maxInstancesPerEmitter property to sound scripts. This is used by "M16Shoot" to fade out the oldest instances when starting a new one.
    - Updated soundbanks to include to more tracks for the new dynamic music system.
     
     
    NEW
     - New action music system
      Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments.
    - Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui.
    - Added new items + updated 3D models
    - Added new forage items
    - Added the skeleton mannequin and scarecrow.
    - Added additional item categories and addressed some blunders
    - Added compilation of new hair types
    - Added option to "add all" to partially full Thread, Duct Tape, Twine etc
    - Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins.
    - Added BackupsOnVersionChange server option.
    - Added a second set of translations to the Survival Guide that are displayed when using a controller.
    - Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture.
    - Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory
    - Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename).
        The filename may contain folder names, but not "..", to prevent saving to arbitrary locations.
        These methods replace the broken Texture.save(filename) method.
    - Clicking and holding the left mouse button when placing items now locks the item to the clicked square.
    - Added XBOX_Menu.png and XBOX_View.png controller icons.
    - Added autouse new sack of gravel/sand/etc when pouring it on ground
    - Renamed Skill books so that they are easier to categorise.
    - ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window.
    - Updated credits
    - Updated community translations.
     
    - 3D items now shown as textures instead of models. They shouldn't slide around as much when the player moves.
        This helps a lot with framerates when there are 100 nails on the ground, for example.
        In debug mode, holding the HOME key will disable the item atlas and render models as before.
    - Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on.
    - Changed some ItemHeight and Surface tile properties.
    - Added a title bar to the mini-map window which allows the mini-map to be repositioned.  The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map.
    - Changed setHaveConstruction to apply only when constructing and placing objects
    MODELS/ANIMS
    - Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location
    - Changed High Viz vest to use Sweater body location
    - Added a different animation played when destroying floors with a sledgehammer.
     
     
    MP
    - Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online
    - do not apply impulses to static / kinematic vehicles
    - limit changes of linear and angular velocities
    - Passengers no longer allowed to exit the car while moving
    - Enable packet processing on the server
    - MultiplayerSeeNonPvpZones debug only option is added
    - Local admin check is delayed after set-access-level command
    - Player update replay is commented out
    - Check for local admin kick is improved
    - Turn on player teleport logs on the server
    - Admin is not kickable from safehouse
    - Burnt or smashed vehicle check is added for dismantle vehicle command
    - Car wreck is removed via new "dismantle" vehicle command
    - Only admin can delete vehicle via "remove" vehicle command
    - Add vehicle UI allows creation of burnt and smashed car wrecks
    - Anti-cheat: fixed kick local admin issue
    - Cancel auth ticket on client shutdown
    - Toggle timer is disabled in non-pvp area
    - MultiplayerLightAmbient debug option is removed
    - Refactored SafetySystem
    - Server option process cycles for SafetySystemManager are simplified
    - PVP safety is now set to true when PVP is disabled on server
    - Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini.
    - Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched.
    - Hide the black overlay when the sleeping players are killed
    Improvements to how the MP game handles dead player bodies
    - DeadBody creation is moved to the server
    - DeadBody ID is added (World version 192)
    - Client does not allocate dead body ID
    - Fixed player death animations
    - Fixed desaturation being set for dead player
    - Fixed reanimation delay timer starting immediately without 10 seconds delay
    - Fixed reanimation delay of 0-30 seconds
    - Fixed player death final animation
    - Fixed possible null point exception when zombie bites dead player
    - Fixed dead body grabbing breaking reanimation
    - Fixed dead body id not changing when added to world
    - Fixed desync of safety cooldown timer
    - Fixed sleeping player not being woken up in case of kick from safehouse
    - Fixed PVP icon being located over the map
    - Fixed players who could be kicked when admin removes that player from safehouse
    - Fixed when a non-owner player quits a safe house, other players also getting kicked.
    - Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately
    - Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player"
    - Fixed player being kicked when admin creates or removes PVP zone
    - Fixed SyncNonPvpZone packet send/receive loop
    - Fixed newly connected player not having all the non PVP zones
    - Fixed possible nullpointer in checkForNearbyRadios
    - Fixed zed texture 4 being used for player texture 5 instead of random index
    - Fixed reanimated player corpse disappearing
    - Fixed being able to turn pvp on when server option PVP set to false.
    - Fixed BufferUnderflowException on the server in SneezeCough packet processing
    - Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers().
    - Fixed player appearance sync in multiplayer with greater than 32 connections.
    - Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer.
    - Fixed radio sync in MP
    - Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone
    - Fixed player being able to remove PVP button cooldown in non-PVP zone
    - Fixed unexpected anti-cheat kick just after leaving non-PVP zone
    - Fixed being able to turn pvp on when server option PVP is set to false.
    - Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone)
     
    VHS Fix
    - Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to.
    - Fixed ClientPlayerDB handling of WorldVersion.
    - Transfer known media lines from recorded_media.bin to the player on the first load.
    - Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player.
     The mod file is es.info.books.main.lua.
     
    MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter).
     

    MODDING
    - Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default.
    Item tagging changes
     
    MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO
     
    - Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types.
    - Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse().
    - Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module.
    - Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported).
        The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type.
        ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline.
        It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one.
        These new methods were added to both Item and InventoryItem classes:
            String getReplaceType()
            HashMap<String,String> getReplaceTypes()
            String getReplaceType(String key)
            boolean hasReplaceType(String key)
        The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap.
     

    SOUND CHANGES
    - Added global parameters Electricity, RoomType, and Water.
    - Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are:
        FactoryMachineAmbiance
        HotdogMachineAmbiance
        PayPhoneAmbiance
        StreetLightAmbiance
        NeonLightAmbiance
        NeonSignAmbiance
        JukeboxAmbiance
        ControlStationAmbiance
        ClockAmbiance
        GasPumpAmbiance
        LightBulbAmbiance
        
    - The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker.
    - Added FMOD parameter value RoomType=Factory.
    - Changed debugSetRoomType() to accept an integer instead of the name of an enum value.
    - Added sounds:
        ArcadeMachineAmbiance
        CanisterAddFuelFromGasPump
        CanisterAddFuelSiphon
        VehicleAddFuelFromCanister
        VehicleAddFuelFromGasPump
        VehicleHeadlightsOn
        VehicleHeadlightsOff
        VehicleWindowHandleOpen
        VehicleWindowHandleClose
        VehicleWindowElectricOpen
        VehicleWindowElectricClose
        
    - Synchronize room lights and other objects losing power with the ElectricityOff timeline marker.
    - Added PlaceOneSound and PlaceMultipleSound item script properties.
        These are played when placing items using the "Place Item" command.
        The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items).
        
    - Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes.
        Increased the time of these recipes to allow the sound to play.  The time is still quite short (was 5 ticks, now 15 ticks).  Probably nobody will die waiting.
    - Added FountainBigAmbiance sound played to the multi-tile water fountain.
        The sound doesn't seem to loop and stops after several seconds.
        
    - Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound.
    - Added value MetalGate to the FenceTypeLow and TripObstacleType parameters.
    - Added sounds:
        BBQPropaneTankInsert
        BBQPropaneTankRemove
        BBQPropaneRunning
        BBQRegularAddFuel
        BBQRegularLight
        BBQRegularRunning
        CampfireAddFuel
        CampfireRunning
        CampfireLight
        CampfireBuild
        FireplaceAddFuel
        FireplaceRunning
        FireplaceLight
        ZombieTrip
        ZombieThumpGarageDoor
    - Added EquippedBaggageContainer FMOD parameter.
    - Added "SoundParameter = Name Value" item-script property.
    - Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound.
    - Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree.
    - A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer.
        This allows using different sounds for different attack animations.
        Currently this is used to play a different sound for spear stab versus spear slash attacks.

    - Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors.
    - Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd.
    - Changed how ambient sounds are played from doors and windows.
        Instead of choosing random objects, only the nearest exterior objects will play sound.
        Different sounds are played depending on whether the door or window is open or closed.
        This will be used for playing rain and wind sounds when the player is inside.
        
    - Fixed the BurningFlesh sound not stopping in multiplayer after a player dies.
    - Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out.
    - Play an animation when turning a propane barbecue on and off.
    - Fixed crouching when extinguishing a charcoal barbecue.
    - Fixed SFX and music cutting out in busy situations (often seen on MP servers)
    - Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies.
    - Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager.
    - Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set.
    - Removed DoorAndWindowEmitters.  This is combined with ObjectAmbientEmitters.
    - Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie.
     
     
    CONTROLLER / STEAMDECK IMPROVEMENTS
    - ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll.
        Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck.
        Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires.
    - When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution.
    - When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller.
    - Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down.
    - Enabled the on-screen keyboard in CoopUserName.lua.
    - Leave room for two lines of tooltip text at the bottom of the character-creation profession ui.
    - Several panels in the main menu can be scrolled using the right joystick.
    - The Start/Menu button will display the main menu in single-player, or resume normal game speed.
        This is instead of pressing once to pause the game and double-pressing to display the main menu.
        The game can still be paused using the Back/View button radial menu.
     
    - Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display.
    - Allow mouse clicks etc in the inventory and loot windows when a controller is active.
    - Added controller navigation to the Temperature tab of the character info window.
    - Made the selection in the Health panel easier to see.
    - Made the character-info window more opaque.
    - Made CharacterCreationMain wider at lower resolutions to avoid overlap.
    - Added a button to the on-screen keyboard to hide and show password text.
    - Enabled controller navigation in the server browser ui.
    - Enabled controller navigation in the server-settings editor.
    - Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected.
    - When placing items, the inventory and loot windows are collapsed if they aren't pinned open.
    - When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open.
    - Set the width of ISEquippedItem to match its buttons.  This fixes the wider invisible area blocking mouse clicks.
    - Set the texture compression option to be on by default.
     
    - Fixed navigation in the Multiplayer tab in the options.
    - Fixed editing server spawn regions with a controller.
    - Fixed the filter checkboxes going outside the ui on small screens.
    - Fixed being unable to navigate to the filter checkboxes and some other buttons.
    - Fixed controller focus when creating a splitscreen player.
    - Fixed toggling the mod under the mouse pointer when pressing the controller A button.
    - Fixed several cases of improper controller focus after clicking buttons with the mouse.
    - Fixed Lua error in MapSpawnSelect when the filename entry is hidden.
    - Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel.
    - Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading.
    - Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller.
    - Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup.
    - Fixed cancellation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null.
    - Fixed using the controller X button to "Toggle Vision Info" in the foraging ui.
    - Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen.
    - Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square.
     
     
    BALANCE
    - Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them.
    - Added amount of bait items to Fishing UI
    - Added dismantling cameras for scrap/skill points
    - Plastic bags and paper money can now be used as tinder.
    - Doors broken by zombies now give unusable wood instead of planks.
    - Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container.
    - Players now able to stack and unstack logs on the ground
    - Cars now remember their cruise control setting
    - Breaking vehicle windows now produces broken glass
    - Decrease zed attraction volume of “remove broken glass action"
    - Updated and fixed item categorizations
    - Updated evolvedrecipes.txt and items_food.txt.
    - Removed Cookable:true from the Burger evolved recipe.
    - Added the "|Cooked" flag to Burger ingredients in farming.txt.
    - Updated distributions Lua files
    - Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin".
    - Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied.
    - Fixed adding a spice to a stale Taco increases boredom and unhappiness.
    - Added new methods to the Food class (to fix the above issue):
        getBoredomChangeUnmodified()
        getEnduranceChangeUnmodified()
        getStressChangeUnmodified()
        getThirstChangeUnmodified()
        getUnhappyChangeUnmodified()
    - Higher level carpentry crates now have more space.
    - Can now move empty composter.
    - Can now move military crates.
     
     
    DEBUG
    - Updated Debug context menu.
    - Updated Debug Menu UI.
    - Added Z param to teleport.
    - Added change vehicle skin option to debug.
    - Added Sync for changing color, blood and skin of vehicles.
    - Refactored "Remove Item"-tool UI.
    - Added option to the F11 UI: Disable Welcome message (Works only in debug mode).
    - Added Reload Lua button to main screen (only in debug mode).
    - Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu).
    - Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel).
    - Added Admin context menu options (some options from debug).
    - Added cheat Spawn Key door
    - Added LootZed tool
    - Added LootZed tool cheat (Check what can spawn in a container with what chance)
    - Added remove items tools
    - Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area)
    - Added options to the "[DEBUG] Objects" menu to:
        1) Change a mannequin's script.
        2) Create a Moveable item in the player's inventory for a chosen mannequin script.
    - Changes to the debug Items List UI:
    - Don't recreate the ui each time it is displayed, because it's slow.
    - Keyboard focus is set to the "Type" text-entry box each time the ui is displayed.
    - Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus.
     
     
    FIXES
    - Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing.
    - Fixed the controller tooltip text in the character-creation profession ui not displaying.
    - Fixed the overly-long delay before changing the volume of a cd player or television when using a controller.
    - Fixed spam messages about CDplayer's invalid world sprite.
    - Fixed the player not running when moving too slowly to sprint.
    - Fixed the character-creation Add Trait button being covered by the controller tooltip text.
    - Fixed placing multiple items locking the items to the first square that is clicked.
    - Fixed controller focus not being set to the "Check back cover" ui.
    - Fixed exploit holding down the Escape key before starting certain actions.
    - Fixed taking damage when walking down stairs while faster-forwarding.
    - Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type.
    - Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed.
    - Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject().
    - Fixed buggy player rendering in the in-game map when the player is attacked.
    - Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal".
    - Fixed some duplications and formatting in MainCreationMethods.lua.
    - Fixed custom Sandbox floats displaying too many decimals in the tooltip.
    - Fixed walls in Fire station in LV remaining cutaway for no reason.
    - Fixed character being able to rest on seats seen through some windows.
    - Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off.
    - Fixed not being able to attach sheet ropes at certain locations.
    - Fixed cars not remembering their cruise control setting.
    - Fixed "Place item on ground" ignoring item's favourite status when placing items.
    - Fixed being able to interact with rain collectors through the wall.
    - Fixed player-built doors inside houses being transparent at any angle of view.
    - Fixed Walkie-Talkies not showing new "equipped" weight when equipped.
    - Fixed Metalwork locker container name being "Crate" in the loot window.
    - Fixed a spawned bowl of pasta or rice not being edible.
    - Fixed Painted Crates becoming white after Pick up / Place down.
    - Fixed Rotten food showing in right click menu as (Fresh) when newly spawned.
    - Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection.
    - Fixed player-built walls cutting away completely when built inside of another building.
    - Fixed typo in AdjacentFreeTileFinder.lua.
    - Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario.
    - Fixed Dish Towel having option to "dry self" even if char is dry.
    - Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour.
    - Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart.
    - Fixed replacing disassembled floors with dirt tiles above ground level.
    - Fixed clock Size option not being changable while in game.
    - Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground.
    - Fixed disassmbling floors playing the standing animation instead of crouching.
    - Fixed saved Radio Stations being removed when a radio is removed and reinstalled.
    - Fixed Foundation Makeup requiring a mirror when it already comes with one.
    - Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container.
    - Fixed ISPaintMenu error when near a placed radio.
    - Fixed weirdness installing and uninstalling radios in vehicles.
    - Fixed NullPointerException in ParameterInside.
    - Fixed Composters not having a container icon and title.
    - Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot.
    - Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function.
    - Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example.
    - Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly.
    - Fixed Lua error when the mini-map doesn't exist.
    - Fixed jumbo item-atlas textures being drawn the first time models are loaded.
    - Fixed mannequins that spawn in containers being invisible when placing them the first time.
    - Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only.
    - Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items.
    - Fixed item-atlas textures being drawn in the incorrect position sometimes.
    - Fixed items floating in air or remaining on the ground after removing or placing furniture.
    - Fixed items on furniture being visible through walls.  Item alpha is set to match that of the furniture it is placed on.
    - Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed.
    - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active.
    - Fixed building Wallframe using two planks but giving three when disassembled
    - Fixed cooking an egg showing the progress bar twice
    - Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be.
    - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active.
    - Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags.
    - Fixed support pillars for stairs not being created on the server or other clients.
    - Fixed inability to burn corpses in MP
    - Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede.
    - Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type.
    - Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning.
    - Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom().
    - Fixed OldBrake1 VehicleType being 3 instead of 1.
    - Fixed the "Enable left joystick radial menu" option not being saved.
    - Fixed a Lua error pressing the Toggle Search Mode key before starting a game.
    - Fixed the Toggle Search Mode key getting in the way when the game is paused.
    - Fixed crafted radios getting less maximum range at higher Electricity levels.
    - Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20.
     

    UPDATES AND BALANCE TO ITEMS_FOOD.TXT
    Reformatted file layout:
        - Standardized tab/space usage.
        - Sorted item script variables by group/function for improved legibility.
        
    Removed AlwaysWelcomeGift' entries from item scripts:
        - 'AlwaysWelcomeGift' was used in versions of the game and is likely no longer functional.
    Changes made to evolvedRecipe Burger in evolvedrecipes:
        - Removed 'Cookable' property to match with sandwiches, tortillas, and burritos.
        - Added '|Cooked' requirement to cookable items that have Burger in their EvolvedRecipe list.
    Changes made to 'Egg':
        - Removed Sandwich/Baguette/Burger/Salad EvolvedRecipes due to requiring cooked version of item.
        - Since this item uses ReplaceOnCooked, 'EggBoiled' is used as a stand-in for its cooked version.
    Changes made to 'EggBoiled':
        - Restricted EvolvedRecipes to Sandwich, Sandwich Baguette, Burger, and Salad.
        
    Changes made to 'BurgerRecipe':
        - Nutrition stats were double-defined. Fixed.
    Changes made to 'Dough', 'DoughRolled', and 'BakingTrayBread':
        - 'ThirstChange' and 'UnhappyChange' were double defined. Fixed.
    Changes made to 'NoodleSoup'
        - Added 'CustomContextMenu' and 'CustomEatSound' options, same as 'SoupBowl'.
        - Changed 'EatType' from '2hand' to '2handbowl'.
    Changes made to 'TVDinner':
        - 'UnhappyChange' was double-defined. Fixed.
    Changes made to 'FrogMeat':
        - Added cooked specification to Salad EvolvedRecipe.
    Changes made to 'FishFried':
        - EvolvedRecipes called for cooked versions of food. Food is already cooked. Fixed.
    Changes made to 'Pepperoni':
        - Removed Burger/Burrito/Taco EvolvedRecipes.
        - Added Sandwich/Baguette EvolvedRecipes.
    Changes made to 'Salami':
        - Added same EvolvedRecipe list as 'Pepperoni'.
    Changes made to 'MincedMeat':
        - Added Sandwich/Baguette EvolvedRecipes.
    Made the following foods non-cookable/pre-cooked:
        - Marhsmallows (Item 'Smore' can't be crafted/cooked)
        - EggBoiled (Placed by ReplaceOnUse in container after item 'Egg' is fully cooked)
        - EggPoached (Non-craftable. Icon shows cooked version)
        - GrilledCheese (Non-craftable. Icon shows cooked version)
        - Pepperoni (Is cured/salted. Didn't have MinutesToCook/MinutesToBurn defined)
        - NoodleSoup (Non-craftable. Used in themed restaurants as pre-cooked food, like 'MeatDumpling' and 'MeatSteamBun')
    Added Taco/Burrito EvolvedRecipes to:
        - Chicken
        - FishFillet
        - Steak
    Added Soup/Stew EvolvedRecipes to:
        - Crackers
        - Biscuit
        - Cornbread
    Made the following foods non-perishable:
        - Pretzels (These are 'packaged' pretzels, similar to 'TortillaChips')
    Made the following foods perishable (DaysFresh/DaysTotallyRotten):
        - BakingTrayBread (3/6)
        - Biscuit (3/5)
        - CookieChocolateChip (7/30)
        - CookieJelly (7/30)
        - CookiesChocolate (7/30)
        - CookiesOatmeal (7/30)
        - CookiesShortbread (7/30)
        - Cornbread (3/5)
        - Croissant (3/5)
        - Cupcake (4/8)
        - DoughnutChocolate (3/5)
        - DoughnutFrosted (3/5)
        - DoughnutJelly (3/5)
        - DoughnutPlain (3/5)
        - Guacamole (4/8)
        - RefriedBeans (4/8)
        - Wasabi (4/8)
        
    Changes made to DaysFresh/DaysTotallyRotten values:
        - BreadSlices (1/2) > (3/6) [Age is derived from base item-- non-rotten bread could produce rotten slices]
        - BreadDough (4/9) > (3/6)
        - EggBoiled (14/21) > (3/6)
        - EggPoached (14/21) > (3/6)
        - EggOmelette (14/21) > (3/6)
        - EggScrambled (14/21) > (3/6)
        - OmeletteRecipe (3/10) > (3/6)
    Changes made to MinutesToCook/MinutesToBurn values:
        - BakingTrayBread (40/80) > (20/50)
    Changes made to HungerChange values:
        - GrilledCheese: -80 > -20
    Added 'JamFruit' and 'JamMarmalade' to EvolvedRecipes.
        - Can be used in Sandwiches, Pancakes, Waffles, and Muffins.
    Removed 'UseDelta' from 'Sugar' due to not being Drainables.
    Changes made to 'Grapefruit':
        - Changed DisplayName from 'Grape fruit' to 'Grapefruit'.
    Changes made to 'Honey':
        - Is now considered a Spice.
        - Can be added to Fruit Salads, Hot Drinks, Sandwiches, Waffles, and Pancakes.
    Changes made to hunger values:
        - Centipede2: -13 > -5
        - Centipede: -13 > -5
        - CheeseSandwich: 50 > 15
        - Cockroach: -11 > -5
        - Cricket: -6 > -5
        - Grasshopper: -7 > -5
        - Millipede: -13 > -5
        - Millipede: -13 > -5
        - PeanutButterSandwich: 40 > 17
        - Slug2: -10 > -5
        - Slug: -10 > -5
        - Snail: -10 > -5
        - Sugar: 6 > 30
        - SugarBrown: 6 > 30
    Changes made to item weights:
        - CannedCarrots2: 0.7 > 0.8
        - CannedCarrotsOpen: 0.7 > 0.8
        - CannedCorn: 0.7 > 0.8
        - CannedCornOpen: 0.7 > 0.8
        - CannedFruitCocktail: 0.3 > 0.8
        - CannedFruitCocktailOpen: 1 > 0.8
        - CannedMushroomSoup: 0.7 > 0.8
        - CannedMushroomSoupOpen: 0.7 > 0.8
        - CannedPeaches: 0.3 > 0.8
        - CannedPeachesOpen: 1 > 0.8
        - CannedPeas: 0.7 > 0.8
        - CannedPeasOpen: 0.7 > 0.8
        - CannedPineapple: 0.3 > 0.8
        - CannedPineappleOpen: 1 > 0.8
        - CannedPotato2: 0.7 > 0.8
        - CannedPotatoOpen: 0.7 > 0.8
        - CannedSardines: 0.7 > 0.3
        - CannedSardinesOpen: 0.7 > 0.3
        - CannedTomato2: 0.7 > 0.8
        - CannedTomatoOpen: 0.7 > 0.8
        - Dogfood: 1 > 0.8
        - DogfoodOpen: 1 > 0.8
        - Lettuce: 0.7 > 0.2
    Added 3D Models to the following items:
        - Lobster
        - Nettles
    Added 'DisplayCategory' entries to the following items:
        - BagelPlain
        - BagelPoppy
        - BagelSesame
        - Baguette
        - BakingTray_Muffin
        - BakingTray_Muffin_Recipe
        - Baloney
        - Biscuit
        - Blackbeans
        - Burrito
        - BurritoRecipe
        - CakeBlackForest
        - CakeCarrot
        - CakeCheeseCake
        - CakeChocolate
        - CakeRedVelvet
        - CakeStrawberryShortcake
        - ChickenFoot
        - ChocolateChips
        - CocoaPowder
        - CookiesChocolate
        - CookiesOatmeal
        - CookiesShortbread
        - Cornbread
        - Crackers
        - Crayfish
        - Croissant
        - Daikon
        - DoughnutChocolate
        - DoughnutFrosted
        - DoughnutJelly
        - DoughnutPlain
        - Edamame
        - EggBoiled
        - EggOmelette
        - EggPoached
        - EggScrambled
        - FishFried
        - FishRoe
        - FriedOnionRings
        - FriedOnionRingsCraft
        - GingerPickled
        - GingerRoot
        - GrahamCrackers
        - Grapefruit
        - Gravy
        - Gum
        - Hotsauce
        - Icing
        - JamFruit
        - JamMarmalade
        - Lime
        - Lobster
        - Maki
        - MapleSyrup
        - Marshmallows
        - MeatDumpling
        - MeatSteamBun
        - MincedMeat
        - MuffinFruit
        - MuffinGeneric
        - NoodleSoup
        - OilOlive
        - OilVegetable
        - OmeletteRecipe
        - Onigiri
        - OnionRings
        - Oysters
        - OystersFried
        - PancakesRecipe
        - Pear
        - Pepperoni
        - RefriedBeans
        - RicePaper
        - RiceVinegar
        - Salami
        - Sausage
        - Seaweed
        - Shrimp
        - ShrimpDumpling
        - ShrimpFried
        - ShrimpFriedCraft
        - Smore
        - Soysauce
        - Springroll
        - Squid
        - SquidCalamari
        - SugarBrown
        - SushiEgg
        - SushiFish
        - Taco
        - TacoRecipe
        - TacoShell
        - TofuFried
        - Tortilla
        - TortillaChips
        - WafflesRecipe
        - Wasabi
  3. Like
    Oliver58 reacted to nasKo in 41.66 released   
    Changes from 41.66 Unstable to 41.66 Stable are marked with an asterisk ( * ), you can CTRL+F for it.
     
    MP CHANGES
     
    Increased experimental maximum player limit to 100. Default remains at 32. Servers with more than 32 players will likely result in poor map streaming and desync, so proceed with caution.
      Optional Login Queue system for MP servers added. 
        - Players connecting to a full server will be placed in a login queue, connecting automatically once a slot freed up. The queue will advance after the client has finished loading the game.
       - LoginQueueConnectTimeout=60 server option determines for how long the server should wait for a connection of the client before they are timed out.
      Added options for automatic server backups. Several cheating security fixes to prevent unwanted admin access as well as unwanted actions performed by clients.
      Several improvements and fixes for VOIP. Added Automatic Gain Control options. Allow VOIP and text to travel to radios tuned into the same frequency. Non-equipped stationary radios now two-way for text comms.
      Added admin panel tool for creating custom safehouses/safezones Added new PvP icons. Moved to the left hand side with the other UI icons. Servers now set a Steam server rule named "PVP" with a value of "1" or "0" depending on the value of the "PVP" server option. This can be used by server browsers to distinguish between pure PVE and PVP enabled servers. Added a "SledgehammerOnlyInSafehouse" server option:
        - if AllowDestructionBySledgehammer is enabled, you can set SledgehammerOnlyInSafehouse to true to allow destroying stuff with sledge only in player's safehouse.
      Added buildUtil.setHaveConstruction
        - This is a function to set the haveConstruction flag on a zone to prevent loot respawn if ConstructionPreventsLootRespawn is enabled in the server sandbox settings.
       - set haveConstruction on zone for building, movable, barricading events and when claiming a safehouse, so a home won't spawn loot after being claimed, even if a player hasn't built anything in them yet.
      Updated /rainstart /rainstop and /thunder commands Added /lightning /startstorm and /stopweather commands Added providing optional reason in KickUserCommand Added providing optional coordinates in AddVehicleCommand Updated text for server commands Updated ShowOptionsCommand to allow use by non admins Disabled doubled-up commands AddAllToWhiteListCommand and AddUserToWhiteListCommand Removed unnecessary server options.
      Updated overhead username display
        - with only ShowFirstAndLastName enabled, show player nam
        - with only DisplayUserName enabled, show username
        - with both options enabled, show player name with username in brackets
      Server .ini file now has the tooltips for the various options and settings attached as comments Added limit for server public names to 64 characters and public descriptions to 256 characters Disabled NightLengthModifier since it is currently non-functional. Will be reintroduced soon. Added check and teleport for safehouse trespassing.
        - Fixes issue with players becoming trapped when a safehouse owner goes offline with DisableSafehouseWhenPlayerConnected enabled
        - Fixes issue with players intruding in safezone areas via movement exploits
      Safehouse fixes:
        - Admins and moderators can quit safehouse (if not owner)
        - Admins and moderators can invite themselves to a safehouse
        - Do not show the 'Quit Safehouse' button to admins who are not in this safehouse
      Fixed non-relevant Lucky/Unlucky traits being usable in MP. Fixed some duplication exploits. Fixed being unable to access/change player inventory as admin. Fixed Ping Limiter not working.  Fixed showing the "ADMIN POWER:" debug text in multiplayer. Fixed some cases where crashes at low speeds cause fatal injuries. Fixes for some instances where black boxing could still occur when players were passengers in vehicles. Fixed an exploit that allowed bypassing container item limits. Fixed non-members being able to perform moveables actions inside safehouses. Fixed admins in ghost/invisible mode still making sounds. Fixed "Medical check" on another char in a car causing chars to be stuck in a car Fixed crawlers sometimes teleporting when trying to path to a player. They will now turn to the target. Fixed, via removal, defunct server option "LogLocalChat". Fixed kicks in relation to Safehouse creations. Fixed being able to exit a vehicle when inside a safehouse without having appropriate permissions. Fixed a bug that rendered passengers unable to leave a car. Fixed death by bleeding while driving causing a kick from the server Fixed not being able to die near other players until hp drops down, and not being able to move if char died while other players try to rescue. Fixed looting animation stopping when another player attempts to grab the bag/container.  Fixed double-door opening and closing not being synced properly in multiplayer. * Fixed desync when a player heals via "godmode" at the same time as a character dies. * Fixed SafetyToggle timer speed and SafetyCooldown logic. *

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

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

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

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

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

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

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

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