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lemmy101

The Indie Stone
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Everything posted by lemmy101

  1. NEW Replaced tailoring submenu with an "Inspect clothing UI" which act like health panel. Added visible bandage models on character Changed the animation when building log walls, and hide hand models since no tools are required. Added a "world" attachment to some weapon models to position and rotate them nicely when they are on the ground. This is used so shovels and planks lie flat on the ground, for example. Added "Aim outline" display option. Player now unequips current item before equipping another when both items are in the hotbar. Fixed some bugs with the Inspect Clothing UI & added a condition bar. Finished bandages models (added dirty!) Removed "New Roof Hiding" option. Catch and log all Throwable errors when saving the game. Added randomised vehicle spawn events - car crashes etc. Introduced aspects of new challenges: Zombies are now active at night & inactive during day in Studio, you start with a torch at midnight. Tweaked Kingsmouth sandbox options. Improved transition to action animation to remove anim snaps INSULATION SYSTEM CHANGES - fixed bug that resulted in no catch a cold chance when conditions did apply - slowed down body heat generation increase/decrease rates - added advanced view and applied text changes on thermal tab - fixed temperature offsets of limbs to be more pronounced - changed a few internal values making fighting cold to be harder based on test feedback also including: the dropping of core temperature now affects total possible heat generated and the body ability to keep fighting cold - increased energy/fluid consumption rates a little bit when overheating/undercooling - added small increase in energy consumption when generating lots of heat. - changed skin temperature moves faster when its moving back to favorable levels, so it doesnt take that long to warm up again. - fixed bug that during heat made skin too hot too fast based on insulation - fixed a few clothing pieces insulation - changed hypothermia stage 2 kicking in at core 35, instead of 33 - added a lower body heat generation value when sneaking. - added small incremental insulation bonus affecting high insulating clothing mostly - added extra lower perspiration rate modifier for clothing in colder temperatures - added water resistance to various jackets,pants,hats and footwear BALANCE Increased a tad weapon spawning attached to zombies. Increased gardenning spray, scissors, gloves & butter knife spawn rate. Removed Belt being able to be cut. Increased thread spawn rate in kitchen. Mechanics window tooltips now display battery charge, amount of fuel in gas tank, amount of air in tires. Improved how day/night cycle zombies sandbox option works: when active, they get your sandbox options. When inactive, they're really slow & weak, but they can still walk/attack. Added slow shamblers zombies speed. FIXES - Possibly fixed walking-in-place zombies. - Fixed hotbar not updating when replacing a holster with a double holster or vice-versa. - Fixed custom weights for food and crafted radios not being saved. - Fixed "Clear Ashes" not being available. - Allow Shovel/Shovel2/SnowShovel/HandShovel to be used to clear ashes. - Fixed lua error in DebugChunkState displaying tables in modData. - Fixed the bug "vehicles sometimes disappear until you reload the game". - Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down. - Fixed overlapping garage door and wall in cell 37,22. - Fixed Tailoring skill books disappearing after being read. - Fixed grime/overlays/etc from burned tiles. - Fixed the bug: the -Dnosave option throw a bunch of error - Fixed car batteries starting with greater than 100% charge sometimes. - Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu. - Fixed red garage doors not being openable. - Fixed Transfer All not working when one of the items is a Moveable (furniture) item. - Fixed cold water being used sometimes when disinfecting bandages or making hot drinks. - Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added). - Fixed wrong climb-over-fence animation playing when holding a handgun. - Fixed MEGA THUNDER bug after fast-forward - Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on. - Fixed lua error when attempting to reload a magazine when there are no bullets in inventory. - Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes). - Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls. - Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door. - Fixed hitting trees through walls. - Fixed zombies runners not running toward a sound (breaking windows, TV..) - Fixed zombies runners running in circle around you.
  2. PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports. The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions. Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch NEW Added new Mash's textures for zombies and survivor characters. Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..) Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them. Character temperature stuff: - added Thermoregulator to BodyDamage which handles all the player heat stuff - added character panel thermos ui and elements - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state - reworked cold/heat damage and penalties - changed umbrella effectiveness to per body part basis - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more - changed outdoorsman reduces chance to catch a cold to 10% of normal - added proper humidity to climate manager - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight) - added bodywetness per body part instead of one value for entire body - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0 - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down - added time penalty for timed actions when hands/arms are very cold - added bodypart widget to protection panel - changed PlayerClimateDebug to show debug stuff for thermoregulator now - added BodyPartContacts, can be used to determine which body part connects to another - added distance to core, skinsurface percentage and umbrella mod to BodyPartType Added Clothing Repair: Right click an item to add/remove patches to clothing. Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading). Quality of the defense depend on fabric used & tailoring skill. In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus. Changed how ripping clothing works to make it easier to update when new clothes are being added. Can now rip leather/denim stuff to get strips (requires scissors). Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.) Patch textures currently all the same no matter the fabric used, they are placeholder textures. Gun improvements: Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now. Improved zombies sprinter: - They now sprint only if they have a target, otherwise they just walk. - They have a chance to trip and fall when sprinting. - Fixed zombies sprinting through trees. - Sprinters have a wider turn delta when sprinting. - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead of to the floor. Saving and logs: - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive. - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive. - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive. Water improvements: - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader. It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch where the dock meets the shore. - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles. It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint. Previously you couldn't see the transparent floors on the edges of the railway bridge because the water covered them. GENERAL Added some food models (mainly for vegetables/fruits). Addded eat from plate anim Added tailoring trait/books. Fixed sometimes having spawn house barricaded. Moved passive skills to the top of the Skills tab. Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc.. Changed aiming zombies outline colors to use less dark red. Changed some words on repair menu. MARTIN ADDITIONS -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X TRUNK VERSION - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All). - Fixed puddle data rendering This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly in a 3x3 area around the door. It didn't happen when using the 'E' key, strangely. I think the puddles rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the render thread is reading them. - Fixed the second container in the loot window being auto-selected instead of the first when using a controller. IIRC the floor used to be displayed at the top of the list of containers in the loot window. - Fixed some garage doors with walls behind them in cell 25,31. - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms. - Removed tutorial popup message for new players. - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle. - Fixed rendering of wall vines being affected by the old circle-stencil. - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations. The animation lasts 1/2 second. This replaces the 'grace' period from the last patch. - Removed the blend time between the start and finish animations of the zombie attack. This appeared to cause a hitch in the zombie's pose. - Fixed player walking to adjacent containers when transferring items. - Fixed Difference in how tint is applied to models versus on-character clothes. - Fixed Survivor & Builder mode not starting in July. - Fixed player not waking up when low health. - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..) - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc. - Fixed texture-related exception loading moveable items in containers. - Fixed sleep ending too soon. - Fixed player turning while looting since doing so may change which containers are displayed. - Fixed corpse textures being recreated each time a corpse was loaded. - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory. - Fixed issues dismantling vehicles with a blowtorch. - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen. - Fixed typo in ClothingSelectionDefinitions.lua.
  3. lemmy101

    Like, sew cool

    re: pocket sewing, this is totally planned but very unlikely to be in 41. It'll be part of our inventory system overhaul to remove the 'main inventory' and list everything in various clothing containers and would allow sewing to increase inventory capacity on various clothing items. Details here: https://projectzomboid.com/blog/2019/07/reloaded/ I'd imagine it'll be in 42 but who knows...
  4. NEW Re-added sprinter zombies to sandbox. Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world. Slot labels now displayed above the hotbar when the mouse hovers that slot. This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead. New SFX for lower impact car collisions Added new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options. Added star quality to show durability of items in hotbar. Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt. Updated community translations Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call. Sneaking now drains more endurance when walking/jogging than normal walking/jogging. Equipped item/clothing now at the end of the inventory and not at the top. Added some debug info about quit and around saving the game on quit Pressing R can now do multiple thing: - If mag is in equipped gun, unequip it, check for a new mag to insert. - If no other mag found, check if we can load bullets in one mag, when done auto reload/rack. BALANCE Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door. If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking. Balanced firearm stats. Increased chance of finding magazine in guns. Improved M16 and Automatic fire weapons. Adjusted some loot spawns Add carpentry exp when making spears. Zombies have now defense according to clothing Eating frozen food now gives unhappiness/boredom malus. Re-added guns to spawn Lowered gigamart spawn rate. Increased safehouse loot. Changed Builder's food rarity settings from "extremely rare" to "rare" Disabled automatically vaulting over fences when there's no floor on the other side. Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath. ANIMS/MODELS -tweaks to Hunting vest x files and masks so they work better together -adjusted wedding jacket to work a bit better with jumpers. -adjusted Huntingvest masks so that it works better with clothing FIXES - Fixed the player walking in the wrong direction while aiming with a controller. - Fixed hotbar position in splitscreen and after resizing the game window. - Fixed missing window icons. - Fixed tired moodle not in calcul hit chance for firearm. - Fixed exhausted moodle not being in calcul for stomping. - Fixed zombies pushing around zombies sat against a wall. - Fixed hand axe being on wrong rotation when attached in belt right. - Fixed various body location (gask mask could be wear with glasses, some full helmet etc..) - Fixed clothing protection could display over 100%. - Fixed wrong color scheme for bite/scratch defense color. - Fixed not regen endurance if heavy load was > 0. - Fixed heavy load moodle level 4 not doing anything to endurance regen. - Fixed fitness level 10 make you run faster (now only affect endurance). - Fixed missing rip clothing SFX. - Fixed stone not being lost when creating a spear from it. - Fixed double create spear with screwdriver. - Fixed missing adding kitchen knife to spear recipe. - Fixed occasional duplicated cars. - Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map. - Fixed zombies never sitting against south or east walls. IsoGridSquare.getWallType() looked for WallS and WallE properties which don't exist. - Fixed lua error looting hotbar items from corpses. - Fixed dissassembling not forcing you to stand. - Fixed removing a magazine from a firearm also removing 1 bullet from the clip. - Fixed some lua errors being printed to console without displaying the red error box. - Fixed car battery charger not rendering sometimes. - Fixed some blending during vault over. - Fixed sudden pause at the end of vaultOverRun - Fixed vault over sprint making a snap. - Fixed eating and drinking animations stopping in the middle of the action - Fixed some zombies walking being really fast or way too slow - Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse. - Fixed the player's view cone changing direction more quickly than the model is turning. - Fixed character-info avatar not updating after washing off blood. - Fixed zombies sometimes standing idle when they should be chasing the player. - Fixed iso cursor being rendered at twice the size when Double-sized Textures = No. - Fixed players not always facing the direction they should when performing actions. - Fixed player walking when turning off an alarm that is in their inventory. - Fixed house alarms not working.
  5. it's always been 100% outside of bugs
  6. Next time if you'd prefer you can wait until MP is released and not be able to play SP at all in the meantime. Your call.
  7. Because.... *looks at rest of list* we've got a lot of stuff on and can't do everything at once, don't have anims yet, etc etc. but thought we'd add this quickly just so people could deal with broken glass?
  8. go somewhere you've not been to generate new loot
  9. - Add "Finished" Sound to Washing Machine/Dryer - Not being able to add/remove clothes to washer/dryer while cycle is active - Change Moodle "Minor injuries, first aid required" - Custom Sandbox Settings Don't Save as a Saved Preset if "/" is in Name - Fishing SFX not synced - Clothing Ensemble Bug - Filling Broken Saucepan Bug - Fixed uninitialized uniform index with TallFenceShader. - Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false. - Fixed floor and wall shaders being recreated each time a game is started. - Hopefully fixed rain puddle performance issues. - Re-enabled the fridehum/window/door/etc ambient sounds. Changed WaterDrip sound to only play on IsoFlagType.waterPiped sprites with water (so they won't drip after the water shuts off, unless connected to a water source). Yuri found that when there are puddles on the ground, there are way too many WaterDrip sounds playing. That was due to IsoObject.hasWater() returning true on squares that have puddles. - Save hotbbar position to avoid weirdness at loading game with holster equipped. - Adjusted some model position for attached weapons. - Added double barrel shotgun. (anim + spawn). - Fixed some weirdness with guns. - Now reset the loot position when transfering stuff - Can now pickup broken glass (warning, if no gloves you might get injured). - Increased Soap spawn rate. - Decrease soap consumption (*2). - Various compatibility changes for future Super Survivors updates. - Cleaning liquid can now be used to wash yourself/clothing (NEW cleaning liquid, previous one won't work). - Cleaning time now depend on amount of blood/dirt on clothing. - Clothing will be soaked after being washed by hands. - Fixed exception when washing Socks. - Decreased time to wash clothing. - Added various recoil anim for guns/firearm, the more aiming level, the faster you'll shoot + less recoil from anim. - Added switch Single/Auto for the M16. - Fixed hotbar weight taking priority over equipped item weight. - Tooltip now show correct weight if weapon is in hotbar. - Balanced assault rifle - Fixed: Zooming out over water results in black squares instead of water - Fixed after-death text being rendered twice for players. - Fixed rain-splash rendering bug in splitscreen. - Fixed typo with ISBaseObject.type. Capital-T Type is used in several places. - Fixed player model being reset when swapping hotbar items. - Fixed character-info avatar not updating when swapping hotbar items. - Call ISHotbar:refresh() in update(). My previous commit added a call to triggerEvent("OnClothingUpdate") in IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times. - Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels. - Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached. - Delay resetting a character's equipped and attached models until the next frame. - Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason. - fix text boxes not being destroyed bug - Fixed hotbar exception after moving the first of two belts to a container. https://theindiestone.com/forums/index.php?/topic/26445-dirty-laundry-washer-bugfest/ Change to ISHotbar:onMouseUp() is just refactoring. - Fixed previous game's zombie population settings being applied to new games. - Fixed Survivor.lua sandbox preset never being loaded. - Rebuilt Linux libPZPopMan64.so. - Lowered burnt house spawn rate. - Fixed zombies being considered as on back when falling through window. - Can now wash yourself without soap, but takes longer. - Capped the time needed to wash clothing. - Added holster icons.
  10. we done a stealth patch that should fix fps issues. We also figured out a potential cause of fps drop for rain / puddles but that's not made it in tonight.
  11. NEW All characters now start with a belt - giving them a "Back" slot & two belt (left/right) belt slots. You can either right click a slot, or drag & drop a weapon to it. Or, alternatively, click a weapon in your inventory to attach it to the hotbar. Weapons will be shown on the player. Pressing a hotkey (from 1 to 5) will auto equip the weapon assigned to each slot. This is a work in progress system that we'd love feedback on! Added holsters Holsters have a chance to spawn on police/policestate zombies (automatic get one if he had a gun) - Rebuilt ProjectZomboid.exe as a gui application, no more console window. Should work with Steam remote play together now. - Added player Bob_VaultOverToFall animation when climbing over fences. - Added zombie Zombie_WalkTrees animation for walktoward and pathfind states. - Zombie lunge animations played at 50% speed in trees. BALANCE - Boosted wood axe damage, speed, amount of time you can move during strafe, to make it a viable (but still quite slow) heavy damage weapon - Force standing when drinking/filling items from sink. - Reduced handgun model size (+ muzzle redone) - Added Chipped stone to craft lance recipe. - Made tall fences transparent when the player is behind them - Disabled Hypochondriac trait until it can be fully reworked - Reload XP now given when inserting bullets in clip (small chance) and when reloading (bigger chance). - Added spear fishing. - Now equip in 2 hands shovel when taking dirt/sands.. - Added Griddle pan for stir-fry. FIXES - Fixed zombies spawning in buildings long after a player has entered the building. - Fixed Double-barrel shotgun issues. 1) Missing inventory icon. 2) Removed chamber, which allowed 3 shells to be loaded. 3) Racking not required. - Fixed blob/suitcase Zeds on spawn - Fixed FMOD crash on 64-bit. Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'. SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused(). - Fixed zombies getting stuck in the air after climbing through a window. - Fixed exception after renaming food to have a dollar-sign character in it. - Fixed lua error when taking compost from a composter. - Fixed zombified players interacting with doors/windows/etc by left-clicking. - Fixed new shovels not being useable for taking dirt/gravel/sand. - Fixed hammering animation when pouring dirt/gravel/sand from a bag. - Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes - Fixed issues pressing Escape while entering or exiting a vehicle, or switching seats. - Fixed players going through a wall when run-vaulting over a fence adjacent to the wall. - Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ. - Fixed Protection screen not working with a controller. - Fixed Info hair/beard buttons not working with a controller. - Fixed clothing dryer and washer continuing to play sound after the power goes out. - Fixed weather mask not updating when the zoom level changes. - Fixed weather mask not rendering for splitscreen players. - Fixed zombies get stuck after climbing over a fence with no floor on the other side. - Fixed some files being closed via garbage collection. - Crouch key only affects player 0 which fixes split-screen shared crouch - Fixed "Sit On Ground" context-menu option is available when already sitting. - Fixed "Sit On Ground" context-menu option is not available when using a controller. - Fixed adding frozen food into recipes. - Fixed old Socks still existing.
  12. Should fix a lot of 'crash on loading into game' issues! - Increased memory allocation for 64bit zomboid that could potentially avoid crashes on some systems loading into game. - Fixed shader issues with clothing overlays and holes which affect some GPUs (big source of hangs/crashes on game load / leaving spawn house and probably the same cause of some mac issues reported) - Added options for transparency / visibility of iso cursor for combat. - Render thread will now throw out better error messages for diagnosing future problems. - Fixed zombies playing their death sound sometimes when stabbed (but not jaw-stabbed). This happened when bCloseKill=true but CriticalHit=false. - A zombie dies as soon as it is jaw-stabbed, not after falling to the ground. The KnifeDeath animation is played in the falldown state, not the hitreaction state. The KnifeDeath hitreaction doesn't happen now because the zombie is dead before falling. - Fixed zombie number issue on Survival - Fixed pathfinding failing when moving on the same square when that square is blocked in all directions. This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent(). https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/ -
  13. zombies spawning is a bug right now, we literally have them suddenly appear in the middle of a room after you've walked into it. Glad to hear you're feeling better about the changes!
  14. Probably only new games am afraid
  15. It's not about me 'not wanting someone to survive on it' - it's purely about me wanting those people who got bored on build 40 to have a new difficulty ceiling to put the fear back in them again and cut down base survival times from weeks or months to days. Notice now he's boasting of doing well by surviving 14 days? that's still a win if that's worth being proud of. In three months time of playing, I rather suspect he'll be farming and building a big base and surviving months SOMETIMES. That's not a fail, it just means that people have learnt how to survive on Apocalypse, and fingers crossed will still have same fear when a horde of zombies turn up. We don't expect NO ONE to survive for a longer period, we expect the average person or average survival time to be short and for longer times to be worth boasting about and being earned instead of coming natural once you get set up. As for Survival, we pushed a fix for the zombie counts last night, so they should be back at build 40 numbers. We also added a fix to reenable the push multihit on Survival. Now we've renamed Brawler to Survivor specifically because of your own feedback and misinterpretations of what we wanted to do with that mode, and since its modelled around b40, we're less concerned with talking difficulty, since Apocalypse is a NEW higher difficulty mode, its clear that Survivor still remains from build 40 and is balanced similarly, Apocalypse is something new, which we hope means we'll be freer to keep the extra difficulty in the zombies intact and what was 'Brawler' doesn't seem to be such an insulting prospect for people to play.
  16. That's been pushed out sneaky like (since it was meant to be in last build) grab latest update, see how it plays now should be just right.
  17. are you sure you're on latest patch? Survivor should have same zombie counts as b40? EDIT: Oh fuck, stupid 'advanced spawning' options overriding default zombie numbers. Patching! Give it an hour or so and you should have b40 level zombies on Survivor, sorry for the inconvenience!
  18. I can't claim much credit, the vast majority of these fixes weren't me personally
  19. Not sure what's confusing about it? Apocalypse you're not expected to have a long lifespan so don't expect to be making zombie forts and farming and living through the winter. Survival you may be able to see the late game.
  20. tutorial not had a moment's dev notice put on it, we talked of disabling it until we can fix it up but then forgot we assumed anyone in iwbums probably already knows how to play the game
  21. Apocalypse is build 41 super tough zombies stealth balance Survivor is build 40 more combat capable balance
  22. Lots of fixes in this one. Though big apologies to some of the crash people out there. We're really working at trying to solve your issues, and have tried a few things, but with no errors or crash traces being reported by the build, they are somewhat a mystery and hard to puzzle out. We likely haven't fixed everyone's issues, but we'll get to the bottom of it eventually and you're not being forgotten. NEW Renamed playstyles for clarity and to emphasise dev intent for how they should be played. Brawler becomes Survivor, Survivor becomes Apocalypse. - Added anim-less transitions for sneakWalk -> strafe, sneakRun -> strafe, sneakWalkLow -> strafe, and sneakRunLow -> strafe - Eliminates the odd turning arc while transitioning to strafe. - Removed strafeToWalk animation from strafeSneak -> walk/run/etc. - Reduces the amount the character jumps while transitioning from strafeSneak to said states. - Implemented SFX for lower impact car collisions - Added falling-zombie state. - Added context-menu tooltip for opening/closing curtains to display keyboard and mouse shortcuts. - Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1. - Added state transition from lunge to falling for zombies. - Added climb over fence transition to falling (when there's no floor on the other side). - Added Height map texture for puddles. This texture should increase performance when drawing puddles. - Added Logs/ZombieSpawn.txt to record zombie spawns. Should record zombies spawning inside of buildings, not so much outside. BALANCE - Toned down zombies and zombie spawns a little in Survivor (formerly Brawler) - Reduced the delay after climbing through a window or over a fence before the player can move. - temporarily disabled body temperature change to help people survive winter - Made hit detection on body parts on downed zombies a little tad more generous - Bare hands in multi hit can now shove up to 3 zombies - on Survivor mode (formerly Brawler) ANIM AND MODEL CHANGES -tweaked several turn anims -reversed mccoy van logo FIXES - Fixed shoving the first zombie within range, rather than the closest zombie within range. - Fixed incorrect path to Ambient Piano - Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib - Fixed zombification from tree scratches. - Fixed RenderThread jobs sometimes being reported as finished before they are invoked. - Fixed "Random" button in the Customize Character screen resetting the player's profession. - Fixed molotovs and broken weapons not being removed from the player's hands. - Fixed item icons on the ground being twice normal size when "Double sized textures" = No. - Fixed issues saving the player to the vehicles.db database. - Fixed unicode filenames are not supported by animation/model importer. - Fixed not being able to open/close windows via the context menu when the player is already standing at the exact center of the square. - Stopped zombies dragging down a god-mode player to their death. - Lowered outside passenger positions of SportsCar (fixes a camera glitch). - Rip Clothing and Craft Sheet Rope work on all selected items (if they're valid). - Removed PerformanceSettings.modelsEnabled and PerformanceSettings.support3D. - Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads. i.e dual-core with hyperthreading, or quad-core without hyperthreading. - Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc). Anything with a capital I. - Double-clicking tutorial and playstyle labels in the new-game screen proceeds to the next screen. - Fixed issues attacking while in a vehicle (infinite ammo, can't shove). - Try to fix exceptions in ClimbThroughWindowState. Don't store IsoWindow or IsoGridSquare in StateMachineParams since they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player) - Fixed lua error in DebugChunkStateUI - Fixed displaying LMENU as LALT. Display RMENU as RALT. - Fixed clearing a keybind displays it with no name instead of NONE. - Fixed some weirdness in the fastforward cancel when near zombies. - Fixed items floating off the ground when dropped from inside a vehicle. - Fixed multiplying generators after using "Equip in both hands". - Set generator ConditionMax=100. - Set some vehicle part ConditionMax=100. - Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head. - Fixed Bare Hands not being counted as a favorite weapon, except when stomping. - Fixed "Untie Hair" option being available for already-untied hair after loading a game. - Fixed player not dying properly after falling.
  23. We may be able to look into a way of looking around by turning your head we'll see what we can do.
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