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vae_victis

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  1. Pie
    vae_victis reacted to Batsphinx in IWBUMS 41.44 released   
    NEW
     
    - Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
    - Use radio buttons instead of checkboxes for available bags in the forage ui.
    - Bloodied and dirtied backpacks can now be washed.
    - Removed the "Age" stat from the character info panel
    - Add Yes/No prompt after pressing quit to desktop
    - Arrange option-screen controls better when the resolution changes.
    - Re-enabled the FPS counter - displayed with K by default. Should work okay now.
    - DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
    - Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
    - Added new hairstyles - center parting, side partings etc
    - Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
    - Added petrol can 3D models (also petrol can can now be held in hands)
    - Forbid switching between front and back seats in the police car, since there's a divider between them.
    - Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
    - Added animations for equipping and un-equipping items and clothing.
    - Added new sitting animation used when performing timed actions.
    - Allow fishing rods, spears and lures to be taken from bags when used.
    - Allow stopping ringing clocks and watches in inventory while moving.
    - Updated translations.
     
    COMBAT FIXES
     
    - To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
    - Zombies standing behind the player will not prevent ground attacks.
    - As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater
     than 1.5.
     
    - Given a choice between two zombies on the ground:
     1) Give higher priority to a zombie that is getting up.
     2) Give higher priority to a crawling zombie (but lower priority than one that is getting up).
     
    - Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
     
    - Fixed infinite ammo exploit with RackAfterShoot firearms.
     
    - Improved the appearance of the aim outlines around zombies and improved colors.
    - Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
     "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.
     
    FITNESS
     
    (Will require balance still, and will be put into the health panel next to temperature etc. in next patch)
     
    - Right click anywhere to bring up the fitness UI.
    - Select an exercise (some require items, like dumbbell), select how much time and click ok.
    - Exercise Fatigue will be induced approx 12h after the end of exercise.
    - Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
    - The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
    - System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
    - Includes "struggling" version of exercises for lower fitness level characters.
    - Some professions have existing regularity in certain exercises (fitness instructor, fireman..)

    WATER TIDY-UP
     
    - Changed "Quench Thirst" back to "Drink" for water-containing items.
    - Changed "Remaining: Percent" to "Water: Current / Max" in tooltips for these object context-menu options: Rainbarrel info, Water Dispenser info
    - Changed "Percent full" to "Water: Current / Max" in tooltips for these item context-menu options: Add Water From Item, Drink (from an item), Fill (taking water from an object into an item), Pour Into
    - Added a tooltip displaying "Water: Current / Max" when drinking from a sink or other object, as well as whether the water is tainted.
    - Drinking from sinks before the water shuts off, or rivers, displays "Water: Unlimited".
    - Always display the Drink context-menu option for drinking water from objects.
    - Drinking water from items and objects will reduce thirst to zero instead of possibly leaving some fraction < 0.1.
     
    BALANCE
     
    - Bullets are taken from bags when pressing the reload key without using the radial menu.
    - Fixed a couple places where weapon weight wasn't adjusted when bullets were added or removed.
    - Equipped weight on flashlights now shown.
    - Rename Roasted Vegetables to a Roast
    - Scrap metal now produced when dismantling car wrecks
    - Renamed ".44 Magnum Magazine" to ".44 Magazine". The Magnum is a revolver so doesn't take a magazine. The .44 Magazine goes into the D-E Pistol.
    - Hitting a zombies while going backward in a car can now damage gas tanks.
    - Destroyed traps can return multiple items, those using twine return the full twine cost
    - Storms now less dark during daytime
    - Antique stove can now spawn in a crate in any warehouse (very rare)
    - Fixed wrong items appearing in roomtype 'camping'
    - Fixed wrong items appearing in roomtype 'bakery'
    - Added roomtype 'campingstorage' to lists: Same lootlist as camping, better rolls, crates (cardboard boxes?) only.
    - EggCarton spawn chance increased. Small chance of finding two egg cartons in fridges.
    - Increased numbers of floorboard stashes in houses and numbers of items in them.
    - Increased odds of stuff spawning in bags on zeds

    FOX'S CUTAWAY POLISH
     
    - Player-built walls that enclose a space no longer collapse if there's no window
    - Fixed cutaway starting as soon as character sets foot on stairs
    - Fixed cutaways loading issues
    - Fixed cutaway of fences and walls starting a bit too late.
    - Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
    - Fixed cars being seen through closed garages
    - Fixed cutaways with missing tile properties
     
    MODDING AND TRANSLATION
     
    - Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items.
     Previously, it was using the old DisplayName_XXX translation.
    - Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
    - Added %-substitutions to translations:
     ContextMenu_Add_Ingredient
     ContextMenu_Create_From_Ingredient
     ContextMenu_From_Ingredient.
    - Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
    - Added "Tags = Screwdriver" to the Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
    - Added Tags=CanOpener to TinOpener.
    - Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
    - Added Tags=FishingRod and Tags=FishingSpear to rods and spears.
     
    ANIMATION CHANGES
     
    -cropped Bob_RunStumble.X
    -tweaked xmls to get smoother get up from scramble
    -capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
    -unified Bob_WeddingJacket.X normals
    -created ShortSleeveShirt Body Location
    -changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
    -hiding fanny packs with certain clothing items
    -removed ApronTEXTURE from outfit Waiter_Diner
    -capped some male and female clothes
    -tweaked transition and blends between run and sprint. sneak versions also done.
     
    UI TIDY-UP
     
    - Hide the post-death text when the quit-to-desktop dialog is visible.
    - Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
    - Fixed layout of some things at different font sizes.
     
    OPTIMIZATION
     
    - Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
    - Declared a lot of classes and fields 'final'.
     
    FIXES
     
    - Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
    - Fixed ambulance door mask to correct left and right
    - Fixed some see-through clothing on corpses
    - Fixed the player being immune to attacks from the front while holding bags in both hands.
    - Fixed Sugar not having nutritional value
    - Fixed Stone Axe weighing more than elements needed to assemble it
    - Fixed Cooked Rice and Pasta never rot
    - Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
    - Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
    - Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
    - Fixed exception in IsoCell.CullFullyOccludedSquares().
    - Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
    - Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
    - Fixed lua error when build cursor is on empty squares (above ground level) 
    - Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
    - Fixed being able to dig graves in interior
    - Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
    - Fixed trap spawning items when regularly removing it (non breaking)
    - Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
    - Fixed not racking some weapons after each shot.
    - Fixed issues with firearm and magazine weights.
    - Fixed muzzleflash textures not being visible on the first shot.
    - Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
    - Fixed the debug FPSGraph not being rendered unless the clock is visible.
    - Fixed corpses being drawn beneath railroad tracks and graves.
    - Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
    - Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
    - Fixed SmallCar extents not matching physicsChassisShape.
    - Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
    - Fixed animation lockup with emotes.
    - Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
    - Fixed deafening multiple thunder noises on speeds > 1
    - Fixed exception when scavenging if more than one type of item is found.
    - Fixed items required for repairing items not being taken from bags.
    - Fixed "Dig Furrow With Hands" not being displayed when using a controller.
    - Fixed the hotbar being displayed for splitscreen players using a controller.
    - Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
    - Fixed lua error repairing vehicle parts.
    - Fixed the player tripping in trees when in ghost mode.
    - Fixed getting free ammo when spamming the unload-magazine command.
    - Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
    - Fixed drainable items losing their Favorite status when emptied after being used in recipes.
    - Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
    - Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
    - Fixed clothing sometimes not getting a hole when it should.
    - Fixed sprinters pursuit collision
    - Fixed a lots of missing cutaway properties.
    - Fixed tied hair that's grown out still having 'untie' options
    - Fixed fishing from a long distance away
    - Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
    - Fixed missing overlays in pie shop
    - Fixed saplings grown by erosion system slowing and scratching player
    - Fixed various mapping bugs
    - Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
    - Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons
     unless the player's inventory (not a bag) was displayed.
    - Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.
  2. Pie
    vae_victis got a reaction from Pandorea in Combat Animation Interrupted Then Resumed   
    I wasn't sure how to titled this one.  I was attempting to stomp a zombie that had just crawled through a window.  I stomped while the zombie attempted to swipe.  After I was pushed back, my character tried to return to the spot of the stomp without any inputs from me.  Clip of the incident: https://www.twitch.tv/vae___victis/clip/BovineLazyArtichokePartyTime
  3. Like
    vae_victis got a reaction from Faalagorn in Zombie Grab/Grapple   
    That's definitely when I notice it most; can't say it's the only time it occurs with confidence.  I can go look at some vods to see if anything stands out. 
     
    Just going from memory, there are a couple things I've noticed when this occurs: I'm predominately using short blades, I've already interacted with the zombie (stabbed/pushed), and it's most noticeable when backpedaling or kiting.
     
    EDIT:  Happens with as few as 4-5 zombies.  Hard to see what might trigger the change in grabbing behavior; i.e, whether it's the zombie being stabbed or forced backwards into another zombie via push/hit/stab.  Whatever the cause is, it seems like the event switches that particular zombie's behavior/visual and they will continue to attempt "long grabs" when possible.
  4. Pie
    vae_victis got a reaction from Pandorea in Zombie Grab/Grapple   
    Zombies are able to grab or engage a player from what appears to be a further than normal range.  I haven't noticed any obvious triggers for the behavior.  However, I'm encountering this issue on a fairly regular basis when killing zombies vigorously (70-100 zombies / in-game day).  I've included a clip below that might help understand the visual.  If you can get past my lamentations, watch the zombie with the teal leggings.  Around the 16 second mark, it engages the character with what looks like a tile of distance between the two.
     
    https://www.twitch.tv/vae___victis/clip/SpookyInquisitiveHamsterOptimizePrime
     
    If I can provide any other information that would help, please let me know.
  5. penisham
    vae_victis reacted to JewishCowboy in Fresh Ideas   
    So how does one normally start of these off? Welp here goes nothing....
     
    I do enjoy Project zomboid from Alpha eight until forty-one but over the course of time. A few things about the game has bothered me a tiny little bit and I do implore the Dev's if they decide to read this to at least consider the ideas going forward. 
     
    Idea 1#: A Hospital / FEMA Quarantine zone: I believe in every zombie survival game. There should be a Hospital / Quarantine zone and hopefully with a little magic it should be loaded with zombies. either on the outside or inside depending. I think it would be a fun idea to have a very small possibility of having Nurses and or Doctors spawning in said hospital or Quarantine zone. With that being mentioned. There should be a very small chance of finding Hazmat suits along with hazmat zombies that should be much harder to kill with fire. I think it would add more to the Lore of the game and it would add a tiny bit more to the game with some added challenge.
     
    Idea 2#: Jobs and Skills and items: One thing that has bothered me is how lack luster the job section is at the start of the game. I think to add some more Zang into the mix. The Job skill that is selected should be able to carry some upgrades as the game goes on that allows the players to unlock exclusive perks. For example:  A FEMA Military Solider over the course of time could turn into Veteran with added benefits or another example a Nurse could turn into a Doctor or a Doctor could turn into Surgeon with added medical perks. I believe having a job upgrade system would implore players on MP or Single player to live out for as long as possible and it would add value to keeping your character alive for long as possible.  ( Moving forward on this subject ) - Going about Surgeon - I think if someone is shot they have to undergo Surgery depending on location of the bullet in which it hits the player body, which requires someone to either be knocked out via Medicine or if we go back to the old civil war days. Lots and Lots of booze or if you wanted to be awake during this painful event, an extreme amount of painkillers.   Idea 2 Part 2: I also think Gunsmithing should be considered along with more types of guns and being able to make bullets for all types of guns along with a workbench to craft add on to bullets like explosives rounds or incendiary rounds. Also I think being able to make scopes for guns would be interesting as well. I think it should be noted that more guns  Like Heavy Machine guns or Sub machine guns should be added to the game however, the lack of guns disturbs me a bit coming from a military background and a guy who enjoy's coming up with said ideas for these types of games!  Idea 2 Part 3: Lastly, I think if we can grow wheat in high quantities. You should be able to make Bio-fuel and put a stop to what it seems to be unlimited Gas farming at the Gas Stations. It also would add even more importance to the Engineers in the game and would add long term play ability to their kits as well. 
     
     
    Last by not least Idea #3 Events: I think the game should try to include extremely rare but very extreme events such as a blizzard, Polar Vortex, Major Forrest Fire or Flooding/ Flash Floods. I think if the game could add extreme environment events. It would add another layer of Strategy per play through of the game and it would make it very difficult for some players to stay in one area for example near the river or in the woods for example. Personally, regarding events. I think when it comes to player decision. there needs to be some sort of Risk element to every decision or otherwise the game loses out on repeatability. 
     
    What do you guys think ? Also please feel free to add comments and add more ideas . I would love to read about them.
     
    JewishCowboy - Over and Out - (Radio goes silent )
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