Jump to content

RELEASED: Build 30.12


RobertJohnson

Recommended Posts

If you experience weird bugs, please first reinstall the game properly, Steam seems to mess with the files because we do a lot of updates these days, thanks :)

 

[NEW STUFF]

  • New sandbox stuff !
    • You can now save/load sandbox presets and share them ! Files will be saved in C:/Users/YOU/Zomboid/Sandbox Presets
    • New sandbox options : Starting Erosion, Characters stats decrease (hunger, thirst and fatigue), Locked houses/Alarms rarity, XP Multiplier and more !
    • Little screenshot to show you ;)

Spoiler
  • The big return of the COOP ! Still need to do some things for the joypad but you can now play again in COOP ! (understand 2 or more players on a same splitted screen) EasyPickins rules! <3
  •  
  • The Erosion mod is integrated in the vanilla game with several new things!
    TurboTuTone's awesome Erosion mod is now part of the game. Erosion introduces seasonal changes to the look of the world, as well as increasing the growth of vegetation over the environment as time passes.
    Stuff you can expect to see includes:
    • 11 types of tree. Each tree comes in 4 different sizes. Some trees lose their leaves in the fall.
    • 11 types of bush.
    • 17 types of plant. Some plants have flowers that bloom depending on the season.
    • Wall vines creep up some outside walls, sometimes growing over windows.
    • Wall cracks appear on some outside walls.
    • Cracks in street pavement slowly appear. Some cracks will have grass growing out of them.
    • Snow covers the world on below-freezing rain days. Snow slowly melts away on days when the temperature is above zero. It's Kentucky though, so only expect about 12 days of snowfall per year.
    • All the new objects will appear over the first 100 days, although some may continue to develop after 100 days. There is a sandbox setting that allows you to choose the initial amount of growth (from Never to 100). Each world has its own erosion configuration file that can be edited to change the rate of growth (more or less than 100 days) as well as other variables.
  • Added a "only server that match your version are shown" text on public server list.
  • New cyrillic fonts.
  • Reduced heal time a lot.
  • Added a debug file for translation, add a -debugtranslation options to have it (http://theindiestone...files/?p=147525)
  • New farming tile by Mash.
  • Added remove grass/bushes.
  • Tweaked brightness and colours to make it a bit more realistic.
  • Fixed flickering shadows bug.
  • Changed endurance system, it now take longer to get exhausted, but take longer to recover from it.
  • Added auto zoom on joypad.
  • Zombies now clump together into groups more.
  • You can now add/remove curtains on self made windows frame
  • [Farming] Increased time needed for a plant to grow
  • [Farming] Decreased water/health point loss for plants
  • Potatoes will now last longer but give a bit less hunger reduction.
  • Added a "Beginner" mode (it take the sandbox presets "Beginner")
  • Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar + Jar Lid (lost when reopened), cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:
    • Tomatoes
    • Bell peppers
    • Red radishes
    • Leeks
    • Eggplants
    • Potatoes
    • Carrots
  • Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked :P
  • Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes)
  • Scavenging for food during winter will be impossible, or really hard in cold months
  • Plants now loose health during cold temperature
  • The new health system!

Spoiler

 
[bUGS FIX]
  • Can't add infinite item in an evolved recipe anymore
  • Can't add cooked food to a trap anymore
  • Fixed player getting cooking XP when another player cooks food. (Issue #001005)
  • Fixed player corpse not being created in singleplayer.
  • Fixed bug which caused black screen after death.
  • Fixed still gaining some blunt xp while bare handed
  • Fixed "put into 2/4 bowl" for soup/stew not returning the cooking pot
  • Fixed the "Soap" item (it was a Rubber Duck.. Hence why you found so much Rubber ducky :D)
  • Fixed allowing a broken sledgehammer to be used to destroy stuff.
  • Fixed a bug when barricading something with a stone hammer.
  • Fixed fertilize and shovel farming actions not stopping when player walks/runs.
  • Don't add ping time to GameTime.geTimeOfDay() in GameServer.syncClock().
  • Fixed Core.bLastStand not getting set to false after backing out of a Last Stand game.
  • Fixed sandbox options resizing. (Issue #001067)
  • Fixed 3D corpse texture background not being cleared due to stencil test. (Issue #001016)
  • Fixed mod clothing item icons not loading.
  • Fixed farming problems (translations issues) (Issue #001053)
  • Fixed barricade issues. (Issue #001030)
  • Give the bowl back when you put a cake batter in a baking pan
  • Fixed some farming bugs.
  • Fixed some loot distributions (like books in the fridge in the motel)
  • Full bug list fixed so far via our Bug Tracker
Link to comment
Share on other sites

Woo!

 

I'm very stoked for this! It's incorporating some of the "Kill you before you reach end-game" stuff, like burning yourself while cooking, or getting a glass shard while climbing through a broken window! And ailments will affect your speed and melee strength!

 

Are we getting a Doctor/Nurse/Paramedic starting profession too?

Link to comment
Share on other sites

Sounds cool, buuuut...

 

  • Lodged glass shards

How: Break a window without using a weapon or tools, or climbing through a broken window

 

 

Will there be ways to pick locks now, or ways to prevent damage climbing through a broken window? If I don't take the Strong perk, this sounds like I'm going to be picking glass out of my character with almost any building that has few windows for entry, or breaking down doors/walls to get in more safely (albeit more loudly).

Link to comment
Share on other sites

Sounds cool, buuuut...

 

  • Lodged glass shards

How: Break a window without using a weapon or tools, or climbing through a broken window

 

 

Will there be ways to pick locks now, or ways to prevent damage climbing through a broken window? If I don't take the Strong perk, this sounds like I'm going to be picking glass out of my character with almost any building that has few windows for entry, or breaking down doors/walls to get in more safely (albeit more loudly).

 

I'm hoping you'll be able to spend extra time clearing the glass out of the frame if you have a tool handy, or that you'll be able to put a sheet or something in the frame to cover the pokey bits. So escaping fast through a broken window will cause cuts, but taking your time and making lots of noise will reduce that chance.

Link to comment
Share on other sites

The medical overhaul is one of the thing I've been waiting for the most ! This is going to be brilliant ^^

A little thought about wound infection :

Irl, cleaning a wound - ANY wound - BEFORE it gets infected is one of the first reflex someone with a minimum of medical background will do. There should be a higher probability of wound infection if you didn't get it cleaned asap.
If it comes to wound infection, you sure needs to keep disinfecting it, but what you really want is find antibiotics before your wound infection becomes a blood infection and kills you.

Link to comment
Share on other sites

 

 

Or even if you don't have a tool handy . . . not that hard to avoid the sharp points if you have time.

 

The only way to know for sure is to smash a window and go test.

 

How do you think I know?

Don't forget your keys. :-|

 

 

I figured RobertJohnson would be the one to test, since he has apparently attacked a tree with a frying pan in the name of science.

 

Can I put in a special request for this patch? Please PLEASE can we roll around barbecues? Because once we can do that, I'll never leave Cortman Medical.  Nevermind me, I just saw there is a BBQ in the backyard of the house behind Cortman Medical. I'll just build a bigger fence!

Link to comment
Share on other sites

 

Just waiting for cars to be added then it's play time lol.

 

Shame it's not coming yet.

 

I'm most excited about hordes coming back, as well as other ways to be killed. That and moving BBQs, I'm kinda hung up on that too. Cars I can wait on.

 

As far as I know there's been no indication that movable barbeque grills and/or other movable things are making an appearance any time soon, or even before cars.

Link to comment
Share on other sites

Finally the medical update is upon us, with the Erosion integration too!

 

I wonder if we get something stuck insde us (per say a shard, glass or someday, arrow) will you bleed out the moment you remove it.

 

In Neo Scavanger i had a full playthrough with a arrow stuck in my head, for some reason i never died cause i never really notice the big arrow stuck insde my head, but like a week later in-game i remove it and i died bleeding out.

 

After this update i hope we get the Operation KIll You Before Reaching End Game begins, so zombies actually can bite us or kill us.

Link to comment
Share on other sites

 

 

Just waiting for cars to be added then it's play time lol.

 

Shame it's not coming yet.

 

I'm most excited about hordes coming back, as well as other ways to be killed. That and moving BBQs, I'm kinda hung up on that too. Cars I can wait on.

 

As far as I know there's been no indication that movable barbeque grills and/or other movable things are making an appearance any time soon, or even before cars.

 

 

I can still want things that they've given no indication of ever adding. :)

 

They could use the same code for BBQs as they do for cars! They both involve things that move, get hot and use fuel! (I'm stretching it here, I know)

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...