WARNING: Due to the amount of development and features being added to this branch, please do not expect any save compatibility. We'll try to keep it compatible but you should expect breakage.
Please note: aspects of this, found at the bottom of the patch notes, will be released as a patch to the main public build once we know that everything is working and stable. This will also be when the new version is uploaded to GOG.
You'll start with a wrench, a screwdriver and a jack to test mechanics.
Due to the sheer amount of stuff in Vehicle Build 22 there is a chance that existing Vehicles build saves will break. We'd encourage you to start a new game, but if you have a longstanding character then we have also provided the previous Vehicles Build 21 on a separate Steam beta branch so you can transfer your savegame. It can be accessed through the beta tab and is called 'previousvehicle'.
Please note that this build is more WIP than others that we've released, as we need player feedback during its construction. Please be patient if you discover unexpected irritation. Thanks!
New cars models including a Taxi and an SUV - and extra versions of small and modern cars. Or at least 'modern' for 1993.
Horn and Siren system. Check the vehicle menu while inside the car!
Press "V" (vehicle menu key) or right click on a vehicle to add or siphon gas. Cars can be refuelled at gas stations.
Keys are now needed to open trunk.
Please note: VehicleEasyUse sandbox option will make the car always start when set to true.
[WIP] Mechanic System [WIP]
A new Vehicle Mechanics UI can now be accessed. Right click a vehicle and select "[WIP] Mechanics" or when directly inside the vehicle with the vehicle menu ("V" key). The system should operate much like the existing player health panel.
Select vehicle parts to see information about them.
Right click a part to see if it can be removed or installed.
Parts can be repaired from your inventory although not everything can be fixed.
PLEASE NOTE: this is a very early iteration of this system.
Not everything effects gameplay. The vehicle diagram is placeholder. Scripting is currently unfinished.
The Mechanic skill/profession isn't done - so highest level abilities are unlocked.
So what is in?
Different car parts like tires, gas tanks, trunk and brake systems.
Low condition brakes will reduce your brake force.
Low condition gas tanks can leak fuel.
A car trunk that's been crumpled in a collision will have reduced capacity and may drop items stored in it onto the ground when in motion.
Car parts and vehicles themselves are categorised as ‘standard’, ‘heavy-duty’ and ‘sports’. Only matching car parts can be used in relevant vehicles. [This may change in later builds should player have high skills, be prepared to lose condition with a car part in an inappropriate vehicle etc)
New Car Visuals - Damage and Colors
The Normal Car model can now have damage textures. When we have tested them out in-game we will create them for all vehicles.
The game now spawns cars coloured by game code rather than textures - adding variety.
Tire condition now has an impact on wheel friction.
Each type of tire have a base friction, affected by Mechanic skills & tire condition.
Mass is now taken into account in physics calculations.
Added an option to inflate or deflate a tire. Beware of inflating a tire too much.
Inflated tire will reduce wheel friction and brake force.
New Sandbox options:
CarDamageOnImpact: Governs how much damage a vehicle will take after collisions.
CarGeneralCondition: Governs what condition cars can have on spawn - whether very low or very high.
Some changes on fixing script:
Added a GlobalItem property: GlobalItem : BlowTorch=5,
Can now require multiple items (to factorize scripts) e.g: Require : SmallTrunk1;NormalTrunk1;
Added a condition modifier property to change max condition repaired, e.g: ConditionModifier : 0.7,
Fixing something will now give experience points if a skill was required.
Condition repair bonus capped to 25.
Increase max speed of vehicles to 120 km/h. Although clearly not all cars go this fst (not all car can go that fast!).
Factorised some code in script.
Increase the probability of finding loot in vehicles.
Changed various car variables (mass, speed, power...)
Fixed missing car sounds. [Though they will still need new versions]
Fixed keys in ignition not always working.
Fixed game not spawning all possible textures for cars.
Fixed zombies being knocked down by non-moving car - added thump ability.
Fixed MP sync problem on stoplights.
Fixed cars not being synced in MP if you were out of range.
Fixed car containers being respawned after reloading a save.
Fixed non-updated loot inventory when someone enter/exits vehicle.
Main Build Bug Fix
(Will be released as patch for Build 38 when we are sure it's stable, alongside some other fixes)
Fixed /card and /roll client command bugs with accessLevel.
Fixed lua exception after disconnecting from server with accessLevel != none.
Use equals() instead of startsWith() when checking server command names. (Issue 1168)
Fixed incorrect assert in ServerMap.init()
Fixed server NullPointerException with ThunderStorm and zombified player.
Fixed lua error after removing all entries from the server list. (Issue 1171)
Fixed door locking/unlocking with keys in multiplayer. (Issue 1154)
Fixed "NullPointer in BodyDamage breaks save"
Fixed inability for admin to change owner of a Faction in MP
Fixed lethal corpse gas
Fixed NullPointerException in LightingJNI.update()
Fixed only being able to sterilize one bandage
Fixed walkway visibility issues - changing definition of player built floor for culling purposes.
Fixed other issues associated with new Tanglewood rooftop rendering system.
Reexported map with fixes and changes to improve new rooftop rendering system.