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Bandage Club

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This week’s Thursdoid is a quick walk-through of where we’re at we’re afraid – nothing super-sexy, but hopefully a few items of interest.

NEXT PATCH

The next patch, 41.21, is now in internal testing and feature-locked aside from any new fixes or balance. We’re trying to schedule these releases for the start of each new working week, so fingers crossed this coming Monday we will be seeing the following in the public IWBUMS beta:

  • The new (expansive) tailoring submenus replaced with a new clothing UI for each individual garment – where blood/rips can be seen clearly, and cleaning and repairs can be performed. WIP version below.
clothesui.jpg
  • General balance for the new insulation/thermos system. Includes: slowed body heat gain/loss rates, slightly easier to regain the feeling of warmth, less general sweat in colder temperatures, water resistance added to relevant garments and increased energy/fluid consumption in extreme conditions. We’ve also begun separating out the more technical aspects out of the current ‘debug’ style UI.
heatmap.png
  • Visible bandages on the player
bandages.jpg
  • Fixes for: walking-in-place zeds (hopefully), sheet rope blockages, disappearing/reappearing vehicles and many/varied other issues

BEYOND

Next of our required big ticket items will likely be Yuri’s new fire visuals, and also some specific ‘challenges’ for the Kingsmouth paradise island and film set maps.

In terms of other stuff required for the big relaunch and 41 release, meanwhile are the travails of Zac: poor old lovely Zac, still waist-deep in our zoom/hi-res branch.

Formerly we had this working well in testing, as both an optimization and  visual improvement, aside from occasional issues – but the fixes for those occasional issues have run ever more deep into the codebase.

We’re increasingly aware however that this has now begun to steal manpower away from MP, which isn’t really fair on those waiting for it, so might have to reassess the situation next week once it’s clearer how much longer Zac’s toil could be.

Finally, seeing as it’s been a dry-doid overall, here’s something else RJ’s been cooking up that will likely appear in a patch or two’s time:

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This week’s image from Swordfish II on Steam. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is open for chat and hijinks too!

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so, i update to 41.21 now, Bandage Club, work well, but there is something missing Dev, the animation when player unsheathe their weapon with quick slot, before i can see the player animation sheath their 2 handed weapon on back, now, it is gone, just like build 40, the weapon magically appear on player hand.

 

Thank you for the wall vision problem, now i can see  zombie in alley way at Westpoint, no more blank spot, mostly, because when i walk behind Log Wall, i still cannot see anything 2 block away from where player standing.

 

And Sleep On the Ground thing, it really need to be applied, just like sitting on the ground, but this time, it is sleep on the ground.

 

The tailoring is immersive, well done.

 

Cant't wait for build 42!! so we can hunt in the forest

 

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17 minutes ago, Rattletrap said:

And Sleep On the Ground thing, it really need to be applied, just like sitting on the ground, but this time, it is sleep on the ground.

Try to sleep on the ground in RL.

 

Even if you haven’t slept for 2 days, it’s quite difficult to fall asleep on the ground. In any case, the sleeping will be restless and incomplete. And in the game there is also a fear that they will eat you, which certainly will not allow you to sleep normally.

 

In the bed, at least, you can hide in a blanket, and the "monsters" will not see you.

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