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IWBUMS 41.49 released


Batsphinx

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A quick Xmas patch for the Public 41 IWBUMS

 

See y'all in the New Year, apart from the Xmas Eve Thursdoid - and indeed if we've managed to break anything in this patch. In which case we'll see you tomorrow!

 

NEW
 

- Added sawn-off double barrel shotgun.
- Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
- Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
- Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
 When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
- Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.


Spear combat update: let us know what you think
 

- Swing attack will not root you.
- Stab attack will root the player.
- Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
- Stab attack now does more damage and has more chance to be a crit.
- Fixed issues with spears and the new alt-press function.


Updated translations.
 

BALANCE
 

- Knives can allow attack through wired fences again, like spears.
- Replaced the previous useless "lamp" items with working ones (from moveables)
- Added more locational loot distribution (gigamart, houseware store..)
- Added tailoring book spawning in houses.
- Added dough to pizza kitchen.
- Nerfed worms hunger value.
- Nerfed a bit alice pack bag inventory space.
- McCoys will now have zombies outside.
- Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
 instead of always picking a number of them in the same order.
- Increased a tad spear durability.
- Lowered gardenfork chance to break.
- Removed the delay after the player's falling animations (when falling from a height).


FIXES


- Fixed early export of some map areas
- Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
- Fixed zombie landing from a fall being killed when they land and staying stuck.
- Fixed Pizza whirled display case not spawning correct loot.
- Fixed multiple display cases in stores not spawning correct loot.
- Fixed bar kitchen not spawning correct loot.
- Fixed some useless "radio" spawning.
- Fixed diner kitchen not spawning correct loot.
- Fixed overhead counter in kitchen not spawning correct loot.
- Fixed ball peen hammer not spawning.
- Fixed D=display case not being considered as a table (cash registers were falling through them)
- Fixed some cash registers not being considered as cash registers.
- Fixed many fences not being able to be destroyed by cars.
- Fixed some seating (futons etc) allowing you to pass through them.
- Fixed many couches not being dismantle-able.
- Fixed some vending machines not being dismantle-able.
- Fixed missing corpse icons.
- Fixed medical items being taken from bags when one is available in main inventory.
- Fixed obsolete Radio item in the Dismantle Radio recipe.
- Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
- Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
- Fixed broken traps not dropping items sometimes.
- Fixed not displaying the Blow Torch model when building metalwork objects.
- Fixed playing the hammering or looting animation when building metalwork objects.
- Fixed some fitness exercise infinite loop (when sleeping, etc.)
- Fixed missing formal shirt tinted in zombie outfits.
- Fixed satchel being considered as a bag for attaching weapon on the back.
- Fixed some bugs with the new blood clothing for modders stuff.
- Fixed long socks not covering lower legs.
- Fixed weapons other than spears/knives not being able to attack through small fences.
- Fixed infinite loop with fitness if sleeping at the same time.
- Fixed a nullpointer in Zed Stories
- Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
 

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On 12/21/2020 at 4:54 AM, Batsphinx said:

- Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades
 instead of always picking a number of them in the same order.

I'm a bit confused on what does this entails; does this mean now we can find gun mods in more places?

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On 12/21/2020 at 4:54 AM, Batsphinx said:

- Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.

 

Am I reading it correctly that the stab attack will only trigger if the zombie is within a certain range bracket from the player? Is there a minimum to this or just a maximum? Is there a way to force a stab?

 

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5 hours ago, Blake81 said:

I'm a bit confused on what does this entails; does this mean now we can find gun mods in more places?

 

It means that previously you'd pick up gun types in a set order when you came across them in survivor houses (I think), whereas now it's more of a roll of the dice.

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Nerfed worms hunger value.
- Nerfed a bit alice pack bag inventory space.
- McCoys will now have zombies outside.

Like, literally no one asked for this. This *basically* makes a really CD DA borderline impossible to do now too, thanks. 
Not to be all too salty, this still has a nice bit of adjustment and fixes to it. But...yeah im really not a fan of these nerfs at fucking all lmao

Edited by Powerwolf
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2 hours ago, Powerwolf said:

Nerfed worms hunger value.
- Nerfed a bit alice pack bag inventory space.
- McCoys will now have zombies outside.

Like, literally no one asked for this. This *basically* makes a really CD DA borderline impossible to do now too, thanks. 
Not to be all too salty, this still has a nice bit of adjustment and fixes to it. But...yeah im really not a fan of these nerfs at fucking all lmao

... the worms thing was always silly.

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