Community Announcements - nasKo

Good afternoon Mondoiders, thanks for stopping by. We’ve got some fun and interesting nuggets of desperate survival today, so let’s crack on with it!

Steam MP Integration update
EasyPickins is currently plugging away at Uncle Gabe’s electrical plumbing, making sure that we hit the ground running when we release the final iteration of Build 32 with its Steam Integrated loveliness.
Most excitingly, he’s coded a function that allows servers to use Workshop mods and maps. This means that, when joining a server, players will be given the option to automatically install any required items before the client joins in the fun online. Or to disconnect if they’d rather not, of course. Work in Progress screenshot below!

EP has also built in the functionality to create and update Workshop items from inside the game, and also edit the change notes visible to any and all interested parties who are browsing the Steam mainframe. For all the above reasons he has been officially lauded as TIS hero of the week.

Narrative Planning and Game Modes
We’re at the stage of formatting all the radio and TV content that has been written for Turbo’s system (latest debug vid found here) that will serenade the opening week or two of people’s survival. All things being well, we’ll have the full script in and working this week, while radio sets are now in-game alongside the walkie-talkies we showed last Mondoid. At the time of writing Turbo is linking up the whole system to his ‘item moveables’ work. It feels like it’s all coming together.

Thing is, it also got us thinking…
While many players will enjoy listening to the infection taking hold while they swipe fresh food from well-stocked fridges, a large number of players clearly prefer to feel that society has entirely fallen. They favour the atmosphere of solitude, despair and total breakdown of apocalypses such as that of The Road, The Last of Us or The Walking Dead. As developers, we don’t want to start getting in the way of how you enjoy RP-ing our game.

Likewise when we introduce themes more in keeping with a ‘post-apocalyptic’ vibe – then murderous NPCs, survivor radio stations and all the empty silence in-between… well all that just doesn’t make much sense if we’re starting while there’s still a scared newscaster on the television telling people to keep calm and that help is on its way. Likewise, Bob smothering Kate with a pillow is even MORE harsh if it’s happening on Day Five.

As such we’re currently giving serious thought to having two entry points to an overall ‘Classic’ timeline – one at the start with the downfall of humanity chirruping through TV sets, and another six months later in the heart of Winter with rotten food, the electricity cut-off, more burnt out homes, more ransacked buildings, and more ‘Scenes o’Horror’. The hardcore Survival mode, meanwhile, would still be played from the start of the timeline, for as long as you are physically able. Indeed, for all people playing the full gamut there’d be plenty of cool stuff hidden at the harder-to-reach time periods of the overall PZ experience.
Coming at it this way also brings other advantages. For example, we’d likely have new preset difficulty levels that land between First Bite and Survival coming alongside the new framework – for those who don’t want to fiddle with deep and complex Sandbox options. [Although the internal debate on exactly how we’d present this is ongoing!]

Most importantly, however, this will provide structure and goalposts for all future creative content being dropped into the game. Key events in the timeline can be targeted at these key periods, more secretive and mysterious stuff can be put at a distance from them. It’s also a great way to repurpose older plans for Kate and Baldspot stories within the framework of what the game has become in their absence.

TLDR: Long-held plans are crystallizing at the moment, and it’s all very exciting.

SpiffoSpace Announcement
A belated mention of the fact that the SpiffoSpace servers have now been whitelisted, which is why you might have seen them drop from view on your Public Servers list. If interested to play on them, as you should as they’re great, you can enquire within.

The Prodigal Mathas Returns
It’s great to see YouTuber Mathas, amazingly enough the originator of the term ‘Mondoid’, back playing the game. Woo!

Thanks everyone! See you next week!

This week’s featured image is from Wolish over on Steam.

You know what needs some love? The PZ Wiki can get lonely without regular factual input. Go on, won’t you be a sweetheart? Also, be at one with Mondoids, changelists and other big news with our email subscription service!
Community Announcements - nasKo

Mash here, a last-minute substitution for your usual starter Will. Will I drop the ball? Not if I immediately pass it to other people!

Here’s a sneak peek at a WIP of the new radio/TV UI that Turbo is currently working on:

In the words of Turbo: “There can be 2 of these panels open at max, one for a radio in inventory and one for the radio/tv’s in world. The panels have modular subpanels that can be loaded depending on device type. Shown in vid are the basic panels, other optional panels will include tape, VHS tape, scanner etc.”

And the ball goes to RJ! He’s working on some new things to do with botany. We’ll release more details soon, but for now we’ll just that that it will have some big implications for those who like to rough it in the wilderness.

Noooo don’t pass the ball back to me!  Quick, what other news do we have?

This week in Creative, we’ve managed to get better landscaping tools into the game. This will allow you to do nice paths, roads, grass and mud patches and for it to blend seamlessly as you paint. We were planning on holding off on this feature, however it became clear it was a must to be able to quickly make larger areas.

And in case you missed it, here’s a replay of SirTWiggy’s livestream using Creative mode to build TwiggyVille from the ground up (please excuse bugs/crashes). Highlights include building playgrounds near a highway, and a school next to a bar and gun store.  What fantastic violations of zoning codes will YOU create in Creative mode?

Uh oh, now the ball is in my heads again! Umm… my secret project is going well, and hopefully we’ll be able to reveal its results soon!


Well, nothing exploded, but I think we’ll all be happy when Will comes back next week.

This week’s header image is from Opt_0 on Steam.  Have loads of PZ knowledge to impart? Why not contribute to the PZ Wiki? Also, stay on top of Mondoids and other big news with ouremail subscription.
Community Announcements - lemmy101
For those wanting a closer look at the upcoming Build 33 Creative Mode, Twiggy is currently streaming an early build of it!

EDIT: Stream over, view past broadcast here! Welcome to Twiggyville.

Expect bugs, crashes but creative fun.
Rock, Paper, Shotgun - (Alice O'Connor)

Which jackass friend built this shoddy deathtrap for me?

I’m not sure when – or if, or how – Project Zomboid [official site] will ever be finished, as developers The Indie Stone are forever finding new things to add to their open-world zombie survival sandbox. Simulating a world with thousands of characters, players and NPCs, can be a mighty deep rabbit world. DayZ has gotten lost down that hole at times, but Zomboid has at least seemed to be heading towards a finished game.

The next big addition will be a ‘Creative Mode’ which makes creating your own levels far less of a pain in the bum, and will let players do it together online.

… [visit site to read more]

Community Announcements - lemmy101

Today we come to you with an awesome new mode for Build 33 that should have an explosive impact on the Project Zomboid modding and mapping scene, as well as providing a fun new way to play the game.

Creative Mode is something we first experimented with in the dim and distant past, but came back to mind when we were looking at the speed of our own map production and the tools that we use. The Louisville map we’re building is very ambitious so, alongside EasyPickins’ awesome existing mapping systems, we started to think about ways we could populate our world more quickly.

At the same time in development, meanwhile, TurboTuTone’s awesome furniture decoration system arrived on the scene for Build 33 – while General Arcade and EP’s work on Steam Integration meant that Steam Workshop was also suddenly in the offing.

Put them together, and what have you got?

When we started Zomboid, and agreed upon a static map for the game, we (perhaps optimistically) anticipated hundreds of maps for players to download to provide almost unlimited amount of exploration. Despite there been some amazing map projects already released, this didn’t quite happen. The learning curve for the toolset, the drudge of copying files, the exporting and all the rest made it an intimidating process.

Creative Mode, we hope, takes all that away. It lets you build maps faster, have fun and work as a team. In essence, it lets you edit the map in any way you can imagine. You can use any buildings or other map pieces available: whether you’re subscribed to them on Steam Workshop, copying and pasting them from the existing PZ map or creating them yourself.

It’s a mode that lets you, as an in-game Zomboid character, create extra buildings, districts, even complete towns and cities. What’s more, absolutely anything can be shared to the Workshop – at the moment via an external app, but soon straight from the game itself. Coming back the other way, anything you’re subscribed to will automatically be available to place within Creative Mode.

Furthermore, Creative Mode works completely in online multiplayer, so players can join forces to build an entire town on their server – before using it as a fun and engaging place to die from zombies. Split screen support isn’t currently coded, but will certainly be something we look into as we refine the system.

In terms of Build 33 – the first version of Creative Mode will cover only the essentials: containing basic house construction, furniture population, landscaping and so on. As we roll it out further, however, we’ll provide additional tools that will let you create neat road systems, sidewalks, gardens, fences, levels of erosion and all that fun stuff.

It’s our dearest hope that by empowering everyone and anyone to make map content and share it via the Steam Workshop, and in making the process of building as fun and as co-operative as we possibly can, we’ll foster a new community of building-obsessed doozer players and a flood of new map content. Every player’s game world could potentially be many orders of magnitude bigger than the current Zomboid map, and potentially completely unique to them, or their server and their community.

Then if all servers have their own unique maps, who’s to say we couldn’t see about giving them an option to have their borders connected one day? With Build 33 the Zomboid infection will be easier to spread than ever before. Exciting times!


Before we go something else that happened last week and was a bit exciting was that Mike Laidlaw the Creative Director of the ace Dragon Age games at BioWare streamed some PZ – and provided what was an excellent guide and tutorial for the game. It seems Twiggy has some competition! You can view his butterknife and bacon adventures here. Byeee!
Community Announcements - nasKo

Hi everyone, here’s your regular Monday dose of Zomboid – which can be read here, or bitten/scratched into your skin before becoming infected, entering the blood stream and recoding the entirety of your brain with these very words repeated again and again, alongside a hunger for human flesh.

Steam MP Progress
EasyPickins is making good progress tying the Steam integrated MP packages provided by our friends at General Arcade into Build 32. As such he’s currently finishing up on the systems that will let clients connect to PZ servers using their Steam accounts, let server admins ban players by Steam ID and allow Steam avatars and profiles pop-up in the ‘players’ list in-game.

This will also, of course, allow for the ‘Invite Friends’ function so you can drag buddies up and onto whatever server you need some camaraderie upon. If, meanwhile, you’re of the inclination to create your own server then the other half of EP’s current schedule is in creating a proper dedicated-server package that anyone can download from Steam, or install using SteamCMD.

Flavor-ifying Build 33
A large part of Build 33 will be in adding context and flavour to Project Zomboid. The radio and TV broadcasts will introduce the first few layers of our back story in the opening weeks of survival, while a new degree of safehouse customisation is also on the cards through Turbo’s furniture movement and rotation system.

Another aspect of this [particularly aimed at SP playthroughs, but also present in MP] will be in making our world feel a little more ‘lived in’. Currently West Point and Muldraugh feel a bit cookie-cutter: doors are uniformly shut, houses are clean and it all seems a little uniform and airless. As such Will is currently working in cahoots with RJ to add some texture to the Knox Event through subtle randomised events.
Nothing is coded just yet, and as such is clearly subject to change or reprioritisation, but we want to gently evoke a feeling that there was once normal life here and that one day disaster struck. As such we would like televisions and radios left on in homes, evidence of home-dwellers who had particular careers/hobbies through the items and books they left behind, cold rotting meals left in ovens, general detritus left on the floor, and even occasional entirely empty houses that were not being lived in at all.

Playing around with locked doors, and what internal and external doors were potentially left open when the occupants left in a panic, is also likely to be a big player in this new push for zed flavour. You wouldn’t necessarily expect every item you find to be in 100% condition either, so soon some baseball bats will be more reliable than others.

We will also be looking to include randomised discoveries for later days in your survival experience while our NPC system is still waiting in the wings. We’re thinking pre-barricaded houses that have succumbed to zombies, burnt out buildings and already looted homes. Then, of course, there’s all those dead bodies lying in pools of blood next to empty whiskey bottles, modified weapons, nail-bats, Spiffo plushie collections and bottles of bleach.

Likewise part of this push will also be in refining world events. We’re going to look into giving Helicopters, arguably more of a pain after Build 32, on-board snipers to take potshots at zombies for example – while the imminence of the electric shut-off could be foreshadowed with flickering lights, regional brown-outs and intermittent supply for a few days. This would mean Muldraugh could lose power, for example, but West Point keeps it on in MP.

As mentioned before none of this is set in stone, but we hope that it gives a fair indication of the direction we want to be heading in once Build 33 descends upon us all.

A quick notice that Project Zomboid developers and various esteemed community colleagues will be attending this year’s EGX in Birmingham (UK) 24-27 September. We’ll have the game playable on the show floor, and will also be looking to arrange a community meet-up in a nearby Wetherspoons on the Saturday (options are limited at the NEC).

Other business
At the behest of Comrade Connall, we just wanted to wave the PZwiki in your direction. It’s a great site, but in need of contributors and edits as PZ continues to evolve. If you fancy helping out then inquire within.

Ooh, new Twiggy "General Tips" vid!

This week’s featured image from Minus_kot over on Steam. Fancy getting zombie stuff every week and at other key moments generally pertaining to Project Zomboid development? Click right here.
Jul 6
Community Announcements - nasKo

It’s a brief Mondoid this week we’re afraid as the majority of the team are fresh off the plane from the wedding of PZ coder Romain ‘RJ’ Dron deep in the French countryside. More of which, if you don’t mind sentimental fluff, later.

But first… the stuff you’re actually here for.

While work continues on stuff for Build 33 and beyond, the released Build 32 is now in spit and polish mode. EasyPickins, in particular, has been committing fix after fix for the issues that the community has reported. We’re currently on Build 32.16, with another soon to come. God old .16 was notable, however, because it came packaged with a neatly updated system that’s accurately conveyed by the following image of a nearly naked bearded man in the process of fighting fire.

The new Extinguish Fire interface lets you target a 2×2 area, and will automatically choose the best option from any extinguishers, sandbags and water sources you’re carrying to put out flames. This will let you put out fires in burning safehouses and on burning friends – although you’d be wise to catch fires early before they have a chance to spread. There’s only so much extinguishing material you can carry, after all.

In the meantime we’ve also been tying the work done by General Arcade into the game to bring Steam MP integration to the main build – testing, finding potential hang-ups and liaising with the guys about them. Again, we anticipate this to come in one of the more final 32 builds so people don’t have to wait until the glorious ascent of 33.

And finally, the sentimental fluff, that we hope you’ll forgive us for. We’re really proud of Project Zomboid and what it has become, but undoubtedly the very best thing to have come from it has been the friends we’ve made along the way and the amazing community that has formed around it.

This was no better experienced than at the beautiful wedding of Romain ‘RJ’ Dron and his new wife Celine this weekend – two people who were once complete strangers, but through PZ are now close friends. The fact that one of many high spots over the weekend was handing over a huge list of congratulation messages from TIS forum members should come as no surprise. [All conducted via secret DMs, so apologies if people were missed out!]

So, big love and congratulations to Mr and Mrs RJ – and it’ll be a better, and less emotional, Mondoid next week we PROMISE.

Oh, and check out Twiggy’s new Day One Survival PZ tutorials. They’re ace.
This week’s featured image from Akamai over on SteamAre you interested in receiving PZ Mondoid, Update and Changelog newsletters alongside these fine leather jackets? Click right here.
Community Announcements - nasKo
That's right, it's on the official main branch now! Excite!

This Mondoid is a bit long for Steam, so check it out here!

The changelist for build 32 can be found here:

(We'll try and prepare a complete formatted changelist in next day or two)

If you have any problems with the new build, post up on our forums or our discussions hub here. The comments won't let us reply to you directly :)

Community Announcements - nasKo

One of the things we’re proudest of in Project Zomboid is the fact that survivors can wake up and brew a delicious and refreshing cup of tea so that they’re ready to face the world. And all the zombies.

What’s more, in the final updates to Build 32 we’re now introducing a crafting UI that will make the tea brewing process even more streamlined! [And of course all the carpentry, cooking,building, medical care, trap building and whatnot as well.]

Let’s underline first, however, that right now we’re putting in the final updates to the public test version of Build 32 before it goes fully live. At the time of writing we’re on Build 32.8, and as such the new crafting UI we discuss below is in the game and playable – now just waiting for your bug reports.

If you’d like to read up on all the changes and bug fixes then you can do so here. If you’d like to join in with IWBUMS testing then you can find all the details you need in this introductory thread. If you’d like to know more… read on!

The last hurrah of Build 32 is something that’s been sorely lacking in PZ for a very long time. Namely, a crafting UI and guide. It looks a little something like this, and has been created by our resident gallic superhero Romain ‘RJ’ Dron.

The new crafting window contains all the different recipes that your character knows. Some recipes will be known to your character from their pre-apocalypse life and perhaps career, while more advanced stuff (fishing, explosives, traps) can be learned in-game and added to the list.

The new system looks both at what’s in your own inventory AND what’s in arm’s reach of your character – so you can craft with items in cupboards or cumbersome items that you’ve left on the floor. You can even ‘favourite’ the recipes you love the most. Don’t believe us? We gave internal test code to lovely Tooks and he crafted the aforementioned refreshing cup of tea in the following video:

As you can see there’s now also a facility to make Evolved Recipes (say, a salad with lots of different foodstuffs in it), while it’s also important to note that the old crafting method is still in the game too.

First off many thanks to the whole community for the great feedback that has been provided on the new (and awesome) Zombie Management System. EasyPickins thinks he’s worked out the best spawn numbers and respawn settings for Survival to ensure you’re challenged to begin with and brought under threat later on, and would especially like to thank LeoIvanov and Svarog for their dedicated pursuit of .ini file edits and testing.

Ultimately the new system will also be customisable in-game, while you can also clearly expect zombie behaviour upgrades in future too. Another recent addition to zed habits in Build 32.7 was the reimplementation of zombie-grouping code, for example, which sees zombies gather around ‘leaders’ rather than bunch around random map locations. These leaders are then encouraged in the game code to stay away from each other, and as such the spawn should seem a lot more natural. Zombies will now also lunge through doors if they’re thumping them and the doors are either opened or destroyed.

Steam MP Integration work for Build 33 in the hands of those marvels at General Arcade, meanwhile, continues apace. We’ve had some builds in internal testing, which have had the kinks worked out and glaring bugs fixed – and will soon have release builds of all 32 and 64 bit native libraries for Windows, Mac, Linux in-hand. There’s still a few hazards to negotiate with Linux that need investigation, but otherwise it’s all going well.

These are the last significant tweaks and additions for Build 32, so you can expect a full public release relatively soon. We can only imagine that those who haven’t yet encountered the revamped zombie horde are in for quite a surprise when it descends upon them! More news on Build 33 and beyond next week!

Today’s Featured Image from Tombomcbombo, if indeed that is his real name, over on Steam. Do you dream of a world in which isometric zombie survival game news is emailed to you every Monday, come rain or shine? Friend, you already live in that world.
Community Announcements - lemmy101
EDIT: 40% Sale over now, sorry folks! We'll do it again at some point I'm sure.

Hey all, since we've had various people inquiring about whether we'd do a bigger sale down the line, just thought I'd write a little here about our steadfast decision not to go beyond 40%, the reasoning behind it specifically.

When we first launched the game, selling via our paypal account and manually sending out keys, and for a good year or two afterwards, the price was £5/$8. Even though apparently people thought the game well worth the price for what we offered at the time, it didn't have 1/10th of the features the game has now. It was really really buggy and early.

We also weren't on Steam, and a lot of people purchased before we were even on Desura. This was before Kickstarter had come to prominence. People have expressed concerns about Early Access games now, but just imagine dumping money straight into our paypal account. That's some massive trust and faith placed in us that we really really needed at the time. We were broke, literally unable to pay the rent the following month. These people made our dreams come true and set us on our way to where we are now.

Those people put faith in us and bought in early. They could have waited until the game was more developed, but if everyone did that we wouldn't be here today.

As such it was a decision we made very early on that we would not under any circumstances let anyone else who purchased the game during development, or for a good period after it was completed, get the game for equal or cheaper than those original supporters paid for it. Truth is we could probably make a lot of money by doing some crazy sale, or going on a bundle, but its important to us that we reward those who helped us on this path and make their purchase a good saving for years to come. It's a matter of ethics to us.

As such 40% takes us to just above the price they paid for it. We won't go below that.

Once NPCs and Vehicles go in, possibly when we go to 1.0 but its possible it'll happen before, we will increase in price one final time to our release price. That will be the final 1.0 price of the game. At this point we will perhaps consider going beyond 40% in sales, but again, we will only go as far as to keep the original alpha price the cheapest the game has ever been, so it'll be a bigger % of a higher price that will likely amount to the same price it is now during the 40% sale anyway.

Then when enough time has passed, PZ is in its twilight years, we will probably do bigger sales, or consider bundles. This is a long way off though.

We're aware that when buying a 4-pack during a 40% sale this technically does take it below the original alpha price per copy, however considering the investment of purchasing 4 copies at once this still seems fair, buying in bulk and all, and it would be way too difficult to arrange this otherwise.

So if you're on the fence about buying, or holding off for a cheaper price, then just bear in mind that it will be some considerable time. I would be amazed if you could get the game cheaper any time next year. Perhaps the year after.

Hope this explains the situation and makes people aware we're not being greedy or cocky for refusing to discount any further (though we honestly and proudly feel it is well worth its current full price). Steam is all about the sales, for customers and devs alike, so while its counter-intuitive to say we're putting ourselves out of pocket with this decision to keep the price up. I also want to make it clear that it's not specifically the 40% that's our ceiling but the price it takes it to, so people don't see a bigger % sale down the line when the game's price is higher and think we've gone back on our word.

But its an assurance that the price it is now is certainly the cheapest you'll be able to get it this year or next. We may do 40% again. We don't know this for certain though. If this prices anyone out of purchasing then we apologize, and hope to see you some time in the future when the game is complete.

Hope this fills people in on the situation :)

PS: Apologies for cluttering feeds to those who have already seen this and already own the game, but we'd like to make it clear for people looking at the game in the sale.

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