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.
Community Announcements - nasKo

We were on a train. Rain spattered the windows as we pulled into London Waterloo beneath an ominous grey sky. The topic of conversation was Project Zomboid and Steam MP Integration, and how our engine made it a time-consuming challenge. The eyes of my companion quickly darted upwards, and he suddenly leant forward.

“I’m only going to say this once, so you need to pay attention” he hissed. “You need the Russians. They’re specialist operatives working out of Bali. They’re expatriates: an elite coding taskforce that answer to no company or agency. Highly specialised. Highly trained. They get the job done. No questions asked.”

“They survive as coders of fortune. If you have a problem, if you need to concentrate on developing the main game yourself, and if you can find them. Maybe you can hire: General Arcade.”

And so we did.

This new Steam multiplayer integration, most likely to arrive with Build 33, is the first step in us both making playing online easier for players and in combating cheaters.

Essentially you’ll be able to both play and host Steam servers. These will work identically to existing servers, but they’ll also be able to take advantage of additional Steam functionality. So that’s stuff like: inviting friends to your game, joining friends on the server they are on and [most crucially] the identity of every player being bound to a Steam account.

This means, while hacking will still be possible, server admins will be able to ban a hacker permanently. What’s more, no amount of trickery will get them back on beyond repurchasing the game on a new account.
This is just the first step too. Once Steam is integrated, we’ll be able to look into options for increased cheater protection – and potentially VAC if it proves suitable and available.

We’ve also made some exciting progress in a certain Steamy Workshoppy area recently, and in fact have something super exciting afoot which should result in an explosion of user generated content. We’ll hopefully be able to talk more about soon. Further off in the future, meanwhile, we will of course be looking into the possibility of VOIP, and implementing other areas of Steamworks.

It also goes without saying, for those who want to retain their Steam independence, we’ll always try to provide non-Steam alternatives where practical. Public servers aren’t going away.

A big thanks to Serge and Gennadii from General Arcade for all their hard work over the past month! We hope this is the beginning of a beautiful friendship.

Apologies for a rather MP-focussed Mondoid this week, but clearly getting outside specialists in for this sort of job has meant that the core team has been able to concentrate on the main game rather than standing around and banging the Steam interface with spanners.

Also on the menu this week [amidst all the usual big stuff and secret missions] has been Will’s radio and TV spreadsheet that’ll document the last week of civilization hitting the 40,000 word mark – out of an estimated 50,000. Turbo, meanwhile, has been finessing his movable furniture system and experimenting with a less cumbersome UI (new WIP video here).

It’s early days yet, so we won’t go into detail until a later Mondoid, but RJ has also begun work on his new crafting menu. It’s a UI that’ll complement rather than replace the usual ‘right click to craft’, but also make what you can build and the recipes you know far clearer.

Oh hey, look at this there’s a game called Project Zomboid and it’s available for purchase at 20% less than it usually is during the Steam Summer sale. If someone reading a weekly Monday development blog casually mentioned this to their friends (all their friends) then maybe extravagant zombie fun-times could occur? [Oh God. Sorry.]

Our very own EnigmaGrey would like it known that we’re launching a new TIS server – it’s easy, PVE and eminently noob-friendly. Now available at http://fluffyfoot.theindiestone.com/, port 16261. He can now consider it honourably Mondoid-mentioned.

That’s all until next time. Enjoy all the trailers spilling out of E3 this week! Fallout 4 looks every colour of awesome doesn’t it?

This week’s featured image from Prototype2001 on our very own forums. Would you like to receive an email filled with this sort of content every week, instead of laboriously having to remember to look yourself? Fear not: help is at hand in the form of our Mondoid Mailout.
Jun 8
Community Announcements - nasKo

Welcome survivor, to a fabulously French Mondoid in which our wondrous gallic friends at http://projectzomboid.fr/news/news.php have submitted questions for the consumption of all. We call these sessions ‘Ask Project Zomboid Developers The Indie Stone Anything’ but sadly, unlike the runaway success that is IWBUMS, the catchy acronym ‘APZDTISA’ has never really taken off beyond private circles. We will never stop believing though.

Before we get all Johnny Hallyday about it though, we’ve got a few important news nuggets for you on the Build 32 IWBUMS Public Test and the world beyond.

Desura situation
As many will be aware, this week it’s been revealed that our original official distribution platform Desura has encountered financial difficulties. Given its unpredictable future we’d like to recommend all remaining Desura players who haven’t yet found and activated their free PZ Steam key to do so as soon as possible. You can find instructions here.

As a platform the belief and friendship of Desura’s previous owners made Project Zomboid what it is today. We would especially like to thank Scott and Dave from the old times, and also offer our sympathies to all those losing out in this current sad situation.

Build 32: The IWBUMS continues
We’re now on the fifth iteration of the public beta of Build 32, and we’re getting some great feedback on the new zombie population system from everyone. We still want more though, to help the builds really finetune zombie respawns and movement. Very soon EasyP will be adding a config file to saves so you can experiment with spawning behaviour yourselves and help us in our glorious crusade for population perfection, so watch the forum and our twitter feed for details on that one.

The plan is to find ‘good’ numbers for spawning and migration and make sure as many people as possible are comfortable with it. Although, that’s the wrong choice of words: ‘acceptably uncomfortable’ would probably be better! At this point EP will start to drip in the random factor. His latest post on the subject can be found here on the forums.

Other stuff
A few quick links we’d like you to have a gander at! Twiggy has just started a new Project Zomboid Quickie Tutorial series – the first one of which is on Character Creation. Our Chris has also chimed in on his thoughts on the positives of the new Steam refund scheme. Finally, Citadel Servers are currently checking if there is interest for AU/NZ PZ servers – if you’re of an Australasian bent and would fancy something like that then please get in touch!

Due to the maximum ammount of allowed characters in Steam Announcements, it wouldn't even let us post this Mondoid in two announcements.
So you will have to head over to our blog to read the lengthy

APZDTISA VI: The French Connection


Today’s featured image from the snappily named [IVe_45e]Cpt KiLLiaN on Steam! Would you like to be part of the Project Zomboid electronic Monday pony express? Click here for details!
Community Announcements - nasKo

It’s been a week since Build 32 broke the barricade of IWBUMS public testing (information here) and so far we’ve been hearing lots of happy noises. Well, amidst the renewed screaming. EasyPickins’ new zombie management system has brought the average player lifespan down significantly, and with it most reports suggest playing the game is more tense and enjoyable.

That’s not to say, however, that it’s job done. From this point onward in Build 32 EP will be tweaking and experimenting with the new system until we hit a point that we’re happy with. We need a difficulty and population numbers that don’t necessarily lock off survival content [farming, fishing etc] for experienced players, but still throws in some migration curveballs. Then again, through making the challenge surmountable we don’t want to lose the added feeling of danger that we’ve reintroduced to the game. So this is…

We need to find quite a tricky biting point, and as such we need your reports from the game, generally from a few weeks/months into your playthroughs. Don’t just play in Survival mode either, but experiment with the new sandbox options – having more/less zeds in your game, and increasing and decreasing spawn times. Report your findings here, making sure to state what gameplay settings you have selected. Then, soon, the sweet spot will be sounded out.

We’d also like feedback on the new Challenges so we can fix them up, adjust rules, timings etc to provide maximum fun. For that we’ve created a separate thread here.

In terms of general Zombie Population experiments and tweaks, one current concern is that after meta-game noises some cells may get a huge surplus of zombies while others become fairly deserted. We’ll be addressing that, and also have had an idea about migrating zombies from the overpopulated cells to the underpopulated ones. There’s also a concept that EP has discussed with RJ that would see the total population rising as time goes by to make things tougher. It’s all heavily dependent on community feedback though, so let us know your thoughts.

So that’s the current stuff, but what of Build 33 content? Well…


The delectable TurboTuTone has been working on a system that lets you put previously immobile objects (furniture, paintings, flooring tiles etc) into your inventory and carry them elsewhere. You can also rotate them to your liking. As such, base customization will now be a thing. Here, for example, is a [long] video of Turbs moving office in West Point:

“Many single tile objects can now be picked up.” Turbo explains from his underground lair in the Netherlands. “Some can be picked up right away, like chairs and other non-fixed objects, but others require tools and certain skills to be picked up. A good example is perhaps that to dig out plants you’ll need a shovel and a skill level in Farming. Likewise, for a counter you’ll need a hammer and experience in Carpentry.”

“I also currently have it that multiple tools will sometimes be needed – like a window that requires a crowbar to try and break it out from its fitting, and a hammer that’s required to put it back into an empty window frame. All moveable objects are generally quite heavy so you’ll only ever be able to hold a few, not unlike the way you currently carry corpses. In fact, larger objects can be extremely heavy and will require a certain strength. If a tool is required, then there’s also a chance of breakage – and of leaving debris behind.”

“Now, most objects are purely cosmetic to pimp up your safehouse, however some retain functionality: like container objects, and the barbecue. Objects with water pipes attached will lose functionality when moved too, but can be made operational again when one or more water barrels are placed in the 3×3 surrounding the sink (or one level above) and will draw water from them, if they have any.”
So what’s the potential end-point of this new system, especially if you’ve got a team of players with Grand Designs in MP? Well, something like this if you’ve got the time and the inclination…
“This base was constructed with a building cheat mode on, and several cheats for the moveables on – like severe weight reduction and fast pick up – and it still took me eight to ten hours to build and decorate”, explains Turbo.  “Still though, it shows what the system can do.”
“The structure was set up with plain carpentry, floors, walls and doors. I then plastered and painted the walls, before heading all over Muldraugh collecting various objects and floors etc after which the interior design phase began.”

“Sadly, I died once while laying tiles on the roof, which is why there’s a corpse somewhat ruining the atmosphere in the Zen garden.”

Are you a member of the French Community, and would you like the opportunity to AskProject Zomboid Developers The Indie Stone Anything? Well next Mondoid you can. Or you could just use Google Translate and fool us all. Up to you. Thread found here!

That’s it for now. Until next week, Mondoiders of Mondoidton!

Today’s Featured Image from Minus_Kot over on Steam . If you’d like nonsense like this delivered in a more personal manner, why not supply the fine fellows [and lady] at The Indie Stone with your electronic mailing address?
Community Announcements - nasKo

Short, sharp Mondoid this week because, yes, Build 32 is now in public IWBUMS testing. If you’re not aware of this process then check out this thread, agree to the consequences and start downloading. Report the bugs you find on the bugtracker here, and gameplay feedback and balance below this lovely changelist post.  We’d especially like to hear your thoughts on tweaking the new challenges towards maximum fun.

Included in Build 32 are the new tutorial, two new challenges, EP’s new zombie management system and RJ’s new professions, generators and trap/bomb crafting. In fact, we gave the keys of the build to youtuber ManBearPig and he recorded the following rundown.

Finally, MP players who are looking for more ways to deal with griefing might also be interested in reading about RJ’s new (optional) "claim safehouse" server option that’s also a part of Build 32.

Community Announcements - nasKo

Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!

Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.

New Zombie Respawn and Management system
Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.

“This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”

“The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.

“Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”

“Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”

You Have One Day Challenge
A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.

The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.

The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…

Death by Mall
The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)

Other Stuff
There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.

We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!

Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!

Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
May 11
Community Announcements - nasKo

Why a Blue Mondoid? Perhaps it’s because you’ll let out a cuss-word in surprise and delight at the treats in-store for you below? Maybe Zombies turn blue, as well as green, sometimes? Perhaps, just perhaps, it’s because the guy writing this really likes the songs of New Order. Who can say?

Over to Lemmy for a quick description of what you’ll see in our latest, long-awaited, animations video.

“This is still WIP, and is just a demo of a few new things in the new animation system. General running will be separate from a sprint ability, which gives you a boost to speed but quickly tires you, lowers your ability to manoeuvre and increases a risk of a fall or collision.”

“Characters will have much more physical presence in the world, and inertia and change of speed is now a factor with regard to animation. This will also allow us to branch off different ramifications given the character’s mental and physical state. Panicked survivors who are not looking where they are going may run into problems (quite literally) while unfit, clumsy or undexterous characters may perform actions slower, or be more likely to mess up, fall or perhaps fail to scale a fence at an inopportune time.”

Mondoiders with keen memories might remember that back in the days of Build 25 there was talk of a Tutorial that would teach the most basic of basics to new survivors. A script was written and initial code was tapped in – but then tasks elsewhere diverted our attention and the poor thing was left on the shelf for a while. Left alone that is… until a brave Frenchman called Romain ‘RJ’ Dron found it, blew the dust off and finished it like the dreamy gallic hero he is!

Now a part of Build 32, the tutorial is an introduction to the mechanics and ambience of Project Zomboid – and should be quite fun for established players to check out too as there’s some fun forced-feeding of rotten foodstuffs along the way. We’ve been sure to write it so it complements the more narrative tutorials of Kate and Baldspot, when they return, who’ll be more concerned with ‘advanced’ gameplay. This tutorial is very much aimed at making new players feel less confused in their very first couple of minutes of gameplay.

Okay, so slight annoyance time. The coders have left Writer Will [[i]that’s me, hi[/i]] in the dust and he’s not comfortable with his radio and TV spreadsheet going into Build 32 as a WIP. He needs extra time to polish, proof and be sure the multi-channel coverage of simultaneous events is watertight. So, sorry about that one.

In ‘positive spin’ news, however, this does mean that players will be getting the entire radio system when it comes to Build 33 – incorporating all of Turbo’s player-to-player transmission system brought over from his ApCom mod.

Turbo is simultaneously working on a system for those who’d like to customise their safehouses a little – letting you rotate and move (via your inventory) certain items of furniture, paintings, items and vegetation. More of which we’re sure you’ll hear a lot more about after Build 32 is released and the build-up to 33 begins. (Although seeing as a lot of the groundwork for all of the above has already been laid, it presumably won’t be a hugely long wait as far as PZ updates go)

In the background mappers continue to set out the foundations of Louisville, EP’s doing stuff with zombie population management that’ll make you tingly and we’ve also got various other cool things we won’t tell you about until they’re a smidge closer. All cool stuff. Have a lovely week everyone!
This week’s Featured Image is Lenged91’s ‘Pride and Joy’ safehouse. God bless her, and all those who cower within. Would you like to receive weekly updates on Project Zomboid? How about every Monday or, as the cooler kids say, ‘Mondoid’? Follow this link for voluntary enlistment.

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