Hold Your Own - Zuleica
Three small updates;

  • Fall damage calculation is now based on player velocity when hitting ground and the slope of the ground.
  • Alternate bio fuel recipe uses glass jar of murky water.
  • In-game menu option to increase cave ore spawn. Default is 1x with 2x and 4x options. This affects the total number of nodes in the cave. Remember to continue out of the menu so that your selection saves.

Updates from this point on will be sporadic small ones that won't affect performance. There will be no more major updates at this point as announced.
Hold Your Own - Zuleica
v10.1.4

1. Fixed the Assault on Outpost only spawning 10 Insurgent Guards instead of the required 25. At login while on the Assault on Outpost mission an additional 25 guards will spawn. Be careful of the potentially high spawn. If necessary temporarily disable AI damage in the in-game menu. Once you have reached the required 25 kills any remaining guards wills flee.

2. Fixed O Oracula southern area blocking volume preventing boat and helicopter entrance. This blocking volume should only block building now for a potential future POI.

3. Added Buy/Sell prices to inventory mouse-over tooltips.


Hold Your Own - Zuleica
v10.1.3

1. Added Tranquilizer Dart 'hole' to Shooting Target so you can now practice with the Tranquilizer Gun.

2. Adjusted projectiles for velocity, drop, and rez height.

3. Modified vendor lists;
  • Made each vendor slot unique so you should not see multiple of the same items on a vendor any longer. This means that more different items will be for sale on each vendor.
  • Removed a number of items from the Trader that would likely never be purchased (Wood Planks, Raw Chicken, Bottled Murky Water, Plastic, Raw Fix, Coal, Wooden Crate, Raw Bacon, Raw Meat, Tallow). This reduced the number of total items increasing the chance of finding other items on the Trader every morning at 0800.
  • Added Aviation Fuel to the Mechanic sales list. He will buy Aviation Fuel as well but for a lot less than he sells it.
  • Added Chamomile Tea Cup and Chamomile Tea Tin to Pharmacist sales list as it is a medicinal drink now.
4. Fixed a bug in the Mechanic greeting message displayed as you approach.

5. Changed the cross hair for better visibility overall.

6. Insurgent detection of player reduced slightly when player is crouched.

7. Fixed stairs in one of the mountain houses.

8. Added a Wall Light, similar to the other lights, crafted in the Control Panel.


9. Fixed double Porch Light entries in Control Panel.

10. Fixed loss of four backpack slots when updating for the sixth time. Those with improperly increased slot numbers will be fixed when they first log back in.

11. Added Sell/Buy prices to inventory mouse over tool tip .

12. Fixed a grammar/spelling errors in four quest descriptions.

13. Added Glass Water to Electric Stove recipe list.

14. Fixed a description of Glass uses in tool tip.

15. Fixed Winter Coat and Fur Coat not requiring a skill point.

16. Fixed a number of recipes that were not showing Skill Required text if skill not learned.

Hold Your Own - Zuleica
v10.1.2 Hotfix

1. Improved player building part LoDs to hopefully help with performance around large bases.

2. Reworked player building part collisions that were allowing Insurgent projectiles from passing through walls and windows. Note, windows on wooden walls do not have window panes and both the player and Insurgents can shoot through them if you're standing in front of the window opening. Doorways, if the door is open, also pass projectiles.

3. Enlarged Insurgent 'capsules' such that when they collide with player base walls their weapons don't show through. This was allowing projectiles to reach the player by bypassing the wall collision. This fix is a balance problem and should improve it but not totally eliminate it. If the capsule is made too large the NPCs can get stuck on terrain. Please report any instances of NPCs getting stuck between trees and such.

4. Fixed missing Total Crafting Time on Control Panel crafting screen.

5. Fixed crafting menu tooltip missing clothing heating/cooling information.

6. Fixed typo on Heli Body Repair quest description.

7. Fixed Setup The Outpost mission that was not registering placement of items in the Resistance Outpost. Please pick up items that were placed and then replace them. You can check that items were registered when placed by looking at the quest tab in your inventory screen or when interacting with Stan.

8. Fixed two floor sections in the Resistance Outpost that would not give credit for placed objects in Setup The Outpost mission.

NOTE; Chamomile Tea's primary restoration is Health with a recent update. If Health is full then you won't be able to drink Chamomile Tea. Green Tea's primary restoration is Thirst, if thirst is full you won't be able to drink Green Tea. Eventually every food will have a primary restoration and some will have secondary and tertiary restoration/depletion. If the primary is full then you won't be able to use that item. Hot Cocoa is the same, it's primary restoration is Thirst, if Thirst is full you won't be able to drink Hot Cocoa. This is an ongoing refinement to consumables so as to provide differentiation especially among high end items.

Thank you all for reporting bugs, it is always appreciated!
Hold Your Own - Zuleica
v10.1.1 Holiday Special Modular Fireplace and Chimney Set
I'm pleased to bring you a custom made, three piece modular fireplace and chimney set. As always, please back up your save files.




Fireplace and Chimney
Three modular parts are rendered in stone, cement, and wood beam.
All three are crafted in the Cement Mixer. Max stack size is 5.

- Fireplace Wall - 30 stone, 4 cement, 8 Iron Ingot, and 10 wood planks
- Chimney Wall - 20 stone, 4 cement, 20 nails, and 20 wood planks
- Chimney Top - 20 stone, 4 cement

The Fireplace Wall is a crafting station, currently with one recipe. It uses wood for fuel.
You may have multiple Fireplace Walls on floors above each other other, facing either direction.
Use Chimney Walls to get to the roof-line and the Chimney Top to extend above the roof.
You many have as many fireplaces and chimneys as you like, but keep in mind that the combined light and particle effects may impact performance if all in a local area.

The Chimney Top will emit smoke as long as one of of the Fireplaces below it is ON. The Chimney Top will detect fireplaces up to five floors below, you won't see chimney top smoke from fireplaces more than than five floors below the chimney.

Hot Cocoa
The first fireplace recipe is Hot Cocoa. It will only ever be found in the Fireplace crafting menu.


The recipe for Hot Cocoa is 10 milk and one Cocoa Beans, which yields 5 Hot Cocoa.
Hot Cocoa has a 200 minute perish time (same as the stews), so refrigerate what you don't immediately use!



Milk is looted or collected from cows in the Cow Barn.
Cocoa Beans may be purchased from the Trader if they have it in stock, or rarely, looted from Insurgents.
Cocoa Beans are expensive as the Insurgents cherish it and intercept most of the Cocoa Beans being smuggled through their checkpoints. The price from the Trader is currently 200 gold each and it is of moderate rarity. The fight for control of the cocoa trade may very well escalate one day...

Hot Cocoa is meant to be a high end, at home consumable. It is the only food that gives +1 to max Thirst, but it also temporarily gives -80 to Stamina with a 30 second regeneration delay. Enjoy it at your base with your fireplace when you don't need to sprint away from aggressive animals, or Insurgents furious with you having their cocoa beans, but enjoy the rewards of increased max Thirst when you're out exploring.

I'd love to hear suggestions for unique Fireplace food and drink recipes!

Changes
- Changed Titanium Alloy stack size from 25 to 30 to match required crafting quantities of 10, now it will evenly use Titanium Alloy stacks. Note, items in inventory and storage 'remember' their previous stats. You can reset them by dropping them on the ground and picking them back up.

- Changed Nail Mold stack size to match Screw Mold of 100. Drop on ground and pick up so stack takes on new size property.

- Decreased crafting times on some raw materials like planks and pillars and some early game consumables. Also, with the release of more advanced building parts, reduced crafting times on the most basic building parts (curved pieces, stairs, railings, and half walls are not are not basic). This should reduce some of the waiting on early building.
  • Arrows: 10s to 5s.
  • Wood Planks: 10s to 5s Inventory, 4s to 3s Sawmill Bench.
  • Wooden Pillar: 5s to 3s Inventory, 3s to 2s Sawmill Bench.
  • Wooden Foundation and Foundation Stairs: 10s to 5s Inventory, 3s to 2s Sawmill Bench.
  • Grilled Meat: 15s to 10s Campfire, 12s to 6s Wood Stove.
  • Wooden Crate: 10s to 6s Inventory, 8s to 4s Sawmill Bench.
  • All wooden wall pieces (except curved): 30s to 20s Inventory, 20s to 12s Sawmill bench
  • Wooden ceiling (except curved): 30s to 20s Inventory, 20s to 12s Sawmill bench.
  • All wooden roof pieces (except curved): 30s to 20s Inventory, 20s to 12s Sawmill Bench.
Bug Fixes
- Fixed Electric Stove sometimes not thinking it has power available due to having lost the Control Panel ID...maybe. If it continues to happen please let me know. It can be fixed by looking at your Control Panel for its ID, then setting the Control Panel's ID in the lower left corner of the Electric Stove.

- Fixed stacking of TNT. Note, drop existing instances on ground and pick up to reset the TNT.

- Fixed player made Raw Fish (from whole fish) not being able to be used in further recipes. Note, drop existing instances on ground and pick up to reset the Raw Fish.

-Fixed missing stairs in Coby's House, Betrayer's House (where Turbine schematics are located), and Resistance House.

- Fixed Cement Door and Window Wall having cement show through beams.

- Fixed new Bay Window not allowing placement of furniture and other items on it's floor. Note, you will need to pick up and replace the Bay Widow if you are experiencing the placement problem.


Known Bugs
- Placing Cement Foundation Ramps from lowest to highest results in small joint errors. For now place them from highest to lowest.

Happy Holidays and Happy Gaming!
Hold Your Own - Zuleica
v10.1.0 Hotfix

1. Fixed issue with Full Sandbox mode not seeing the increase of experience points gained.

2. Fixed issues with crafting menus not showing correct mouse over quantity information and not returning mats if crafting cancelled.
Hold Your Own - Zuleica
v10.1.0 Major Building Update

This update increases the number of building parts from 18 wooden parts to 54. All wooden parts now come in cement and beam. Wooden and cement curved pieces have been added. The cement look now comes with new window pieces and a new door wall with a window. Left hand stairs have been added along with sloped railings and numerous other parts. Additionally, stone and cement foundations are available for all foundation types to give your base a solid castle feeling.





Construction of the new parts has been spread out over several crafting stations. The basic wood parts remain in inventory crafting and are duplicated in the Sawmill Bench. New curved wooden parts are in the Sawmill Bench and cement and beam parts are in the Advanced Workbench. The stone and cement foundation pieces are crafted in the Cement Mixer. This should provide some interest in the progression of acquiring new crafting stations and the skills that go along with them.

As always, I will balance crafting recipes based on player feedback.

Most of the existing parts meshes have been refined in Blender. Many of the new cement and beam meshes were custom made to be in the same style and with the same textures of the few previously available. In general, the parts should have a better fit. Eventually all parts will be adjusted to meet engineering specifications so that the alignment of beams makes more sense. Both wooden and cement and beam components can be used interchangeably.

Currently there is no upgrade other than deleting (picking up) and replacing a building part. Upgrades are on the list to implement in the future.

Wooden Parts
These are still crafted in both Inventory crafting and the Sawmill Bench.
The recipes have not changed.


Added:
- Wooden Half Wall Small,
- Left-hand Stairs,
- Roof Corner Peak,
- Roof Corner Valley.

New Curved Wooden Parts
These are crafted in the Sawmill Bench.
The recipes are similar to the other wooden parts requiring nails and wooden planks.


Added:
- Wooden Curved Foundation,
- Wooden Curved Ceiling,
- Wooden Curved Half Wall,
- Wooden Curved Railing,
- Wooden Curved Wall,
- Wooden Curved Window,
- Roof Curved.

New Cement and Beam Parts
These are crafted in the Advanced Workbench.
The recipes require cement, wooden planks, nails, and glass for parts that have windows.


Added:
Top Row
- Cement Roof Flat,
- Cement Roof Double Slope,
- Cement Roof Slanted,
- Cement Roof Corner Valley,
- Cement Roof Corner Peak,
- Cement Roof Curved,
Middle Row
- Cement Curved Wall,
- Cement Curved Window,
- Cement Curved Half Wall,
- Cement Curved Picture Window,
- Cement Bay Window,
- Cement Half Wall,
- Cement Half Wall Small,
Bottom Row
- Cement Wall,
- Cement Window,
- Cement Doorway,
- Cement Doorway with Window,
- Cement Walkway,
- Cement Picture Window.

Stone and Cement Foundations
These are crafted in the Cement Mixer.
The recipes require cement, stone, and for the Cement Workshop Foundation also aluminum plates.
Note; because building parts are not individual meshes, but instances of meshes to save on draw calls, the surface texture will not respond to rain in order to prevent rain effects on indoor floors.


Added:
- Cement Foundation,
- Cement Foundation Curved,
- Cement Foundation Stairs,
- Cement Foundation Ramp,
- Cement Workshop Foundation.

Changes and Additions
- Foundation pieces can now be raised 12 steps allowing for taller foundations. Using 'U' after 12 steps returns the offset to zero.

- Crocodiles in the swamp area will now roam farther from their spawn point.

- Experience earned in Full Sandbox mode has been increased by 50% to make up for the lack of experience earned by completing missions.

- A slight re-balance of ore in the multi-ore caves has been made. The ratio of copper to other ores was reduced due to the overabundance of copper and underutilization in recipes. This should also slightly increase the amount of other ores.

- Player gold balance has been added to all vehicle recovery screens.


- Added wind turbine power output on wind turbine panel. This will help in placement letting you know at the placement site the output power.


- Several additional items have been made sell-able for appropriate amounts.

- Reduced the number of Insurgents spawning upon landing helicopter after being detected. While the total number has been reduced there is now a small chance that a few elite guards with AK-47s may spawn. Please provide feedback on how this alters the difficulty either positively or negatively.

- Reworked the spawn along the road in the protect outpost quest. The number of guards is still the same, but they should not wander so far away from the road. This, though, also has the effect of the player being attacked by more than one at a time as they are more concentrated along the road.

- Removed all lens flares to hopefully help performance and reduce glare with bright light sources.

Bug Fixes

- Fixed 'Take All' hanging Inventory and Hot Bar.

- Fixed an issue when trying to delete (pick up) a storage chest while UI is still open. If the UI is open the delete will not be allowed.

- Adjusted the car exit points so they will not collide with walls when the player builds a garage and exits the car inside enclosed walls. There are five exit points from a car and the code will find the one not blocked. In order they are left side, right side, front, back, and top.

- Fixed the right-hand stairs that would cause a player to get hung up. The original game's mesh had to be reworked. You should no longer have to jump to get past certain points on the stairs.

- Adjusted pillar placement grids. This was a bug in the original game that would not let you place pillars on adjacent foundations when the pillars were at intersecting corners.

- Furnace sound now stops when all crafting is complete.

- Corrected butchered part numbers in cow barn.

- Fixed missing raw fish icon in inventory crafting of raw fish from bluegill.

Known Bugs

- Take all on an NPC dropped chest displays an erroneous 'Already in use' message. Ignore.

- If replacing a ceiling with a planter above containing growing corn the delete will succeed but a new ceiling will not be able to be placed until the corn is removed from the planter. The planter can remain in place.

- When deleting a hanging lamp, target the white part above the lamp shade. Note that powered equipment must be powered OFF before deleting.

- The Electric Stove sometimes loses the Control Panel ID. When that happens and you open the Electric Stove the NO POWER indicator will be on and the panel ID in the lower left will show zero. Simply enter the Control Panel ID (found in the Control Panel screen) into the stove's ID slot. I'm looking for the cause of this legacy bug.

Dev Notes

From the early versions the reliability of placing foundations and modifying buildings built on them has been a problem. I'm including this information for the player to have a better understanding of the building system.

Some general snap rules;
1. Placing a square foundation creates four adjacent foundation snap points, four wall snap points, a ceiling snap point, four pillar snap points, and a stairs snap point.

2. Placing a curved foundation creates two adjacent foundation snap points, three wall snap points, a ceiling snap point, and four pillar snap points. No stairs snap point.

3. Foundation stairs and ramps create two foundation snap points at the opposite ends of the direction of the stair/ramp and two railing snap points on the sides. Note: railings are walls as far as the code is concerned. When placing a sloped railing aim at the sides and up. Foundation stairs and ramps do not snap alongside each other, they snap to square or curved foundations only.

4. Placing a wall creates a wall snap point above. Railings and half walls are treated as walls.

5. Placing a pillar creates a pillar snap point above.

6. Placing a ceiling creates a ceiling snap point above and a stair snap point, four pillar snap points, and wall snap points.

7. Placing a doorway wall creates a balcony snap point if there is room below.

8. Roofs are treated as ceilings.

9. Snap points are added to existing builds when the game is loaded. There is an order to the snap point addition that, in some circumstances, results in odd placement. This is an ongoing issue.

10. When a part is deleted a snap point replaces the deleted part. If you delete a part and cannot snap back to that location try to save and reload.

In the process of working through the legacy code to bring this update to you I've determined some best practices that will help you in building and modifying your base. Some of the quirks I will attempt to correct in the future.

A. Always start with a Foundation, not Foundation Stairs or Ramps. Add ramps and stairs after the foundation is down.

B. Build from the bottom up as evenly across the base as possible. If you need to tear down try and do so down to the foundation in sections and save and reload before building back up. This resets the snap grids from the bottom up each time and helps avoid cumulative tolerance errors.

C. If you build many levels try to spread stairways around so that they are not always next to each other. The higher you build with stairs always under the same ceilings, the more likely you will see cumulative tolerance errors resulting in ceilings/floors that are not even with each other. For example, if you build a 2x3 foundation tower and place all the stairs over two foundations at one end then as you build up there will be an increasing error accumulation. It will show up as mismatched ceilings at higher stories. I've tried to adjust this up to 14 stories so that in reasonably tall bases the tolerance errors should not be noticeable.

D. If you want to create an architectural effect such as a vaulted two-story ceiling, first build up, then delete downward the parts you don't want. In this example use intermediate ceilings, place the second story walls, the final ceiling then delete the intermediate ceiling pieces.

E. In general, if something won't snap where you think it should, or shows red where you think it should be green, save and reload so that the game recreates the snap points. Discarded items and your own avatar can also block placement.

I will continue to look at how to minimize some of these issues, particularly that of placing foundations on to the terrain.

Hold Your Own - Zuleica
v10.0.12 Hotfix #4

1. Fixed boat recalls that resulted in boats capsizing. Make sure that the closed end of the counter in the shipyard is facing open water, with open water on both sides as well so that there is enough room for the boat to be recalled.

2. Fixed an issue with the Pig Hut not dropping fertilizer. Please follow these instructions; (1) Open Pig Hut, (2) move all animals to inventory, (3) replace animals in Pig hut Slots, (4) Close and reopen Pig Hut. You should now see time to next fertilizer drop displayed on mouse over.

3. Increased meat from butchered raised cows. Increased hide and fat from butchered raised cows and pigs.

4. Fixed the Practice Target not being able to be moved or picked up (DEL). If you use move you may have to relog after placing it in the new location. If you pick up and place you should not have to relog.

Please report any continuing problems with these issues.
Hold Your Own - Zuleica
v10.0.12 Hotfix #3

Fixed an issue when repairing the Helicopter Body not responding to the 'E' key. This occurred if the player was on the mission following the one that initiated the Helicopter Body repair side mission. 'E' should now properly give you the inventory in which to place the repair material.
Hold Your Own - Zuleica
v10.0.12 Hotfix #2

Fixed the Tranquilizer Gun, which was non-functional with 10.0.12 update.
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