SCUM - Beda
Hello everyone happy Thursday! No patch today, yeah I know you are disappointed but we have some big changes that we are working on that require a lot of work and everyone is working on that, so bear with us here. When this will drop, unfortunately we can't tell you yet as it is still early. If you have complaints feel free to leave them in the comments below to give me the material for the next Q&A. Another announcement if you haven't seen it, we made a thread in the forums where you guys can show us how you experience the game as in what features you expect and can't wait for first. So check that out here.

Alright let's get to it:




Smokey the bear would like to know your location.


Gas guzzlers 3 confirmed?


Felt cute, might kill you later idk.


Russian roulette received some interesting DLCs


Close that window son! Don't you know that draft is the greatest killer of them all?


What are you buying?


This BEARly a scratch.(My one per list)


"I'm a poet not a fighter comrade"


Just looking at this picture makes you feel relaxed.


This looks like every Balkan Tractor selling add I ever seen.



Alright time for some Q&A:


  • We never made that promise, you took it that way. We said there won't be patches on Friday anymore so in case that something slips through the cracks or is not very well received we still have a day to hotfix it so you guys don't have a broken update over the weekend.


  • A known physics issue mixed with a little lag. We are working on resolving this issue, sorry for the inconvenience.


  • For the past 2-3 months yes, thanks for catching up


  • This is written under notes that have this at the end of them, all Im going to say.



  • Thanks for your support, yeah known issue and we are working on it, and don't worry the inventory guy had to kneel on corn for only 2h.


  • That is what we are trying to do. Every day there are at least 5 items you guys suggest that we take and discuss about adding or not.


  • Unfortunately currently not possible. We would like to see them too but the servers are strained as they are right now. So more optimization is required before we add such an undertaking.




  1. Thanks for the reports will take a look at that
  2. Answer is written above
  3. We are still tweaking those and are looking into the feedback what is good to most of you
  4. Yes you didn't puke, check lower.


  5. These are known issues that are a bit harder to tackle but we are working on them. Cheers for the reports


  • Check your deficiencies.


  • There is a known issue with that where for an example you need 10 rope and you have one item that is 1/40 and one that is 20/40 it checks the lesser value first and deems it not enough. Drop the 1/40 and remove it from vicinity and it should work.



So there have been some reports that some of the spawning parameters for private servers were not explained properly. So here they are as simple as we can write them, if you still can't figure out after this, ask your dad. All of the values written here are default settings. So when you change them from an ex. from 1 to 10 or 0.1 they change in comparison what they are.

MaxAllowedAnimalsInWorld=40
  • Sets the maximum amount of animals that are allowed in the world at the same time


MaxAllowedBirdsInworld=15
  • Sets the maximum amount of animals that are allowed in the world at the same time(yeah birds are not animals didn't you know)

MaxAllowedZombiesInWorld=64
  • Sets the maximum amount of puppets that are allowed in the world at the same time

MaxAllowedWildPawnsInWorld=64
  • Sets how many puppets can spawn in the wilderness at the server at the same time

MaxAllowedExteriorPawnsInWorld=64
  • Sets how many puppets can spawn in the exterior at the server at the same time

MaxAllowedInteriorPawnsInWorld=64
  • Sets how many puppets can spawn in the interior at the server at the same time

So to clarify, setting the first parameter MaxAllowedZombiesInWorld sets how many puppets can be on the server overall at the same time. The other 3 shows how many are possible in their respective areas. So for an example you put that 64 puppets are allowed on the server and the other 3 parameters are set to 32 each. If all players online are in the wilderness only 32 puppets will spawn and the rest of them won't spawn.


MaxAllowedSentriesInWorld=-1
  • Sets the maximum amount of Sentries present at the server. -1 means all sentry spawners are active.

MaxAllowedDronesInWorld=15
  • Sets the maximum amount of Drones present at the server.

MaxAllowedVehiclesInWorld=64
  • Sets the maximum amount of Vehicles present at the server.

ExteriorPawnAmountModifier=1.0
  • Sets the amount of puppets that can spawn near the player per player in the exterior at once

InteriorPawnAmountModifier=1.0
  • Sets the amount of puppets that can spawn near the player per player in the interior at once

WildPawnAmountModifier=1.0
  • Sets the amount of puppets that can spawn near the player per player in the wilderness at once

ExteriorPawnSpawningCheckTimeInSeconds=0.0
  • Sets the how often in seconds can a new puppet be spawned in the exterior around the player if available

InteriorPawnSpawningCheckTimeInSeconds=0.0
  • Sets the how often in seconds can a new puppet be spawned in the interior around the player if available

WildPawnSpawningCheckTimeInSeconds=600.0
  • Sets the how often in seconds can a new puppet be spawned in the wilderness around the player if available

ExteriorPawnSpawningProbability=30.0
  • Determines the probability to spawn exterior puppet in percentages

InteriorPawnSpawningProbability=10.0
  • Determines the probability to spawn interior puppet in percentages

ExteriorSpawnerGroupCooldownTime=1800.0
  • Sets the amount of time in seconds that have to pass in single POI exterior spawners before another puppet can be spawned.

InteriorSpawnerGroupCooldownTime=900.0
  • Sets the amount of time in seconds that have to pass in single POI interiors spawners before another puppet can be spawned.

Now comes the question which takes priority? That would be Group cooldown time. For an example you set check time in seconds every 5 seconds but you put groupcooldown time 60 seconds. After the first puppet spawns and is eliminated another one want spawn in the next 60 seconds if the player does not move since that spawner has been used.

Hope everything is clear now.

Talk to you soon,

"Surprisingly useful this time" Beda




SCUM - Sippy
Hey guys, we made a hotfix for yesterdays mess, so what did we do.

The patch was NOT reverted, so you keep all the features we added in it.

All icons were resized to be as close as possible to the sizes they were before, but with an exception where we still kept the proportions.

Here is an example of the old and new item size.



A hiking backpack has 10x20 size so you can see how it directly would look in the inventory.

The M1891 is the biggest firearm weapon in the game (besides the M82), and all other firearms are smaller or same as the M1891.

The same principle was applied to resizing melee weapons as well.

We also squeezed in some bugfixes regarding the inventory.

  • The inventory grid lines got reduced in opacity, so they blend better with the whole inventory.

  • Removed that pesky white selection box that appeared when you select an item.

Known issues: The M1 and M1887 due some issues those are still broken regarding the inventory size, but can be used.

Keep in mind that the overlapping you encounter in your inventory is not permanent or a bug, take all the items outside the chest and put them back in and it will work normally from that point.
Feb 20, 2020
SCUM - Sippy
Hey guys, here to let you know that we are aware of the issues that the latest patch caused.

We will try to get a hotfix out tomorrow if not possible we may revert the patch to the previous version. In the name of the whole team we deeply apologize, and please leave us as much feedback as possible on all the issues you have encountered.

We understand that you are disappointed and frustrated, but please avoid using bad language as those posts and comments will be deleted in accord with steam guidelines.

All feedback is more than welcome as long as it's constructive!

As soon as we have something we will let you know!
SCUM - Sippy
Hello to you amazing people (even the people who eat pineapples with pizza). New week, new patch, new awesomeness, new bugs, new frustrations, we all know how it goes here.

So lets get into it!



We did some changes on items, inventory and icons.

  • Changed item rotating / scrolling behavior, holding CTRL while scrolling will now enable rotation, and not holding it will scroll through the inventory,

  • Items can now be directly transferred from vehicles / chests to vehicles / chests

  • Double clicking clothes in vicinity will now equip the item (double clicking them in container view will still open the container)

  • Increased menu scrolling speed.

  • Chests which have a player given name will only show the name in containers view.

  • Items got from searching containers will now correctly show their durability

  • Selected items will now consistently have a red outline.

  • Added tooltip expand hint text to item tooltips

  • Reworked dragging item on the floor. Should be much more permissive.

  • Made it possible to examine and manipulate other prisoner's inventory even when their hands aren't tied. They do need to give consent by using the 'surrender' gesture.

We are having an icon rework going on, as there are a lot of items it will take some time to adjust them all, but for this patch we have adjusted all ranged and melee weapons.

  • Item icons are proportional (as much as possible) to each other and make more sense regarding the size.

  • Overall icons sizes have been increased so we avoid backpacks with 6 MP5 rifles.

  • New prettier icons.

One possible issue that you can encounter is when you open your inventory first time after this patch that you will see this:



No need for panic, this is intentional so that inventory doesn't go haywire and losses all your items. Once you pull out the items that are overlapping and try to put them back in it will work like before.



We did 2 changes in the lightning section.

  • First we added a little ambient light to the player that will help you navigate in the pitch darkness of nights. This is how it looks.


    Keep in mind, we didn't increase any global light or anything in that area, its just a small radius bubble that has that blue light glow, and only the player can see it, other people can't.

  • Light sources such as fires and car lights now cast shadows. This should reduce light leaks through solid structures. Additionally light intensity and range on those lights have been further adjusted.

  • Under options you can find it under "DistanceFieldShadows"














Complete rework of puppet spawn system is in progress, in this patch you can experience the first iteration.

  • POI, large towns with police stations, military bunkers (outside/inside) have 100% chance to spawn puppets with a cooldown of 30min between spawns. This means that the first player to reach the POI will activate all the spawners, and once he moves away (ignores/kills all the puppets) the POI won't spawn any puppets for the next 30min. This will come in handy since you will be able to tell that someone was at that specific location before you.

  • Refresh rate for indoor spawns has been nerfed, this means that you will no longer encounter endless hordes of puppets while looting bunkers or any other indoor areas.

  • Puppet spawn rates for SP are higher than MP because there is only 1 person on the server and he can take all 64 slots for AI spawns. This will result in more adrenaline filled and immersive experience.

    Possible issues regarding new puppet spawn system:

    Sometimes you will see puppets spawn in front of you when venturing outdoors , sometimes puppets will get stuck behind doors in underground bunkers, number of puppet spawned in some interiors is maybe too high.

    The issues mentioned shall be resolved as we continue polishing the new spawn system.



More options have been added on the admin and player scale.
  • Current #mute admin command renamed to #silence (functionality stays the same).

  • New #mute command mutes the desired player locally, preventing him to send messages only to you.
    • #mute *playername* or #mute *SteamID64*

    • Keep in mind if you mute a person through the SteamID64 that player won't be able to send you messages on any server from any character.

  • New #mute command does not require admin status.

  • Similar changes made to #unmute and #listmutedplayers commands.
    • #unmute - removes the desired player from the local list of muted players, allowing their messages to once again be received

    • #listmutedplayers - lists all locally muted players by their SteamIDs



We added new private server settings for the new puppet spawning system.
  • // Modifier that is applied to the number of exterior puppets to spawn after spawn system decided that number
    ExteriorPawnAmountModifier=1.0f

  • // Modifier that is applied to the number of interior puppets to spawn after spawn system decided that number
    InteriorPawnAmountModifier=1.0f

  • // Modifier that is applied to the number of wild puppets to spawn after spawn system decided that number
    WildPawnAmountModifier=1.0f

  • // Time that must pass to allow exterior puppets to spawn
    ExteriorPawnSpawningCheckTimeInSeconds=0.0f

  • // Time that must pass to allow interior puppets to spawn
    InteriorPawnSpawningCheckTimeInSeconds=0.0f

  • // Time that must pass to allow wild puppets to spawn
    WildPawnSpawningCheckTimeInSeconds=600.0f

  • // Determines the probability to spawn exterior puppet
    ExteriorPawnSpawningProbability=30.0

  • // Determines the probability to spawn interior puppet
    InteriorPawnSpawningProbability=10.0

  • // Time that must pass after spawning to allow another spawning of exterior puppets in particular spawn location
    ExteriorSpawnerGroupCooldownTime=1800.0

  • // Time that must pass after spawning to allow another spawning of interior puppets in particular spawn location
    InteriorSpawnerGroupCooldownTime=900.0


  • Scrolling through the inventory while dragging an item will no longer rotate the item in certain cases.

  • Bows should always display their draw weight on their widget.

  • Wooden palisades now require nails to build. Window palisades require less logs to build.

  • Increased burning duration of oil torch. It lasts through the night now

  • All military puppets can drop now max random 1 clothing item.

  • You can now craft a wooden arrow with feathers from a normal wooden arrow.

  • Katana should now spawn in military areas.

SNOW SLEDGES ARE GONE, DEAD AND GONE. We removed them from the crafting list, and they will be wiped later on until we fix them for good.
  • Increased spawn rate of bow silencers.

  • Decreased the inventory size of tree branches and wooden plank bundles.

  • Shortened time required to fill water containers.

  • Increased frag grenade damage.

  • Disabled glow on drill press as it was inconsistent.

  • Reduced damage mines, pipe bombs and PROM mines deal to base elements.

  • Now when you walk through bushes the sound you make can be heard by other players as well.

  • Improved all particle and sound effects on vehicles.





  • Added "show additional info on item" option (default: on) which will show items' durability, usage and weight numbers at all times



  • Added 2 new items, box of nails and box of bolts. Each contains 20 pieces.



  • Made it possible to examine and manipulate other prisoner's inventory even when their hands aren't tied. They do need to give consent by using the 'surrender' gesture.



  • Fixed sledge collisions with vehicle when dropped....BECAUSE THEY ARE GONE, FOREVER!!!

  • Fixed a bug where container inventory would be unusable on some aspect ratios.

  • Fixed a bug in single-player where vehicles could still do impact damage while stationary.

  • Potential fix for connection lost issues.

  • Fixed third person animations for SDASS.

  • Fixed EXP exploit with filling water.

  • Fixed the bug where grinding stones were too heavy.

Also if you already didn't please partake in our small survey regarding your play style!

https://www.strawpoll.me/19407506


SCUM - Beda
Hey everyone! It's Tuesday. Happy Tuesday! Yay! Yeah I have no inspiration for this intro.
You know the drill by now pictures, captions and surprisingly useful useless answers. Now that's an oxymoron. before you go who are you calling an ox or a moron google the word.

Let's go!




I guess you can say the game is back on track. Badumtss


An actual picture of your grandparents walking to school.


"Now give me a B!"


Not sure if good painting or bad rendering.


That one per list I just think looks cool and have nothing witty to say.


"What got you so spooked?" "There is something in those trees."


"Bye, Felicia"


We've all been there buddy. We've all been there.


Still a better love story than...


"Get that light out of my head! It's unBEARable!" Also my one per list.



Alright time for the Q&A. Here we go.


  • Well I try, wouldn't call myself a comedian but thank you. <3


  • It already is? I'm not exactly sure what more you want here buddy.


  • Don't listen to this guy. We are in no way sponsored by NASA or any other US agency. Wink wink.


  • Scopes and sights were always meant to be rare loot. As for the hunter and hunter scopes hunting all the time, yes we see those. We are still in the process of loot balance and are reading the feedback from you guys about that. So cheers to you.


  • Try re-installing EAC.


  • Disgustang.


  • *cough* sorry I had something stuck in my throat there. What was your question again?


  • When you leave puberty.


  • No problem doll <3


  • Xenos are for purging not supporting.



That is all for now folks. As always feel free to leave your questions below for the next Q&A, or you know yell at us so I can have fun.
Cheers

"I actually get paid to shitpost" Beda


P.S. I just want to give one shotout.

Mechs. Yea we all love them and they work amazing we know no need to tell us. Now the only problem is there are none in real life. Well Gremlin73 fixed that problem. The man, the myth, the legend created a 3D printable Mech and even painted one. Now that's awesome(SCUM wargame when). He even shared the files so you can do it yourself.

So raise your glass to this guy.




Link to the files
SCUM - Sippy
Good Fri...no wait, it's Thursday?

So, we decided to move the patch day a bit. After over 60 patches that most were timed on Friday, we kinda think it maybe doesn't work the best.....yea.

Thursday will be the go to day for patches, in case the patch is broken and not ready for a Thursday release we will use Friday and Monday to fix it up and test, and it should be live on a Tuesday.

TLDR; Tuesday and Thursday are new patch days!



We reworked puppet stats for more variation and dynamic.

Fat puppets: are now slower but have higher HP and hit harder.

Muscular puppets: are slower to accelerate but pack a bigger punch and are more resistant to damage.

Armored police and military puppets: have been significantly buffed ( higher bullet and melee resistance, more HP )

Skinny puppets: are now much faster but do less damage and have lower HP.

Also we reworked spawners inside military POIs, puppets should spawn more reliably now and in greater numbers.



Hey kids....want some tree branches?

We added a new item you get when you cut trees (only the really big ones). Tree branch is a singular item, no need to collect anything or bundle anything, and its carried like a log, and doesn't fit into any backpack.

You can chop it down to get long and short sticks, as the biggest trees were giving only logs.




  • Fixed an issue where dropped items wouldn't be immediately visible in the vicinity.

  • Fixed the bug where crow meat would give you mostly water.

  • Fixed the bug where torches would burn way too short in rain.

  • Smoke grenades and flashbangs no longer disappear when thrown too far.

  • Fixed the bug where you couldn't craft improvised mine if a bottle had 2 or less uses. A known bug is if your bottle has 0 uses, the game won't recognize it in vicinity so you need to manually select the ingredients and right click craft.

  • Fixed being able to slide underwater on a sledge.

  • Fixed recipes for trunk door frames.

  • Fixed blueprints sometimes being unfinishable.

  • Fixed the bug where level 2 of base door frames could be built just with long wooden sticks. Now you can use short sticks as well.

  • Added missing reload sound segments to improvised pistol and bolt action rifles.


  • Grenades now have less bounce.

  • Yeast uses reduced from 10 -> 5

  • Larvae and earthworms now digest much faster.

  • Increased earthworm spawning rate.

  • Reduced uses on baking soda from 50 -> 20

  • Increased weight of canned sardines.

  • Added foliage cut statistic, back button to statistics screen.


  • Torches don't show light fire interaction anymore if they have no fuel.

  • Instruments are now fixable with toolboxes.

  • Increased jock jacket capacity to 3x2 (was 2x2).

  • Added muzzle flash to sentry weapon.

  • Torches now extinguish when swimming or diving with them.

  • Replaced timed "show flag area" interaction with show/hide flag area interactions.

  • Changed flare ammo to yellow, so its not similar to shotgun shells.

  • Matched base walls names with recipe names.

  • Changed spawn rate on Batteries, making them more common to find.

  • Bolt action rifles got new reload sounds.

  • Balanced loudness for heartbeat and eat actions.

  • M1 got new outdoor reflection sound in relative to it's ammo caliber

  • Removed creepy well baby sounds...OR DID WE?!?!?!?!?!?


  • Regular client and server optimizations.

  • We enabled multi core audio rendering so all sound processing will be spreaded throughout all CPU cores, this should result in better performance on client side

And now for the end, a little video from our QA team for their 1 year anniversary!

https://www.youtube.com/watch?v=tuyhNHKaCmY
Jan 31, 2020
SCUM - Sippy
Good Friday everyone, here we are again with another update.

Before we get tons of "yOu SaId tHeRe WiLl Be A cOnTeNt PaTch" yes we did, but we decided to play SCUM for 3 days as it's more fun than making the game.

Jokes aside, we did play for 3 days straight, as we wanted to feel and play the game as you, the players feel and play it. That's the best way we can get a grip of what is frustrating you guys, and the reason behind it. So what did come of it?

Here is a list, in no particular order of the biggest issues that we encountered.
  • Streaming optimizations and city optimizations.

  • User interface and base building bugfixing/improving

  • Metabolism rework.

  • AI and NPCs.

  • Medical skill.

  • Cooking skill rework.

  • Vehicles, adding new ones (boats, motorcycles), upgrading the system with various features (shooting from the car, animation upgrades etc..)

"Okay Sippy, you can make a list that's great for you, but when will we see this?"

Well the good thing is that even before the 3 days of playing, we were already working on most of those issues.

"We asked when Sippy, not how long you're working on them"

A date? In game dev? We ain't falling for that one again. As soon as possible, that means when it's in a state where we are satisfied with it.

I really should make more Q&A with myself, those are so much easier.



But as you all know, we love to work on all kind of different things, so lets show you guys what else we have in the works.

So as the medical skill is under rework, we also have some medical puppets in the work that you will be able to find around medical POIs.



Can't wait to see what you guys will do with this one



Stealth skill, we are doing things there as well. Sounds were a bit wonky with stealth. That's why the stealth skill will have effect on noise level of various actions such as searching, crafting, lockpicking, opening/closing doors, etc



Weapon malfunctions, we talked about that. It should have been live with the City update but we encountered few issues with them

It's coming along nicely, and with it we are working on weapon holsters and ghillies as well, here are some pictures.









"But Sippy, where is that...."

No we didn't forget about the ghillie suit, you'll get that one as well.














Here is my personal favorite on what we have been working on. You saw that one of the important things is the AI and NPCs.





As those are still just concepts, I won't talk much about it. But feel free to start with the theories, we love those!



Everyone thanks for reading, have a nice weekend, and wash your hands!

SCUM - Sippy
Hello ladies and gents, here we are with a small hotfix for the loot that went through the roof.



We might have messed up loot a bit.

We did a lot of loot testing yesterday.

So we tried to fix the loot (Yes I said tried, because math is more complicated than you think). And we think we hit the sweet spot (THIS IS NOT A PROMISE!!!).

Mainly loot was reduced. Also we reworked our loot groups to have better consistency through the game and various different locations (rural, police, city, military etc...)


We also squeezed some QoL and bug fixes in, as a little extra.


  • Added weight to all mines.

  • Adjusted weight of repairing kits.

  • Disabled getting any kind of xp from events.

  • Removed warning sound from trap detection.


  • Explosives now deal damage if you ride over them with a sledge.

  • You can fix quads now with vehicle repair kit.

  • Cabins and watchtowers have been upgraded with rainproof roofs. They wont leak anymore

  • Trap detection warning is no longer triggered by unarmed traps.

  • Added Play interaction to instrument.


PSA: Once this sale of 33% ends we are increasing the price to 30$
SCUM - Beda
Hey everyone happy Thursday! It's your boy Beda with another showcase and Q&A. Yeah it's not Monday but pfft new year new me. What hasn't changed (and probably never will) are my shit jokes and horrible answers. So strap in to glance over the post and yell at me why am I writing this and not releasing the patch even though I have nothing to do with it. Here we go!




What's for lunch? How about a knuckle sandwich!


Opens up a pack of gum in class.


"Do you f***** mind?"


Yeah whatever you hid in your prison pocket is safe to assume not there anymore.


Ever wondered what having both the power of God and anime on your side actually looks like?


"I wish I was Kurt Kobain."


First on the right is flagging himself.


"That's a weird looking snow."


That one per list that I have nothing witty to say, just a cool screenshot.


We tried to tell you to prevent the forest fires peacefully. Now we are using our right to bear arms.(I lied when I said I'll stop making bear puns)


Time for answers. You know the drill semi useful, barely funny and a 100% chance to rustle some jimmies.


  • These are planned, currently the gun team is working on something else but it is planned.


  • Nah


  • Also planned, all of them. Can't say when tho but something is cooking. It's rakija. We are cooking rakija.


  • You met my mother it seems.


  • I would say when ever Sippy feels like it, but that day may never come. Try spamming his DMs.


  • No those are dolls because dolls are precious. Puppets are guys that bring nothing useful but open their mouths anyway.


  1. Unknown yet
  2. Working on it
  3. They are spawning but are rare
  4. That's the idea but most likely will be implemented once we get all the items in the game.
  5. There are issues with that where it would be possible to break the inventory system as it is now
  6. Yeah we heard your feedback about that and are looking into what we can do about it
  7. Not me I can tell you that for sure


  • Depends on your intelligence level. If the leader has lower INT he can manage less people in the squad. That being said there was a bug about it not working properly but the fix was rolled out. If it comes back would appreciate if you report it. Just to Kristian, not me.


  • Well it is whining, but not the bad kind per se. Yes those features were and still are planned for 0.3. However we had (and in some cases still have) issues that came up and resolving them took priority. As for why military puppets. Well *someone* made them in like 5 minutes and sneakily added them. We put that special *someone* on shock therapy and told him to do all the issues bellow. Even tho he is not a programmer.

    P.S. it was Sippy


  • Stay tuned more on that soon-ish.


That is all from me folks. Stay safe, drink lots of water and don't eat yellow snow.
Cheers.
"Sippy please don't censor me so much this time" Beda

SCUM - Sippy
Hello everyone, hope you all had a good Christmas and jolly holidays! This week we mostly have bugfixes QoL, and optimization stuff. And at the end of the post we will talk a bit about whats coming in the next few weeks!



Now you will be able to encounter military and police puppets.

Right now there is no big difference between normal puppets and the military police ones. By default they drop better clothing, and the puppets with body armour are bit harder to kill, due to the body armour.

  • Police puppets can be found around and inside the police station.



  • Military puppets can be found in all military zones.


We reworked MP i SP times for spawning puppets.
  • Single player:

    Wild = 5 min
    Exterior = 18 sec
    Interior = 30 sec
  • Multiplayer:

    Wild = 10 min
    Exterior = 30 sec
    Interior = 5 min

Interior zombies will have bad hearing to stop them from reacting while walking down the street, and reacting right away, now they will sleep until you enter their house and make some noise.



  • Fixed bug when prisoner was unable to take compound bow in hands.

  • Fixed the bug where moving an item from chest to inventory would play the sound twice.

  • Fixed various issues with "ghost item widgets" appearing.

  • Fixed bug that caused squad member limit to be invalid on server restart.

  • Fixed Metal Palisades blueprint being unfinishable.

  • Fixed some placed blueprints requiring less ingredients to finish.

  • Fixed possible crash and lag while opening any type of inventory.

  • Fixed front sight being barely visible on Winchester rifle.

  • Fixed bug where looking trough binoculars or scopes while sitting wouldn't have magnification.

  • Fixed tractor brake lights sometimes causing screen to go dark.

  • Fixed the bug with squad mates triggering traps.

  • Fixed bug that allowed you to receive squad chat messages you should not be receiving

  • Fixed a bug where sledges would sometimes fall through terrain.

  • You can no longer launch other players with sledge.



  • Patching wounds within events is now much quicker.

  • The "bury" action now gives you 25 exp and washing items gives you 10 exp. (Survival skill)

  • Rebalanced all helmets and armor vests, they now offer more realistic protection against bullets.

  • Recipe for stab proof vest changed, instead of rags you need 3 diaries now. Also it offers now better protection against smaller caliber guns, but overall durability is lower. Also now it offers better protection against bullets than the stabproof vest.

  • Now you can bondage people with improvised rope and tree bark rope.

  • Items now take slight damage upon throwing.

  • Melee weapons take slight damage on hit now.

  • Spear damage reworked. Still all 3 spears will kill in one hit if it's a headshot. The damage taken from a chest or limb hit is more proportional to each spear, depending on the quality.

  • We changed how gaining base build experience works, before you would get a set amount of exp once you finished the base build element, now you will gain the same amount just in smaller batches with every base build ingredient added (wooden plank, wooden log etc..) This way if more people partake in building a base, everyone gets exp equal to the work put in!

  • Re-added basic tooltips for items (name and description), holding CTRL will expand to the full tooltip, basic tooltips are optional (there is an option to disable them in the options menu, under the GAME section)

  • You can now scroll through the inventory when dragging an item (scroll wheel will rotate the item, CTRL + scroll wheel will scroll)

  • We have a new system of repairing base elements, as a lot of you were frustrated that it takes too much time and resources. Now it only takes 1 use of your toolbox to repair 1 base element to 100%.

  • You can repair your base from your flag area now. When you interact with the flag it shows you how many base elements you have under your flags control. You can decide to repair elements that are less than 25,50,75 percent durability or you can choose to repair all.

  • The amount of base elements under the flag will determine how much usages of a toolbox it will use. So if you have 100 base elements and 90 usages on a toolbox, the repair action will repair 90 base elements starting from the most damaged to least damaged base element.


    The number at the end is the total uses needed

  • Base flag can't be destroyed with weapons or explosions any more.

  • Barbed spike trap can now be destroyed via interaction.

  • Trap explosions effect base elements more realistically. Elements blocked by other elements now get less damage.

  • Prisoner movement speed is now same when limping and limping in melee combat mode.

  • Added new, motion captured movement animations when holding a weapon while walking and jogging.

  • Various improvements to a number of different weapon animations.

  • Exposed squad member limits as parameters in server config. Admin command

  • Reduced amount of experience/fame player gets when firing shotgun.

  • M1891 animation and visual upgrade

  • Supply drops have been rebalanced and they are now more oriented towards the mid game gameplay. Items spawned inside of supply drops:mid tier rifles and handguns, magazines and low tier scopes, mid tier clothing/backpacks, ammo, food, repair kits. There are no more empty supply drops. This is the beginning of balance changes in regards to item spawners.

  • Client and server optimizations.

So now that you made it to the end some news. So right from the start the next patch is planned for 2 weeks from now (so no patch next week), and we do plan for it to be a feature patch.

"Sippy can you maybe leak something?"

No, i can not, but I will. And not just that, next week we plan to show you some new things we are working on. So you can expect a developer update post! Also we will have a new community showcase and Q&A

For the Q&A leave the questions in the comments of this post!

That's all from us have a nice day, and don't leave your pets outside in this cold!

Sippy.
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