It’s a busy, busy week at TIS Towers this week as the vast majority of the dev workforce and a considerable chunk of community will be heading to Birmingham (UK version) later this week (APART FROM NASKO WHO MUST HAVE GONE BEFORE POSTING THIS, THE FILTHY BEAST) to attend the EGX games show and to shove Zomboid into the faces of the assembled masses. If you fancy coming along then there are still tickets available.
In the meantime, for this Mondoid, we’ve caught up with two devs – one of whom is hammering away on the ever-more complete-looking edifice of Build 33, and another who we haven’t heard from for a while. There was also quite a big bug/tweak update to Build 32 back on Thursday from the consistently wonderful EasyPickins, the full skinny on which can be found here.
HELLO TURBO
“Hello! So, this morning I’ll be doing a few small tweaks and fixes to my Radio and TV system, and then getting my branch merged with all the other 33 stuff hopefully without getting bitten/scratched in the process.
There’s been a lot to tidy up on the radio system – UI stuff, MP functionality, the WordZed utility and a good load of smaller stuff that needed polishing.
A major hurdle that’s been overcome is in ensuring player to player radio communication is working coherently. I’ve been doing some testing helped by Twiggy and Tooks, the results of which can be seen here – please read on for the explanation though!
In this video all the radios are set at the same frequency of 500mhz, and both myself and Tooks are invisible to the zombies – which is why they can be seen getting attracted to the voices coming out of the radio sets rather than our tasty bodies. The biggest complication with P2P radios and walkie talkies is working out exactly what is player conversation in the direct vicinity is picked up, what is transmitted and what is received – and how it’s seen on-screen. As such I’ve developed a set of rules to govern it all cleanly.
At first you can see me not wearing a radio device. I’m standing in-between Tooks and the HAM radio, and not in range of any microphone at all. It’s when I move closer to Tooks, who is using a walkie talkie the entire time, that my second line is picked up by his device and transmitted to the HAM radio. After this my character equips a radio as well, and I transmit some lines – first standing away from Tooks and then closer to him. Seeing as we both have walkie talkies equipped and on the same frequency, based on a few rules, the radio system then picks the best suited device to actually transmit it. It’s all about avoiding duplicates on the airwaves.
Now this is in the can there’s not that much more to add – next step is internal testing and further fixes/changes from feedback. That said, I also still have to put in recording onto tapes, broadcasting from said tapes and a system that lets modders make use of the radio stuff easily. None of that is vital to the internal test though.”
HELLO RINGO
“Hello! I’m currently taking a small break from working on the North East section of the official map to update Bedford Falls, the first community map that I created that contains hundreds of new buildings, most of them made by members of our forums. For the uninitiated, you can check out what Bedford Falls looks like through an overlay on Blindcoder’s superb map project.
Now that we have Steam Workshop integrated it felt like a good time to get it spruced up and up into an easily downloadable mod on Steam that players can subscribe to and get fed updates whenever they arrive. One of the major things that the map was lacking was the relevant info to help handle the updated zombie distribution system, now I’ve integrated it I’m thinking that it should help up the ante in and around Bedford Falls. Expect lots more zombies in bathrooms!
The other major thing that this update will add is the foraging, no more will you have to head miles West or North from Bedford Falls before you can start foraging for those all-important berries and twigs. I’m hoping that this will make Bedford Falls a much more viable location for your post-apocalyptic hide outs.
Once I’m finished with this process I will be creating a thread on the Zomboid forums which documents exactly how to update an older map to work with all the current build’s features, how to package it as a mod and how to upload your mod to the Steam Workshop for others to subscribe to and download.
I would also say that now is a very good time for building makers to upload their solo buildings onto the Workshop – as when Creative Mode hits in Build 33 then this should see them being used by map makers and Creative Mode servers much, much more. This will in turn allow those maps and servers to grow exponentially. Once back from EGX I will be going through the list of buildings Bedford Falls contains and working with the community to provide a much larger library of buildings for us all to use in Creative Mode, leading to more map mods and unique servers. Exciting times!”
MAYBE SEE Y’ALL AT EGX?
Hokay then, we’re off to EGX – where we’re planning all kinds of development meetings [it’ll be the first time we meet Turbo in the flesh for example!] alongside the fun of meeting gamers on the show floor and attempting to infect them with Zomboid. It’ll also be the site of our first grand ‘merchandise experiment’, so if we never sell t-shirts or art prints ever again then you’ll have the disinterested people of Birmingham to blame.
The t-shirts currently look like this by the way. Cool, non?
Anyway if you’re coming along then please, please don’t be shy – as we’d love to have a chat and maybe a drink too after the show floor clears.
See you there, or here again next week!
Today’s featured image from the EXTREMELY mysteriously named ‘█|’ on Steam. The Centralised Block of Italicised text would also like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox.
It’s a busy, busy week at TIS Towers this week as the vast majority of the dev workforce and a considerable chunk of community will be heading to Birmingham (UK version) later this week (APART FROM NASKO WHO MUST HAVE GONE BEFORE POSTING THIS, THE FILTHY BEAST) to attend the EGX games show and to shove Zomboid into the faces of the assembled masses. If you fancy coming along then there are still tickets available.
In the meantime, for this Mondoid, we’ve caught up with two devs – one of whom is hammering away on the ever-more complete-looking edifice of Build 33, and another who we haven’t heard from for a while. There was also quite a big bug/tweak update to Build 32 back on Thursday from the consistently wonderful EasyPickins, the full skinny on which can be found here.
HELLO TURBO
“Hello! So, this morning I’ll be doing a few small tweaks and fixes to my Radio and TV system, and then getting my branch merged with all the other 33 stuff hopefully without getting bitten/scratched in the process.
There’s been a lot to tidy up on the radio system – UI stuff, MP functionality, the WordZed utility and a good load of smaller stuff that needed polishing.
A major hurdle that’s been overcome is in ensuring player to player radio communication is working coherently. I’ve been doing some testing helped by Twiggy and Tooks, the results of which can be seen here – please read on for the explanation though!
In this video all the radios are set at the same frequency of 500mhz, and both myself and Tooks are invisible to the zombies – which is why they can be seen getting attracted to the voices coming out of the radio sets rather than our tasty bodies. The biggest complication with P2P radios and walkie talkies is working out exactly what is player conversation in the direct vicinity is picked up, what is transmitted and what is received – and how it’s seen on-screen. As such I’ve developed a set of rules to govern it all cleanly.
At first you can see me not wearing a radio device. I’m standing in-between Tooks and the HAM radio, and not in range of any microphone at all. It’s when I move closer to Tooks, who is using a walkie talkie the entire time, that my second line is picked up by his device and transmitted to the HAM radio. After this my character equips a radio as well, and I transmit some lines – first standing away from Tooks and then closer to him. Seeing as we both have walkie talkies equipped and on the same frequency, based on a few rules, the radio system then picks the best suited device to actually transmit it. It’s all about avoiding duplicates on the airwaves.
Now this is in the can there’s not that much more to add – next step is internal testing and further fixes/changes from feedback. That said, I also still have to put in recording onto tapes, broadcasting from said tapes and a system that lets modders make use of the radio stuff easily. None of that is vital to the internal test though.”
HELLO RINGO
“Hello! I’m currently taking a small break from working on the North East section of the official map to update Bedford Falls, the first community map that I created that contains hundreds of new buildings, most of them made by members of our forums. For the uninitiated, you can check out what Bedford Falls looks like through an overlay on Blindcoder’s superb map project.
Now that we have Steam Workshop integrated it felt like a good time to get it spruced up and up into an easily downloadable mod on Steam that players can subscribe to and get fed updates whenever they arrive. One of the major things that the map was lacking was the relevant info to help handle the updated zombie distribution system, now I’ve integrated it I’m thinking that it should help up the ante in and around Bedford Falls. Expect lots more zombies in bathrooms!
The other major thing that this update will add is the foraging, no more will you have to head miles West or North from Bedford Falls before you can start foraging for those all-important berries and twigs. I’m hoping that this will make Bedford Falls a much more viable location for your post-apocalyptic hide outs.
Once I’m finished with this process I will be creating a thread on the Zomboid forums which documents exactly how to update an older map to work with all the current build’s features, how to package it as a mod and how to upload your mod to the Steam Workshop for others to subscribe to and download.
I would also say that now is a very good time for building makers to upload their solo buildings onto the Workshop – as when Creative Mode hits in Build 33 then this should see them being used by map makers and Creative Mode servers much, much more. This will in turn allow those maps and servers to grow exponentially. Once back from EGX I will be going through the list of buildings Bedford Falls contains and working with the community to provide a much larger library of buildings for us all to use in Creative Mode, leading to more map mods and unique servers. Exciting times!”
MAYBE SEE Y’ALL AT EGX?
Hokay then, we’re off to EGX – where we’re planning all kinds of development meetings [it’ll be the first time we meet Turbo in the flesh for example!] alongside the fun of meeting gamers on the show floor and attempting to infect them with Zomboid. It’ll also be the site of our first grand ‘merchandise experiment’, so if we never sell t-shirts or art prints ever again then you’ll have the disinterested people of Birmingham to blame.
The t-shirts currently look like this by the way. Cool, non?
Anyway if you’re coming along then please, please don’t be shy – as we’d love to have a chat and maybe a drink too after the show floor clears.
See you there, or here again next week!
Today’s featured image from the EXTREMELY mysteriously named ‘█|’ on Steam. The Centralised Block of Italicised text would also like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox.
Hello everyone and welcome to another fine (or dreary) Monday (delete as appropriate)! Today we’ll have a chat with the awesome Martin, who has been plugging away doing a whole wealth of animations and models to add to the game. THIS IS NOT FOR BUILD 33, as it comes with a rewrite of movement, combat, and practically every player and zombie action in the game, but it should be finally ready for build 34. Then the runway is clear for take-off with the final stage of [REDACTED] development, which while still some ways off will finally have all the jigsaw pieces laid out.
If you have any problem with the game, please post any support-related questions on our discussion hub. You'll get a notification as soon as someone replied. The comments are not a good place to ask for support since it's hard to reply to specific people directly.
Hello everyone and welcome to another fine (or dreary) Monday (delete as appropriate)! Today we’ll have a chat with the awesome Martin, who has been plugging away doing a whole wealth of animations and models to add to the game. THIS IS NOT FOR BUILD 33, as it comes with a rewrite of movement, combat, and practically every player and zombie action in the game, but it should be finally ready for build 34. Then the runway is clear for take-off with the final stage of [REDACTED] development, which while still some ways off will finally have all the jigsaw pieces laid out.
If you have any problem with the game, please post any support-related questions on our discussion hub. You'll get a notification as soon as someone replied. The comments are not a good place to ask for support since it's hard to reply to specific people directly.
Happy Mondoid everyone, we bring news of Steam stuff. Build 32.27 is now out of IWBUMS testing and live for everyone, which means that a whole new world of Steam Integration is now ready for Zomboid infection!
You can read the full patch notes here, but the headlines run as follows: Steam Multiplayer via dedicated servers that can be installed and updated using Steam CMD, Steam Workshop for the upload and download of whatever User Mods/Maps tickle your fancy, and of course Steam Broadcasting. There’s also a bazillion (estimated figure) bug fixes that come as part of the package.
We’d like to thank the fantastic guys at General Arcade for laying the groundwork that would allow us to tie PZ closer to Steam [which is genuinely no mean feat, given that it’s built in Java] and of course to the tireless work of EasyPickins who got into the back-end’s guts and tied it all together.
We’ll continue to improve it all as we go, of course, and right now are super excited to see what mods and maps appear and go on to flourish.
Build 33 Update
So, where are we at with the next build? Read on, reader.
Creative Mode
After the first batch of Creative Mode internal testing we’re currently adding features such as ‘Undo’ and more powerful editing tools. Testers were really excited about Creative but it did spotlight fiddlier areas, and we want it to be smooth as butter upon release. We’re also going through it all with TIS map-makers Andy and Paul and making sure it’s a valid tool to speed up map production upon release, as well as flood Steam Workshop with recreations of your home towns and favoured tourist destinations.
Radio, TV, Walkie-Talkies and Moveable Furniture
All of Turbo and Will’s bits of Build 33 will be going into internal testing this week, after an initial smaller-scale MP test today or tomorrow. Aside from polish, that’ll go on from now until release when required, all narrative content for 33 is now a lock – coming in at 7046 lines, spread over 546 broadcasts, covering 11 stations and playing out (in the main) over the first ten in-game days of play. As well as coding into WordZed the facility for translators to easily track developer changes in the master spreadsheet, Turbo has also been making sure that the zombie inhabitants also appreciate the cosy glow of a CRT if someone human is speaking…
RJ’s Stuff
Our resident Frenchman is off on honeymoon at the moment, a decision that clearly appalled us, but is currently working on something that’s still unannounced which will go into Build 33 if it’s finished in time. It’s essentially finalizing some work that will integrate PZ with some pretty awesome middleware that’ll have a massive impact on player immersion and your awareness of the zeds, but due to us having to sort out the license and boring stuff like that we can’t share explanations or videos just yet.
Suffice to say: it’s pretty cool. On top of this, clearly, there’s also the botany work and ‘lived-in apocalypse’ features that he already has in the bag.
Merchandise
We get asked all the time about Project Zomboid merchandise, as it seems a lot of you really want raccoon-emblazoned shirts and posters to make your life complete. It’s really tough to know quite what the demand for this sort of stuff would be though, so (when not conducting her secret mission) Mash has been working on a test run of art prints that will (most likely) be on sale at the upcoming EGX gaming show in Birmingham later this month. [Edit: Mash wants it known that Andy did the heavy work apparently].
If everything goes well then we can think of ways to extend merchandise outwards to the online world, and if it goes really badly then we’ll have several crates of unwanted Spiffo imagery to get rid of. Whichever way it goes, it’s likely that interested parties from the internet will eventually benefit. You can get a sneak peek of the art prints and vote on what size you’d be most interested,here. Meanwhile, here’s the Spiffo that may well adorn the garments of EGX attendees.
This week’s featured image is an amazing hellscape from Akamai over on Steam. That’s it for another week, so all that remains is for myself – the italicised block of text – to inform you that the PZWiki awaits your input and that the TIS Email Subscription service can forward Mondoids and Release news to your inbox. A good day to you Sir, or Madam.
If you have any problems with the new update, please do not post them in the comment section, since replying to them is awkward. Post a thread on our discussion hub instead and you'll get a notification when someone replied to it.
Happy Mondoid everyone, we bring news of Steam stuff. Build 32.27 is now out of IWBUMS testing and live for everyone, which means that a whole new world of Steam Integration is now ready for Zomboid infection!
You can read the full patch notes here, but the headlines run as follows: Steam Multiplayer via dedicated servers that can be installed and updated using Steam CMD, Steam Workshop for the upload and download of whatever User Mods/Maps tickle your fancy, and of course Steam Broadcasting. There’s also a bazillion (estimated figure) bug fixes that come as part of the package.
We’d like to thank the fantastic guys at General Arcade for laying the groundwork that would allow us to tie PZ closer to Steam [which is genuinely no mean feat, given that it’s built in Java] and of course to the tireless work of EasyPickins who got into the back-end’s guts and tied it all together.
We’ll continue to improve it all as we go, of course, and right now are super excited to see what mods and maps appear and go on to flourish.
Build 33 Update
So, where are we at with the next build? Read on, reader.
Creative Mode
After the first batch of Creative Mode internal testing we’re currently adding features such as ‘Undo’ and more powerful editing tools. Testers were really excited about Creative but it did spotlight fiddlier areas, and we want it to be smooth as butter upon release. We’re also going through it all with TIS map-makers Andy and Paul and making sure it’s a valid tool to speed up map production upon release, as well as flood Steam Workshop with recreations of your home towns and favoured tourist destinations.
Radio, TV, Walkie-Talkies and Moveable Furniture
All of Turbo and Will’s bits of Build 33 will be going into internal testing this week, after an initial smaller-scale MP test today or tomorrow. Aside from polish, that’ll go on from now until release when required, all narrative content for 33 is now a lock – coming in at 7046 lines, spread over 546 broadcasts, covering 11 stations and playing out (in the main) over the first ten in-game days of play. As well as coding into WordZed the facility for translators to easily track developer changes in the master spreadsheet, Turbo has also been making sure that the zombie inhabitants also appreciate the cosy glow of a CRT if someone human is speaking…
RJ’s Stuff
Our resident Frenchman is off on honeymoon at the moment, a decision that clearly appalled us, but is currently working on something that’s still unannounced which will go into Build 33 if it’s finished in time. It’s essentially finalizing some work that will integrate PZ with some pretty awesome middleware that’ll have a massive impact on player immersion and your awareness of the zeds, but due to us having to sort out the license and boring stuff like that we can’t share explanations or videos just yet.
Suffice to say: it’s pretty cool. On top of this, clearly, there’s also the botany work and ‘lived-in apocalypse’ features that he already has in the bag.
Merchandise
We get asked all the time about Project Zomboid merchandise, as it seems a lot of you really want raccoon-emblazoned shirts and posters to make your life complete. It’s really tough to know quite what the demand for this sort of stuff would be though, so (when not conducting her secret mission) Mash has been working on a test run of art prints that will (most likely) be on sale at the upcoming EGX gaming show in Birmingham later this month. [Edit: Mash wants it known that Andy did the heavy work apparently].
If everything goes well then we can think of ways to extend merchandise outwards to the online world, and if it goes really badly then we’ll have several crates of unwanted Spiffo imagery to get rid of. Whichever way it goes, it’s likely that interested parties from the internet will eventually benefit. You can get a sneak peek of the art prints and vote on what size you’d be most interested,here. Meanwhile, here’s the Spiffo that may well adorn the garments of EGX attendees.
This week’s featured image is an amazing hellscape from Akamai over on Steam. That’s it for another week, so all that remains is for myself – the italicised block of text – to inform you that the PZWiki awaits your input and that the TIS Email Subscription service can forward Mondoids and Release news to your inbox. A good day to you Sir, or Madam.
If you have any problems with the new update, please do not post them in the comment section, since replying to them is awkward. Post a thread on our discussion hub instead and you'll get a notification when someone replied to it.
Hey hey it’s Monday morn again, it’s Lemmy again, but this time it’s also a public holiday in the Brit land, so we hope you’ll forgive a slightly lazy Mondoid for this week! We’ll try and cram in something cool and new in picture form, as well as get to those questions we missed last week. Since I forgot to arrange any Mondoid stuff last night it looks like I’ll be answering all the questions myself! Oopsie!
“Whaaaaaat kind of cool admin tools (if any) are in the works for mp servers? (i.e. teleport players, quick server setting adjustments, pve zoning, etc.)”
This is one of the cooler side effects to the upcoming Creative Mode. We see no reason why admins shouldn’t be able to access those tools, particularly the mini-map. One idea for combating cheating we thought of was a replay buffer file of sorts, a log that can be replayed on the minimap and show player movements across the map during the game. There are likely a ton of other admin tools that’d be handy too, definitely server setting changes and the like. In particular I’d personally like to see more support for creative stuff like Machinima to be easier as well as game admin tools.
“Will claim safehouses get any more attention (fine tuning), or is that in the finished pile?”
To be honest that was a spur of the moment ‘cool idea’ that had a few problems in practice. It’s the sort of thing that probably needs more time thinking about, and to be honest is a little immersion breaking and gamey in its initial form. We’re still undecided on the way to go with this feature.
“We will be able to swim in the lake or river? and another question: Have you been thinking about adding more winter clothes and implementthe system of cold and heat?”
Regarding swimming, who knows. A year ago we’d have said no way. Now we’ll say probably not, but maybe?
The second part about winter cold, I will answer with the cunning use of (NOT BUILD 33) pictures from the awesome Martin!
There are more, as well as new weapons, items, backpacks and all sorts of other stuff, but sorry they’ll have to wait until the animation system is finished and out there! When it does though, BAM the doors are blown right off for adding new animations, visible backpacks, models, weapons, clothes, character texture overlays (think zombie damage / blood). That’s not build 33 though sorry, but very hopefully 34!
So, will Build 33 integrate that new killer animation upgrade that makes you fall from failed climbing attempts ? (because you’re Unlucky or Clumsy)
Erm I guess I just answered this one then.
Are you close to having backpacks and damage showing on your character?
Wow three for one!
Do we get throwing in the future?
Yes (though as far as I remember it’s already in with the bomb stuff no?), once we get the physics engine integrated fully (to allow vehicles to work on MP) we will be able to do much cooler throwing physics, to make thrown objects move through the air naturally, bounce off walls, smash against stuff, etc.
Has adding random occurring optional missions in the game ever been brought up? Objectives like saving a fellow survivor, or getting asked by an npc to find a missing friend?
Oh these will be common place once NPCs go in. Our plan is to have all manner of story events and mission like things being generated by NPCs in the world.
Are NPC’s going to be brought into the game any time soon?
Any estimated or a far guess for the arrival of the npc?
Very unlikely in the remainder of this year, realistically speaking. A NETA is all we’re willing to do because it’s the only thing we can know for sure.
I know UI isn’t top priority, but is there any way to be able to have a separate location for global chat and local chat in multiplayer, and possibly the ability to change it soon? In multiplayer, this is definitely a hassle.
First time I’ve heard of this being an issue, but if there’s enough demand for this as a feature I don’t imagine it’d take too long.
This week’s little bit of italicized text at the end has been brought to you by the letter Z. Please consider helping with our Wiki and if you’d like this sent to your mail click here. Also thanks to Urban Legend for the header image this week!
Hey hey it’s Monday morn again, it’s Lemmy again, but this time it’s also a public holiday in the Brit land, so we hope you’ll forgive a slightly lazy Mondoid for this week! We’ll try and cram in something cool and new in picture form, as well as get to those questions we missed last week. Since I forgot to arrange any Mondoid stuff last night it looks like I’ll be answering all the questions myself! Oopsie!
“Whaaaaaat kind of cool admin tools (if any) are in the works for mp servers? (i.e. teleport players, quick server setting adjustments, pve zoning, etc.)”
This is one of the cooler side effects to the upcoming Creative Mode. We see no reason why admins shouldn’t be able to access those tools, particularly the mini-map. One idea for combating cheating we thought of was a replay buffer file of sorts, a log that can be replayed on the minimap and show player movements across the map during the game. There are likely a ton of other admin tools that’d be handy too, definitely server setting changes and the like. In particular I’d personally like to see more support for creative stuff like Machinima to be easier as well as game admin tools.
“Will claim safehouses get any more attention (fine tuning), or is that in the finished pile?”
To be honest that was a spur of the moment ‘cool idea’ that had a few problems in practice. It’s the sort of thing that probably needs more time thinking about, and to be honest is a little immersion breaking and gamey in its initial form. We’re still undecided on the way to go with this feature.
“We will be able to swim in the lake or river? and another question: Have you been thinking about adding more winter clothes and implementthe system of cold and heat?”
Regarding swimming, who knows. A year ago we’d have said no way. Now we’ll say probably not, but maybe?
The second part about winter cold, I will answer with the cunning use of (NOT BUILD 33) pictures from the awesome Martin!
There are more, as well as new weapons, items, backpacks and all sorts of other stuff, but sorry they’ll have to wait until the animation system is finished and out there! When it does though, BAM the doors are blown right off for adding new animations, visible backpacks, models, weapons, clothes, character texture overlays (think zombie damage / blood). That’s not build 33 though sorry, but very hopefully 34!
So, will Build 33 integrate that new killer animation upgrade that makes you fall from failed climbing attempts ? (because you’re Unlucky or Clumsy)
Erm I guess I just answered this one then.
Are you close to having backpacks and damage showing on your character?
Wow three for one!
Do we get throwing in the future?
Yes (though as far as I remember it’s already in with the bomb stuff no?), once we get the physics engine integrated fully (to allow vehicles to work on MP) we will be able to do much cooler throwing physics, to make thrown objects move through the air naturally, bounce off walls, smash against stuff, etc.
Has adding random occurring optional missions in the game ever been brought up? Objectives like saving a fellow survivor, or getting asked by an npc to find a missing friend?
Oh these will be common place once NPCs go in. Our plan is to have all manner of story events and mission like things being generated by NPCs in the world.
Are NPC’s going to be brought into the game any time soon?
Any estimated or a far guess for the arrival of the npc?
Very unlikely in the remainder of this year, realistically speaking. A NETA is all we’re willing to do because it’s the only thing we can know for sure.
I know UI isn’t top priority, but is there any way to be able to have a separate location for global chat and local chat in multiplayer, and possibly the ability to change it soon? In multiplayer, this is definitely a hassle.
First time I’ve heard of this being an issue, but if there’s enough demand for this as a feature I don’t imagine it’d take too long.
This week’s little bit of italicized text at the end has been brought to you by the letter Z. Please consider helping with our Wiki and if you’d like this sent to your mail click here. Also thanks to Urban Legend for the header image this week!
Howdy folks! Due to the sheer length of our fifth "Ask Project Zomboid Developers The Indie Stone Anything"-session, we have to link you to it instead:
Howdy folks! Due to the sheer length of our fifth "Ask Project Zomboid Developers The Indie Stone Anything"-session, we have to link you to it instead: