The Infected - DigxStudios
Hi everyone,

A few more fixes and changes.

FIXED - Entering a town/village while in the truck would not spawn AI till you got out. AI would also be despawned if you enter the truck.
FIXED - Itempedia blank pages should be resolved now.
FIXED - Could move the butcher table attached to the barn.
FIXED - Issue detecting if player was in a sealed base. This would result in the temp not reflecting heat sources.
FIXED - Issue where Mike would get stuck and potentially despawn.
FIXED - A few AI related bugs were they would stay idle if being attacked.
CHANGE - Change Tech book to being just 1 page rather than a page per tech.
CHANGE - Can now chop those dead logs on the map. They were sometimes in the way and could not be removed. They also give 8 Firewood.
The Infected - DigxStudios
Hi everyone,

A few more fixes and changes.

FIXED - Bug when moving objects into another land claim pole. The association to the new pole was not being set.
CHANGE - Can now move land claim poles as long as all the objects in it remain in range.
CHANGE - Some noise/light value tweaks. Notably reduced light output of Firepot, Oil Lamp and both forges.
FIXED - ATV and some AI sounds were not part of the Sound Effects class and volume could not be modified.
FIXED - Could not repair the Oil Pump without being in free build mode.
FIXED - Could not repair any roof build parts
FIXED - Upgrading build parts would sometimes result in other build parts disappearing.
FIXED - Issue with campfires and forges not staying on while its raining outside in caves.
ADDED - A few missing translations. There are still a few missing that will be added in the next couple days.
FIXED - More floating rocks and cliffs.
CHANGE - More textures and mesh optimizations.

Sorry for all the updates, we just wanna get through them all ASAP.
The Infected - DigxStudios
Hi everyone,

A few more fixes and changes.

FIXED - Issue where AI would still damage players if settings were set to 0 damage.
FIXED - All related bugs to plant beds getting watered by rain and dying in bases.
FIXED - More floating cliffs and foliage in wrong places.
FIXED - Could not move Barn.
CHANGE - Some texture resolution changes and optimization.
ADDED - Attack warning sounds by the AI to alert players when they get close. (WIP, this will be improved upon)
The Infected - DigxStudios
Hi folks,

Just a few more bug fixes.

FIXED - Some foliage culling and clipping issues.
FIXED - Various floating cliff meshes.
FIXED - Could not craft plant fiber with bark chips.
FIXED - All related bug regarding the log cart not being able to be dropped.
FIXED - Issue where upgrading fences would cause other build parts to disappear.
FIXED - Issue with wooden fense collisions when built in free build mode.
FIXED - Recall Mike option from his bed was no longer visible.
FIXED - Still had an issue with the use of the F1 through F5 hotkeys.
FIXED - Sun Resistence needed some love. This new map has greater sun intensity and I had not changed the math to reflect it.
FIXED - Bow would zoom and try to shoot arrows when harvesting animals or items.
FIXED - RMB on dead frogs would lock up character movement.
FIXED - Sometimes dead frogs would read Deer and name when looking at them.
FIXED - Could recall both the truck and ATV to the same garage causing them to overlap and potentially catapult away. Some collison settings gone wrong.

CHANGE - I increased the spawn distance of frog from the player, would often see them drop from the sky.
The Infected - DigxStudios
Hi everyone,

Just a small update to address some issues I felt were pretty severe.


FIXED - atv bugs when its being used in water. Player character would float and detach from the ATV as if
he was swimming.
FIXED - bug where deleting certain objects would result in other stuff also getting deleted.
FIXED - some trees and boulders in the middle of the water in the southeast portion of the map.
FIXED - issue with frogs where sometimes they would not die if attacked. This would happen if you tried to kill a frog recently spawned.
FIXED - bug with hotkeys to craft, open inventory using F1 through F5.
FIXED - upgrade to metal door had some issue and not working properly.
FIXED - issue when deleting a land claim pole, it would cause other poles you may constructed to not
work correctly.

A big thank you to all you helpful beta testers for reporting things in as you encounter them.
The Infected - DigxStudios
We're happy to finally be able to release patch V14.01B to the Public Beta Branch!

This patch will be available on the public beta branch until it's considered stable enough to be moved to the live/main branch. While that time frame will depend on the number of bugs/feedback/changes generated, we expect it to be around 1-3 weeks. At this time, localization within the game is not complete, with some spots still missing translations. This aspect will be updated in the future.

Note:
-You will need to use a FRESH NEW SAVE on the Beta branch.
-When this is eventually transferred to the live branch, old saves with the current v13 MAP WILL NO LONGER work. As with our last map change, if you log into an incompatible save you'll find it to be a mess of floating assets.

To access the testing branch, right-click on The Infected in your Steam library and hit properties. There you will find a BETAS tab, select BETA and launch your game as usual.

Note from the developer: The timing and scale of this update is something that I had never done before for The Infected. I contracted out to two studios for new asset work - one for the map and one for the new AI. Both sets of assets came out great. Unfortunately, as development progressed on the map asset, it became clear there would be a considerable delay due to impacts on the studio with the conflict in Ukraine. TLDR: I took possession of the map to stick to my timetable versus delaying the update for what could be months. I have made tweaks to it and will continue to do so because there are still things that can be fleshed out.

Please submit bug reports, feedback, and suggestions to one of two spots:
Steam Forums: Use the proper subforum and include [BETA] in your title.
Discord: Use the Infected Beta Chat channel, utilize spoiler tags when posting information like the location of the truck or Mike, etc.

Now - patch notes!
-----------

New Map Environment

Notable changes:
- This is a far more rocky and rugged terrain. A large amount of new cliff and mountain meshes.
- Fish have been added to most bodies of water.
- New types of POI and buildings.
- New foliage
- Waterfalls and rivers.
- New cave systems.







Looting POIs

Many Infected players are used to our typical looting system- where items appear on or around tables, cabinets, etc. Lootable containers have been added to the POIs in V14. You'll want to explore and interact with many objects you encounter in your travels. (Examples; garbage bags, ovens, fridges, and more!)



New ATV Vehicle

Added a new early game vehicle type- an All Terrain Vehicle (ATV). While the ATV is at first presented to you in a broken-down state, the new tutorial section will lead you to repair the vehicle- teaching newcomers their keybindings and rewarding all with a faster method of transport. It even comes with a small storage chest! Be sure to check the local environment carefully as you search for vehicle parts, especially the lighthouse.




Fishing System

Say goodbye to poking fish with your spear, and say hello to a new way to fish! A new fishing mechanic has been added alongside a fishing pole & bait. You can now also store your fishing pole on the weapons rack.




Itempedia

The Itempedia has been completely overhauled and now exists as an interactive book in the game. Additionally, you can craft directly from the Itempedia, provided you have the materials in your backpack. Click the item image, and the required materials will automatically be added to the crafting table. There's a filter tab system to navigate alongside a new tab specifically for medical-related items.



Tech System

Like the new Itempedia, the available technology blueprints are also displayed via an interactive book. However, you no longer need to locate a book to learn a new technology recipe. Instead, in V14, players need to discover pages of the technology book in POIs. Players will be informed of the specific technology they have learned when a page is found, and a green checkmark will appear on the page.




AI/NPC's

3 new AI types have been added to replace the old vambie models. They have new looks, animations, sounds and behaviors. Fighting each type of AI will require a different strategy or some trial & error. Don't be afraid to head into the settings and adjust them to your liking until you get a hang for things. And don't forget to use that shield!

1) Vapirs: Infected humanoids with vampire traits. (1 boss and 2 minions)
2) Garwalfs: Infected humanoids with the look of werewolves. (1 boss and 2 minions)
3) Diggers: Infected humanoids with brutish aspects. (1 boss and 2 minions)





Land Claim Pole and Noise/Light System

The Land Claim Pole is a new construction item that resembles a signpost and is required for the construction & placement of some 'placeable' items within the game.

Interaction:
-You can add text to the Land Claim Pole, similar to regular signposts.
-You can toggle on the 'land claim radius,' which shows you the space covered by that specific claim pole and is used to calculate the amount of noise & light being produced within that radius.
-You can choose to display or hide a noise and light meter.

Noise and Light Mechanic:

In previous game versions, the aggressive AI was located in POIs and more randomly worldwide. They would target the player and frequently raid the home/base when the player was in residence.

In v14, we have introduced a new system that puts players in control of their fate. While some tweaks are being made, the overall design is as follows: placeables will generate noise or light, which you can track via the claim pole meter display, and when the meters are maxed out, a base attack is triggered. We're very interested in getting this into the hands of the larger playerbase and getting feedback from the community.



Animal Husbandry

The Barn is a new craftable structure (like the greenhouse) that works within the new animal husbandry mechanic. The Barn has its own butcher table and can house two animal types: goats and chickens.

Chickens: Can be tranquilized and, once picked up, are added to the backpack. You can add them to your kept animal list by interacting with the Barn. Chickens produce eggs that are used to craft complex foods.

Goats: Can be tranquilized, picked up, and carried to the Barn. Goats produce milk that is used to craft complex foods.




The Garage

The garage, previously used to summon the truck, has been updated to summon the ATV.



Bush (New foliage type)

Similar to trees, you can cut down with a bush with your axe - they yield 10-15 sticks instead of logs.



Various New Items

- Tires that can be found in the lighthouse (for the ATV)
- Veggie Mix (used in the crafting of some complex foods)
- Milk, drop from goats in the barn. (used in the crafting of some complex foods)
- Eggs, drop from Chickens in the barn. (used in the crafting of some complex foods)
- Tranquilizer Arrow
- Fishing Pole and Fish Bait

Changes to Caves and Ores

Acquiring ore within caves has been updated! While you must still place an extractor, each cave will now randomly drop all three ore types (Aluminum, Cobalt and Copper) instead of being restricted to one type. Iron acquisition has not changed - placing an extractor anywhere *not* within a cave system will yield Iron.

Other things of note

NEW- Tree regrowth option in settings.
NEW-- Toggle to disable lighting effects in settings.
NEW - Wind system, wind turbines will no longer give a steady income of power. Probably wise to use a combo of wind and solar now.
NEW - Can now harvest dead animals in the wild without the need for the butcher table - the trade off is that you receive far fewer resources.
NEW - Various UI Button click sounds.
NEW- Added a suicide button to in game pause menu with confirmation buttons, useful if stuck.
CHANGE - New Tutorial/tasks
CHANGE - Log wall meshes texture change
CHANGE - AI settings options changed to accommodate the new AI.
CHANGE - No more shield delays, looks strange but a must to use the shield well.
CHANGE - Various food recipes have changed, consult the itempedia.
CHANGE - Instancing build parts, results in massive performance gains when players have huge bases.
CHANGE - Removed fish oil from the Antidote and swapped it with tallow because in winter only game mode, no fish are available.
CHANGE-Plank size in inventory adjusted from 1 x 6 to 1 x 5.
CHANGE- Default button for BLOCK is now Right Mouse Button. New players will have RMB as default, old players will still have T bound but it is recommended to change to RMB.

Bug Fixes
The following are descriptions of commonly reported bugs that have been fixed.

BUGFIX - Destroying the Jack O'Lantern ghost when no pumpkin was even added, would return a free pumpkin.
BUGFIX - Various UI Bugs.
BUGFIX - Could grab weapon using the mouse wheel while in the truck.
BUGFIX - Constructing and moving gates would sometimes result in the gate door collisions not properly being set.
BUGFIX - Armor not working against any Vambie Hits
BUGFIX - as soon as you press "E" to use the cart if you immediately press the Shield button you have the shield up while moving the cart, but then if you press E you drop the cart but the shield stays up and you can't interact with anything
BUGFIX - If you're using the Bow, do not try and raise the shield right after firing or it breaks it and you can't use the shield
BUGFIX - Metal Tip Spikes durability would be restored to its max after moving it.
BUGFIX - Build a greenhouse above your base building it will keep 23 degrees below without need for adding any coal or wood.
BUGFIX - Some characters such as (.,/) is new game names would cause loading issues.
BUGFIX- Spamming axe was allowing players to fast chop trees.
Feb 4, 2023
The Infected - DigxStudios
Hey folks! I was hoping to have enough new footage to post a second developer video update for January, but that didn't work out. We'll make a post or video when we have additional recorded footage available. Currently the next update is still on track to be released by the end of March- if that window changes, we'll let folks know.
Development continues on the game's map, models, and mechanics, so let's dive into the details.




Progress Notes
  • Finalized models for werewolf and vampire-styled AI
  • Model and UI work towards animal husbandry asset: Barn
  • Addition: Added a field harvesting option with reduced material drops. Will provide a little less reliance on the butcher table.
  • Land Claim Pole- will function to address light/noise measurements for AI attacks. The pole may have further uses in the future.
  • Addition: Wind values, giving turbines variable generation
  • Addition: New food recipes and the addition of milk to some older recipes
  • Addition - toggle setting to adjust lightning flashes
  • Alteration: The vehicle garage will be able to summon the truck or ATV
  • Optimization work on building pieces- large buildings and the relation to frame drop





New Models

The final model versions for both the vampire and werewolf styled AI are now complete! Note: There will be no naked vampire styled vambies frolicking through the map, he's just a model preview that didn't have time to dress appropriately.







Animal Husbandry






In case you missed it, here's a link to our first Devlog, posted back at the start of December. There's a lot of great content coming down the pipeline, including an entirely new map!
The Infected - DigxStudios
Hey folks - this is just a small patch to remedy some issues that the community has reported. Thanks to community requests, in a future patch we'll be adding in the ability to bulk craft repair kits and medkits.


CHANGE - Thank you for the continued reports on the AI teleportation quirks. We've made some adjustments to how & when the AI teleport when stuck. This should (hopefully) address some of the weird teleportation issues players are reporting.
FIXED - Shield block sound sometimes fired twice.
FIXED - A specific AI attack (the kungfu looking attack) would visually seem like it hit the player but was dealing no damage. (Trace is more accurate)
FIXED - Mike would sometimes disappear when players loaded back into a game. This bug would place Mike back at one of the two spawn locations as if he was never found. This fix should address the bug moving forward, however current files that are experiencing this issue will have to find the NPC and administer the antibiotics.

Comments will be locked upon posting to divert folks to the proper Infected subforums for feedback, suggestions, and bugs. We appreciate you guys posting to these sections and working with our moderators & helpers to keep the community both active and on topic, it helps us locate and address posts/info more quickly.

Keep in mind that some of these channels require you to be logged in to view or post, to determine game ownership.

General Chat is just for generally chatting! Please be polite and obey the moderators to make the best of your time with us.

Bug Reports is to report bugs/issues. Please read the pinned post(s) before posting.

Tips & Guides features helpful posts and guides from the community. Please read the pinned post(s) before posting.

Feature Wishlist is for you to post your suggestions and ideas. Please keep in mind this is for NEW ideas- a refinement of something currently in game belongs under the next channel, Game Feedback.

Game Feedback is for your feedback about things currently within the game and how you feel they should be improved and/or changed.





Sep 7, 2022
The Infected - DigxStudios
Hey folks!

Just dropping a small patch today. This patch mostly addresses the vambie related issues that some players were experiencing. Want to thank everyone that sent in saves, video footage, and detailed bug reports- it all came together to help pinpoint issues that were difficult to reproduce.

While some of the causes behind these issues may be addressed by this patch, we can't replicate every single scenario where this occurs. We want to emphasize that if you are still experiencing these errors to try and get footage (if possible) or experiment to see if you can pinpoint the exact scenario by which the issue(s) can be reproduced.

This is also the initial roll out of a player held shield for defensive purposes. Because this is just the first pass of the shield, you do not need to craft or equip this shield. It also cannot be destroyed by the vambies. This is basically a functionality and usability test. The default button for blocking is T, but it can be modified in terms of keybinding.

Comments will be locked upon posting to divert folks to the proper Infected subforums for feedback, suggestions, and bugs. We appreciate you guys posting to these sections and working with our moderators & helpers to keep the community both active and on topic, it helps us locate and address posts/info more quickly.

FIXED - Vambie teleportation into player base
FIXED - Vambie teleportation/jumping into villages houses, instead they will remain ready to re-engage when you emerge.
FIXED - Vambie "invisible attacking" after/during teleportation.
ADDED - Player shield.



Keep in mind that some of these channels require you to be logged in to view or post, to determine game ownership.

General Chat is just for generally chatting! Please be polite and obey the moderators to make the best of your time with us.

Bug Reports is to report bugs/issues. Please read the pinned post(s) before posting.

Tips & Guides features helpful posts and guides from the community. Please read the pinned post(s) before posting.

Feature Wishlist is for you to post your suggestions and ideas. Please keep in mind this is for NEW ideas- a refinement of something currently in game belongs under the next channel, Game Feedback.

Game Feedback is for your feedback about things currently within the game and how you feel they should be improved and/or changed.


The Infected - Sifner
Just a small patch detailing some changes to the current version of the game on the Beta Branch only!

Version 13 will be moved to the live branch of the game on Monday, barring any earth shattering issues popping up over the weekend. A fresh start/new save will not be required for this update. As always, please post any feedback, issues or suggestions to the proper subforums and not to the comments on this thread.

  • Bugfix- Mike should no longer get stuck on top of watermelon crates.
  • Bugfix- Adjusted the targeting on being able to use the NPC bed to summon Mike.
  • Added- Remainder of the translations have been added.
  • Bugfix- Fixed issue with players unable to right click items in/out of the NPC storage crate.

The last change is a revision to the Mini Boss vambie. He will no longer take a strike without fighting back, but will instead retaliate against the player. This change will require some adaptation!

...