SCUM

Butts are big in Fortnite (and James likes them, he cannot lie) but it's not the only game to see glory in the glutes. Scum, the survival game that's getting a heart attack mechanic to deal with a guy who just won't stop stuffing his face, will also soon embrace the power of the posterior. 

Developer Gamepires didn't expand on exactly what's in store in this Wild Hunter update or how it will be imposed (exposed?) but it's reasonable to assume that bare backs also means bare fronts, which as any Rust player could tell you is something we all need more of. 

A rep declined to provide further information about what what's in the butt update. "More details coming in the next update," they said. "But categorically speaking that’s a good butt right there."

Honestly, it's a little surprising that full-on nudity isn't a part of Scum already. After all, this is a game that lets players eat people (and then barf it up after), drop a deuce from the top of a dam, and fashion masks out of human skin. By comparison, running around with your ass (and all the other bits) hanging out seems pretty tame.

Of course, that's assuming Gamepires and Devolver aren't just messing with us, and honestly you can never be entirely sure about that—butt you can be sure we'll let you know when we find out.  

SCUM

Last month we told you about one player's quest to become the heaviest character in Scum, testing the limits of the simulationist survival game by chowing down on the undead. He's up to 400 kilograms now, by the way.

Speaking to PC Gamer at PAX Australia, Devolver Digital co-founder Graeme Struthers explained that Scum's creators are well aware of this heroic effort. "There is one guy on Reddit who has attracted quite a lot of attention because he's trying to figure out the most efficient way of getting fat," Struthers said. "The implication of that will be a heart attack, because in real life you'd reach that point. Those kind of things will start to be added in, so that's probably going to be the end of eating zombie fat."

At the moment it's possible for characters in Scum to die of hypothermia or overexertion, but a heart attack purely from overeating would be new. "This doesn't necessarily mean the end," Struthers went on to say. "He might go on a diet. He might take the view that if there's gonna be heart problems he might find another Reddit opportunity. How does he lose that weight? What exercise regime does he undertake? There could be a Scum diet book. Imagine that: Scum Diet and Exercise Regime."

Heart attacks caused by overindulgence won't necessarily make it into the next patch. What will be is a feature many more players have been asking for. "There's gonna be vehicles coming in the next update," Struthers said. An SUV and a tractor have been confirmed.

A date for the update has not been announced. "They're making sure things work before they deploy them," said Struthers. "In the background there's a great deal of testing and QA going on."

SCUM - Sippy


Hello everyone, we are deploying a hotfix that will include:
  • Fixed lag spike issues from yesterdays update

  • Anti-cheat improvement

  • Client performance improvements

  • Ping lock increased to 500 on official servers
SCUM - Sippy
Hello, prisoners! The new SCUM patch is rolling out soon. Here are the new patch notes for this week!

In case you get a problem of connecting to a server, please keep in mind from the moment of the patch deployment that the servers can take up to 60 minutes to update!

Let's start with some of the important ones.

AntiCheat system update
    We made lots of improvements on AntiCheat system.

Ping Lock
  • So we added into this patch the first version of ping lock that is set on 225, so if you join a server and you have higher ping than 225 it will kick you from it. If you have a private server you can change this to your liking.

Blueprint system
  • We are happy to introduce our new blueprint system for crafting items that will be used for building fortifications in the future. We also did a small rework in the crafting system for the blueprints, mostly items that have usage.



    Once you decide where you want to put the blueprint, you will get something like this:



    You can see it says 30 units of rope - that little box will show you each possible item that can be used for that component of the recipe. For the shelter you need 30 units of rope, and the items that can be used are:



    You can combine them in any way you want. 10 units of rope, 5 units of wire, 5 units of improvised rope, 3 units of thread, 7 units of improvised plant rope. What matters is that you get to 30 units and you are good.

    For now, that way of crafting will be used only in blueprints, and if we see that it works well we will add it to all crafting types.

  • You do not need to have all the items from the get go to craft it, you can have few sticks drop it into the blueprint and go back to collect more components needed for it.

  • List of craftable blueprints at the moment. (This will expand)



  • You can rotate the blueprints with scroll.

  • Blueprints can't be destroyed or seen by other players.

  • Blueprints have an awesome pretty glowy animation

Cargo Drops
  • You remember those containers that you needed to capture in capture the cargo? Now they will rain down on you on the whole island!



  • So every 30-40 minutes, 1 cargo will drop in one sector, marked on the minimap like this



  • The kicker is what can be found in them, and that one we will leave for you guys to find out!

  • P.S. They self-destruct after 20 minutes!



I see you! (Scopes)
  • We did some rework on the scopes we have in the game. What we mean by that is now you can find 5 different scopes in the game!

    1. POSP 4x24V - This scope is just for the SVD and it does not need a rail to be attached.



    2. ZF39 - This scope is just for the Kar98 and it does not need a rail to be attached



    3. Hunter Scope - This scope is for the Hunter 85 and it does not need a rail to be attached.



    4. P-223 - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47



    5. ACOG - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47


  • Binoculars - You will be able to find this as an item all over the island to help you scout out various areas.

New Weapon: M16A4
  • Look at my gun my gun is amazing! Here we have a new rifle for you guys. The M16A4:



  • It uses the 5.56x45mm ammunition:



  • The M16A4 can be found in military bases and underground bases. Happy hunting!
Armor rework
  • So we also did a little rework on our vests, we added more versions of them differing in how efficient they are when soaking up damage. Each bullet has a certain amount of energy when it's fired - bigger calibers have more energy, smaller ones less energy, and each armor has its property of how much energy it can absorb.

  • Keep in mind that there is no set rule of how protected you are, as the bullet energy depends on a lot of things in SCUM. From distance, weather, did it ricochet, did it go through a material before it hit you etc. What we can give you is the values on point blank range of each gun (below the armor list).
    Here is the list of armors from least efficient to most efficient.
    1. Improvised stabproof vest



      Energy absorption : 600
      Energy absorption when damaged (when the items drops bellow 30% durabillity): 300
      Totally energy absorption: 10,000
      Sharp melee dmg absorption: 50%
      Blunt melee dmg absorption: 20%

    2. Stabproof vest



      Energy absorption : 300
      Energy absorption when damaged: 150
      Totally energy absorption: 20,000
      Sharp melee dmg absorption: 99%
      Blunt melee dmg absorption: 20%

    3. Police Riot Vest



      Energy absorption : 600
      Energy absorption when damaged: 300
      Totally energy absorption: 30,000
      Sharp melee dmg absorption: 99%
      Blunt melee dmg absorption: 30%

    4. Police Tactical Duty Vest



      Energy absorption : 1500
      Energy absorption when damaged: 750
      Totally energy absorption: 40,000
      Sharp melee dmg absorption: 99%
      Blunt melee dmg absorption: 40%

    5. Military Ballistic Vest



      Energy absorption : 2500
      Energy absorption when damaged: 1250
      Totally energy absorption: 50,000
      Sharp melee dmg absorption: 99%
      Blunt melee dmg absorption: 50%

    6. Hard Armor Balistic Vest



      Energy absorption : 3500
      Energy absorption when damaged: 1750
      Totally energy absorption: 65,000
      Sharp melee dmg absorption: 99%
      Blunt melee dmg absorption: 60%

    7. Heavy Balistic Armor



      Energy absorption : 4500
      Energy absorption when damaged: 2250
      Totally energy absorption: 80,000
      Sharp melee dmg absorption: 99%
      Blunt melee dmg absorption: 70%

    8. Military Helmet



      Energy absorption : 600
      Energy absorption when damaged: 300
      Totally energy absorption: 30,000
      Sharp melee dmg absorption: 99%
      Blunt melee dmg absorption: 30%

    9. Riot Helmet



      Energy absorption : 300
      Energy absorption when damaged (when the items drops bellow 30% durabillity): 150
      Totally energy absorption: 10,000
      Sharp melee dmg absorption: 50%
      Blunt melee dmg absorption: 20%

    10. World War 2 Helmet



      Energy absorption : 300
      Energy absorption when damaged (when the items drops bellow 30% durabillity): 150
      Totally energy absorption: 10,000
      Sharp melee dmg absorption: 50%
      Blunt melee dmg absorption: 20%

  • Weapon energy list:
    1. TEC01 490, 8 projectiles (12 Gauge Shells):



    2. TEC 09, MP5 (9mm):



    3. DEagle .357 (.357 cal):



    4. Hunter 85 (.22 cal):



    5. AKS-74U (5.45x39mm):



    6. M16A4 (5.45x45mm):



    7. DEagle .50, Improvised handgun, Improvised Rifle (.50 AE):



    8. AK47, AKM (5.45x45mm):



    9. SVD (7.62x54mm):



    10. M1 Rifle (.30-06 cal):



    11. Kar98 (7.92x57mm):

  • For now the caliber is the main factor of the energy and damage but we will add barrel length and quality to the factor as well. So those numbers will differ depending on what weapon you use.

Naval base
  • Here is our new little get away place you can visit and have fun (not really). For now you can only check out the surface part, but don't worry the underground part is almost done!





  • The new peaceful (nope) holiday resort (from hell) can be found in the corner of A4


Balance changes
  • Player to player damage with melee weapons, melee combat and throwing increased x2

  • Rebalanced kick for AKS74-U. The initial kick on the first bullet is weaker now.

  • Muzzel velocity of .30 caliber (M1 garand) changed from 89000 to 85300.

Quality of life changes
  • Human head can be thrown now. (You can play basketball now with it)

  • Leather shoes renamed to Mirdas

  • Added 12 gauge shells to crafting list

  • Prisoner can now climb onto ladder while swimming

  • It is now possible to rotate items with mouse scroll wheel when dragging & dropping them

  • In events the SVD will use the POSP 4x24V scope now.

  • Weapon rendering distance increased.

Bug fixes
  • Fixed a bug where you could jump from the dam and hit a small part of water on the lower part of the dam and survive. (Maybe we will get it back once the summer Olympics start)

  • Fixed bugs where you would fall through the rocks in the caves.

  • Fixed a bug where a cornfield didn't spawn corn on B2

  • Fixed some more landscape bugs. (mostly slits between sectors)

  • Fixed a bug where magnifying glass would not get used in crafting an improvised mask

  • Fixed a bug when moving right did not cancel the auto-walk

  • Fixed a bug when you were killed while scoping you revived with the scope overlay.

  • Disabled moving scope rail from one rifle onto the other while scope is attached onto rail

  • Fixed double clicking on clothes items in vicinity not equipping them.

  • Fixed bug that caused thrown items to pass through prisoners that have thrown that item before
Unreal Engine 4.20

So here is what the new engine update brings to the table
  • Improved client performance in general.

  • Faster level streaming. (Reduces stuttering when walking between sectors)

  • Improvement with client slowdowns ("memory leak bug")

  • Improved server performance (less lag)







SCUM - Sippy
Hello everyone, here we are again with our weekly update of what's in the works!


Please keep in mind that there is no set date of release for any of the features mentioned in this post, it's just to show you what's being done!
  • Also keep in mind that since it's just been a week there are no "big" news, mostly updates on what's being done since the last time, and some things we have planned for the future.
Vehicles
  • Last time we said that we started to work on the vehicles. Most of the work from the art division is over and what's left is to do the technical part, and some animations. Here is a small preview of how a casual drive in SCUM could look like!

Bow
  • Regarding the bows, 90% of the third person animations are done and we also got some scumshots of first person to show you the early looks.



  • We've had some cool ideas, too - for example, combining different types of arrow shafts and heads, which could be further explored in the future by combining them with other features like explosives, traps etc. Let us know what you think down below!
Naval base
  • Here we have a new base for you guys to run about. If you thought that the airfield was tricky, good luck with this one! Have some scumshots!




    Oh, and did we mention it will have an underground part as well? (Still WIP!)


I see you! (Scopes)
  • We did some rework on the scopes we have in game. What we mean by that is that now you have 5 scopes in the game!

    1. POSP 4x24V - This scope is just for the SVD and it does not need a rail to be attached.



    2. ZF39 - This scope is just for the Kar98 and it does not need a rail to be attached



    3. Hunter Scope - This scope is for the Hunter 85 and it does not need a rail to be attached.



    4. P-223 - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47



    5. ACOG - This scope can be used only with a rail, and the rail can be mounted on the SVD and AK47


Air drops for everyone!
  • Here you can have a peek at what the containers will look like in our air drops that will be all around the island.







  • What you will find in them and a detailed description of how they work will be in the first patch that includes air drops!

A small update on the 4.20 migration. We are still working on it, and resolving some bugs that it introduced.

Please keep in mind that these are NOT patch notes and this list does not represent what will be in the next patch notes.


SCUM - Sippy
Hello everyone, as promised, here is a little update on what we are working on right now.

Please keep in mind that there is no set date of release for any of the features mentioned in this post, it's just to show you what is being done!

Over the past few weeks, our scummunity was vocal about vehicles and fortifications, so we heard you and started to work on those. Down below you will be able to see the first screenshots of those (and many more features)


Vehicles
  • We are starting with a simple SUV that you will be able to find on the island and use for transportation. In later stages, we plan to introduce a bigger level of repairing/customization for the vehicles. For now, it will be plain and simple. You find the car, enter it and drive it.



  • Also besides the SUV, we are working on a more traditional vehicle that's used in Croatia.


Fortifications/Item placement
  • We've decided to add fortifications to the same system as the item placement. All items that can be crafted and not carried around and that persist in the world (loot boxes, shelter, head on a spike...no wait that's leaking..damn it) now have a placement system that lets you place a "hologram" where you want the crafted item to spawn (also this should fix the problem with boxes in rocks).



  • A similar system will work on fortifications where you will be able to put "holograms" on windows/doors (predetermined places) and craft it without having all the materials on the player from the get-go.

Bow and arrows
  • Bow and arrows are in the finishing phase where we need to figure out all the technical details/the ballistics of it. As you all know, SCUM has realistic ballistics (Projectile penetration depending on material/bullet energy if the projectile penetrates the material/how much energy drops down and what happens when it hits the next material etc..) So there is work to be done here and we want it to be as good as possible once you start shooting arrows to the knees.
    • To add on to the ballistic part, we are adding 5 more types of ballistic vests that differ in quality and what type of projectiles they stop/do not stop, also we reworked the melee damage calculation, so now it will take into account if the weapon is blunt or sharp and each type of clothing has a different type of protection against it. (But do not expect to be safe from a sledgehammer wearing your hippy shirt)


This is it regarding the features that you were asking about the most! Now for some other things being worked on.
  • Specific attachments for specific rifles.
    E.G: You find a scope that's just for Kar98, and you can mount it only the Kar98 without a rail.

  • Random cargo drops around the island.

  • A new naval base that will make the airport look like a holiday

  • FOV slider in the options menu

  • Some neat binoculars to scout out the area

  • New weapons!

  • More localizations

  • More admin controls

  • Upgrading the anti-cheat system

Also, we are working on updating the Unreal Engine to 4.20 version that should introduce a lot of optimizations. Because of that, there won't be a patch this week as we need to thoroughly test out the stability and other features.

Please keep in mind that these are NOT patch notes and this list does not represent what will be in the next patch notes.
SCUM - contact@rockpapershotgun.com (Dominic Tarason)

Scum may be detailed enough to let you urinate or even defecate on your foes, but that requires you to be up close. A raised middle finger? Well, that’s your new ranged option for offensive offending. In today’s early access update, prisoners attempting to survive the zombie and robot-infested hell that is Gamepires’s Scum have a few new options. These include hiding in caves, making rude gestures at people, crafting improvised firearms and (if they push you just that bit too far) skinning your foes and wearing them on your face. Lovely. Check out the patch notes here.

(more…)

SCUM

Set a bunch of convicted felons loose on an island, and things are gonna get pretty dark, pretty quick. You can already butcher other people into meat hunks and eat them in Early Access survival game Scum, but today's update gives you a grisly new fashion option as well: masks you can craft from human skin.

Along with skin you'll need some rope, a sewing kit or needle, a knife, and two magnifying glasses (to make those ghastly eye-holes). And sure, you can use animal skin instead of human skin, but let's get real: if you want to be a proper monster, you're gonna want to use human skin. There's just no substitute.

To help you achieve the real boogeyman experience, 30 new caves have been added to Scum's island for you to lurk in while wearing your flesh-mask. The patch also includes a craftable .50 cal handgun and improvised shotgun which require resources like scrap metal, duct tape, nails, and wood. There's also night vision goggles which will spawn in military zones and bunkers. A handful of taunts round out the update (now you can give someone the finger before they kill you and wear your skin on their face), along with some optimization tweaks, bug fixes, and sound design changes, and a few other improvements. Full patch notes are here and there are some images below.

SCUM - Sippy
Hello, prisoners! The new SCUM patch is rolling out soon. Here are the new patch notes for this week!

In case you get a problem of connecting to a server, please keep in mind from the moment of the patch deployment that the servers can take up to 60 minutes to update!

Important update from the developers!
  • Hello guys, in this patch you will notice fewer bug fixes, optimizations etc.. We are starting to allocate people to work on the features that you voted you want the most. That includes vehicles, fortifications, FOV changes and many more. We plan to update you about the WiP features on a weekly basis with screenshots and descriptions.

    P.S The Golden DEagle event ends today. However, since everyone loved the golden DEagle so much, we have decided to keep it in the game! Yes, that means you can find it, BUT it's in the rarest category in the game (and for now the only item in that category). Good luck finding it!

New Content!

This week we have some neat new things for you!

New weapons!

  • Improvised Handgun
    This handgun can be crafted from the basic survival skill and it uses .50 AE cal ammunition.



  • Improvised Shotgun
    The shotgun can be crafted from the medium survival skill and it uses 12 gauge shells.


Head gear!

  • Improvised Mask
    This handsome head apparel can be made by anyone, and it guarantees you all the ladies on the island.



  • Night Vision Goggles
    This is a simple strap with NVG that can be used to better navigate in the night and can be found in military zones.



Caves!

  • We added 30 caves on the island that you are free to use and make it your home!


Taunts!

  • Pretty neat 6 taunts that you can use in the game!


Optimizations

Client optimizations
We made distant LODs for Factory, Prion, Refinery and Airfield. What that means is that when you are looking in that direction from a long distance you will see buildings and if you look through a scope you won't see people walking in the air anymore. Also that reduces render distance for high taxing models that will impact performance.
  • Refinery


  • Prison


  • Factory


  • Airport

Sound

  • Re-designed gunshot sounds for KAr98 and SVD.
  • Slightly increased audible range for sprint footsteps.
  • Reduced sound range for rabbit and chicken.

QOL changes

  • Updated some item descriptions for better clarifiaction.
  • Added keybindings for basic gestures.
  • Added suicide animations.
  • Changed "Crafting bullets" to survival skill for easier bullet crafting. Also lowered the needed skill level to basic for handgun bullets (9mm, .50 AE and .357 calibre)
  • Reduced the brightness of Nice Watch. When you do not look at it its dim when you take a look it brightens up.

Bug fixes

  • Fixed more landscape bugs (tears in the ground etc..)
  • Fixed a bug where clothing items would apsob up to 8kg of water.
  • Fixed heatstroke not causing coma correctly, resulting in the player to being able to move but unable to interact with anything.
  • Fixed hyperthermia recovery. Now you can decrease your temperature by stripping clothes before it didn't affect it.
  • Fixed client crash that sometimes occured when unequipping long-sleeved clothes.
  • Fixed a bug where shooting a sentry when in an event would grant you experience.
  • Fixed the bug that made the player unable to pick up an item from the vicinity by using double-click.
  • Fixed the bug on the dam. Now players can't walk up on it anymore.

Known issues

  • Bottom right of C4 (C4_4) has no grass on the ground that impacts "search rocks" actions. We are working on tracking down the bug that causes that.

Anti Cheat

Also a lot of updates on our anti cheat system!
Sep 26, 2018
SCUM - Sippy
Hey prisoners, our team wanted to give you a quick look on what's coming on Friday.

We've decided to keep the DEagle event until Friday, as there were issues with the magazine when it was first introduced. Additionally, you will be able to use the new taunts illustrated below alongside bug fixes, optimizations and some QOL changes.

Next week we'll drop some first-look screenshots of features we've been working on that you've been asking about for a while now...

...