SCUM - Sippy


Hello everyone, here's our weekly update of what's going on with SCUM!

We just released the Wild Hunter update last week, so this list will be a bit shorter than usual, but you can also expect a small hotfix update later this week with lots of fixes and some QOL additions.



Archery

Our work with archery is still not done and we're working on improving it.

  • Using the bow will impact stamina.

  • You'll get various bows that are different in regards of how much strength is needed to use them to their best capacity.

  • We're introducing the archery skill that includes crafting better bows, better arrows and more.



Fortifications

  • We have recently started to work on those! Why so late you ask? Well, we have a bit of a bigger system in plan than intended that includes fame points spending and making stuff yours (we can't spoil too much).

    Edit: To elaborate a bit on this, there's a lot to do for them, and we wanna make sure we figure out the best way to incorporate them into the existing world so everything stays consistent. We'll keep you posted as we progress with this.

Cars

  • As you all saw in the gif we posted recently, car development is in full swing. It's still in the works and we don't want to give any ETA because in gamedev you never know what can happen, but we are giving our best to make it game ready as soon as possible!



New point of interest!

  • We got a new point of interest in the works for you guys as well!





Nvidia DLSS

  • In other news! We're working on implementing Nvidia's new technology called DLSS into SCUM. If you don't know what that is, you can find out about it here! Nvidia DLSS

That's it for now folks! Stay tuned for the hotfix coming this week!



Just a small note to clear some confusion, working on other features like archery or Nvidia integration does NOT slow down development of cars or fortifications, so you can stop biting your nails!



SCUM

The next Hearthstone expansion has leaked via an unlikely source.

UK website PC Gamer published a story about a penis update in Scum, and included copy about the next expansion for Blizzard's card game, which is called Rastakhan's Rumble.

The article has changed, but of course the internet spotted the reveal beforehand. Redditor JamieFTW picked up on the leak and spilled the beans with the below image:

Read more…

SCUM

Whoot, there it is

Videogames, broadly speaking, handle dongs in one of two ways: There's randomization, such as in Rust, and there's the user selectable, as seen in Conan Exiles. The multiplayer survival game Scum will be taking the latter approach in its upcoming Wild Hunter update, which will enable players to customize their wangs using the same attribute points that determine strength, stamina, and intelligence. 

A standalone slider for adjusting the size of your dong from one to ten inches can be seen in the peen screen up above, but a Devolver rep confirmed—because these are the kinds of questions I get paid to ask—that increasing the size of your package will require points that could otherwise be spent on more practical character attributes. But the opposite is also true: You can shrink your dink to boost those attributes beyond what they'd normally be. 

I would like to think that's what all players would do—make their dongs as small as possible in order to be stronger, smarter, and tougher, which actually count for something—but the thing about that particular piece of anatomy is that it doesn't always inspire rational thinking. I can't help but wonder if all of this isn't actually some sort of bizarre psychosocial experiment: What percentage of Scum players will prioritize their endowment over more practical attributes and abilities that can actually help them survive in a violent, unforgiving world?   

Owners of the Scum Supporters Pack will get an additional two inches on their unit, which they can swing around as a badge of honor or sacrifice for bonus points elsewhere. Not even kidding.

Ironically, the dong dilemma may not matter for most players anyway, as it's not currently clear whether beefy tackle will even be visible through pants. I asked the rep and was told that "guys at Devolver don't know about bulges." Okay then, sorry I brought it up. 

The Wild Hunter update features quite a number of of non-dong-related new features as well, including bow and arrow skills for hunting and combat, new boars and goats that can be killed and then crafted into clothing (or territory-delineating heads-on-spikes, if that's your thing), and new musical instruments including a banjo, guitar, and harmonica. In fact, the rep said the new hunting mode and clothing are the real "meat" of the update, but the link to the asset archive was labeled "key art and dick pics," so I'm not sure that's actually true.   

In any event, the Scum: Wild Hunter update goes live today. Enjoy some more new screens down below. 

SCUM - Sippy


Here it is bois and girls. The SCUM Wild Hunter update - before we get into the details here is an eloquent description of the patch:

SCUM's Wild Hunter update introduces an intense series of new features catering to the prisoners' most primal urges. The update is highlighted with the introduction of basic bow and arrow skills for both hunting wild game and combat against puppets and other prisoners. Prisoners can put these new skills to use by tracking and striking new boars and goats roaming the island, then crafting their trophies into intimidating headwear or decorative spiked heads. Slow things down around the campfire with new musical instruments to play including a banjo, guitar, and harmonica. Additionally, character customization include a fully nude character model and the ability to apply attribute points to a prisoner's genitals.

Bows and Arrows
  • The recurve bow (Right) its a basic bow that can be found through the island, and it offers bigger durability than the improvised bow.

  • The improvised bow (Left) is the most basic type of bow in the game its durability is its weakest point, and it can only be crafted.



  • Carbon arrow is the most durable arrow, and can only be found

  • Wooden arrow can be crafted but does not offer much durability and can only be crafted.

    Important note - this is the first version of the bow and arrow mechanics we will expand on it and introduce more as time passes as we upgrade the skill.

Primal Crafting
  • More cool headgear so you can have matching outfits with your buddies. Goat cap and boar cap!



  • Never enough Halloween decorations. Those heads on spikes send a clear message to people who wander into your camp. Also, these are crafted through the blueprint system so you can get creative with them.



  • Everyone asked for a tooth necklace, so here it is. We also added an ear necklace, and both necklaces come in 3 possible variants depending on how much you like hunting.

Let it Hang!
  • One of the core features that we added to the Wild Hunter is the fully nude body in character customization. Also, we added a slider for your phallus. The default size is 4 inches and you can increase its to maximum 8 or decrease it to the lowest at 1 inch. As with everything in SCUM, this attribute is connected so if you add points into length it will reduce available attribute points and if you reduce the size you will gain more attribute points to be used elsewhere.

  • Also, we respect people who do not want to have such a visual experience thats why we also have a concealed mode. Owners of the SCUM Supporter Pack start with an extra 2 inches.

Musical Instruments
  • You have a guitar, banjo and harmonica.

  • All musical instruments can be played with keyboard starting with C note on "R" key on the keyboard when in Play Instrument mode. We can't wait to see what music the community will create with these new additions.

    R = C
    5 = C#
    T = D
    6 = D#
    Y = E
    U = F
    8 = F#
    I = G
    9 = G#
    O = A
    0 = A#
    P = B

    P.S. You can rebind them to your liking - note that when you play an instrument all functions are disabled besides moving.

    Here you can hear them in action!

Behind the Camera View!
  • For now, this mode is only available to users that rent servers, and have the admin role, though we are working on expanding that in the future.

  • Yes, it's here. You can finally become a drone and fly around. To enable it just create a character with the name "Drone290818"

  • WASD - Movement
    Mouse scroll - Increase/Decrease Speed
    Enter - Change View
    Page up/down - Teleports You to Players

  • You can also get a glimpse of the underground part of the new naval base, as it's released in this patch!

Simplified Chinese!
  • Fully operational Simplified Chinese has been implemented in the Wild Hunter update.

  • There is a new head option to choose from in character creation!


IMPORTANT: As SCUM is a survival game at its core, we are starting to slowly decrease spawn rates of items for a more survival feel in the game.

Balance Changes
  • Military loot spawn rate has been reduced 50%

  • All other loot has been reduced 25%

  • All food gain from chopping puppets, animals, players i reduced by 50%

  • Fame Point gain from shooting sentries is x4 lower now.

  • Tearing out papers from diaries does not give fame points anymore

  • Increased sugar gain on juices from 11g to 19g per 100g

  • Urinating will now decrease sodium levels (up to 10% per urination)

  • Puppets cant be chopped into meat or fat anymore. (Meat could not been eaten before anywat so we decided to remove it)

  • Binoculars take 2x2 space in inventory now
    • All scopes can be used as binoculars by just holding them in your hand.



Bug Fixes
  • Fixed event selection combo box sometimes not changing the selected event

  • Fixed a bug where grape trees would disappear after searching

  • Fixed a bug that caused camera to fly away if death occurred while prisoner was in the air

  • Fixed a bug where corpses would disappear some times.

  • Fixed a bug where items would disappear after stabbed into corpses

  • Fixed a bug with lookout ladders being unclimbable.

  • Fixed scope crosshair disappearing issue

  • Prisoner corpse is now properly cleared of equipment on search.

  • Fixed a bug where prisoner corpse was twitching and teleporting on death.

  • Fixed a bug where people would fall through the land in caves and be able to kill players bellow the ground.

  • Fixed a bug where some blueprints could not be destroyed



Admin commands
  • The admin command for banning and setting fame points can be done even if the player is offline now.

  • Banned players are removed from the statistic list

  • Added new command #SetFamePointsToAll <Value> every online player on the server gets the same amount of Fame Points.

Optimizations & AntiCheat
  • More client and server optimizations improvements due 4.20 migration

  • Further updates on our anti-cheat system

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!
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.
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