SCUM - Sippy
Hello fellow scummunity! We are sorry that the hotfix came this late in the week, but bugs had to be squashed crashes had to be uncrashed. But no worries we added some extra lil things in this to make up for it!



  • Fixed cargo drops not being visible sometimes.

  • Improved cargo drop landing.

  • Fixed weapons disappearing when holstering them from a storage chest.

  • Location of your character should be now properly saved while in a vehicle.

  • Fixed cars being invisible or not respawning at all after you have driven them.

  • We have been working extensively on fixing the issues with disappearing chests. Several bugs in the system were fixed and some parts were redone to be more robust. We weren't able to reproduce the issue with the new fixes but we can't be 100 % sure that the issue is completely gone.

And some extras we added!
  • Added Horizontal Field of View slider in video options. (This is still work in progress so glitches and bugs may occur)



  • Added option to turn off DoF in the options menu.


And a small teaser screenshot!


SCUM - Sippy
Our hotfix is live!



  • Chests and vehicles should be saved properly now.

  • Potential fix for server crashes regarding object network replication.

  • When crafting 9x39 bullets you should get 5 pieces now (nerfed from 20)

  • AS Val magazine added to item spawners.

  • Cal 5x45x39, Cal 7.92x39 and Cal 9x39 ammo boxes should spawn normally now

  • Player location will be saved normaly while in car.



Again we are sorry for the issues, and thank you for understanding.
Dec 8, 2018
SCUM - Sippy
Scummunity! We are aware of the issues that the patch has caused and we're working on them as we speak. A patch should be live today to fix those critical issues!

Thanks for the patience, love you <3
SCUM - Sippy
WE ARE BACK and with all the info on our new patch and what goodies we prepared for you guys! Vehicles, Capture the flag event mode, new locations, new weapons and many more! Before jumping into it, let's address the wipe that will also happen.

As we announced on Monday, we will do a wipe of all chests including items in them, and fame points. We are working on a new item handling system that should help with client and server performance, and for that to work, a wipe is needed. Also, we are wiping all fame points due to some people accumulating thousands of fame points through killing cheaters.



Vehicles

Let's start with what you've all been waiting for - vehicles. Here is a list of what you have in this first version of vehicles.

  • One driveable vehicle (The SUV on the pictures), it holds up to 4 people.

  • The ability to enter/exit the vehicle and be either a driver or a passenger. Each car has one or more slots for players. The number of slots depends on the vehicle type and shape. Which slot player will occupy is determined by the player's proximity to the slot. We plan to deliver at least one drivable vehicle with four slots.

  • Ability to store items in the vehicle.

  • Ability to destroy the vehicle (vehicle repairs will probably not be implemented in the first iteration)

  • Ability to kill other players and mid/small NPCs with a vehicle by driving into them.

  • Ability to kill players when they are inside the vehicle (bullet penetration/deflection should work on glass and metal parts as expected)

  • Basic vehicle sound and graphics effects (some expected effects may be absent in the first iteration)

  • For starters there will be 32 SUVs on the island for you guys to find and drive around.







  • What will be added later on
    - Fueling and repairs
    - First person camera
    - Ability to shoot from inside the vehicle
    - Advanced car damage effects
    - Destructible environment
    - Locking a vehicle
    - Lockpicking into a locked vehicle
    - Hotwiring a car
    - Armoring a car
    - More player interactions inside a car.
    - Boobytraping a car.
    - Hit locations.

  • And yes, we already have another vehicle in the works!

    Please keep in mind that this is the first version of vehicles and that there are possible bugs and issues. Thank you for your understanding!



Capture The Flag

New game mode coming your way! We all heard for the classic CTF mode, so we added it in SCUM, and boy its a blast.

  • Capture the Flag is a game event where teams win points by capturing the enemy flag. Each team has a flag.



  • The goal is to capture the enemy flag and bring it to your base location. If the rival team takes your flag, then it has to be returned to the base first to be able to score points.



  • The stolen flag is dropped when the participant carrying it dies. A dropped flag can then be returned to the base by being picked up by its team members.



  • Otherwise a dropped flag is returned to the base after a short timer (30s) elapses.



  • To win the event a team has to score 3 points or have the highest number of points at the end of round (5 min).




MIDI keyboard support

Our sound guy had some spare time left so he and one of our programmers made support for MIDI keyboards so you can play it in the game!

  • MIDI keyboard should be connected before the game is started.

  • All instruments support 3 octaves.

We used this bad boy:





AS Val

We got you guys a new toy to play with! AS Val, our first rifle with suppression, quiet and deadly, just without the methane.



It uses 9x39mm ammunition:



And it can be found in military bases and police stations.



New locations!

We added 2 new locations for you guys, a fish factory and a sawmill. None of those has sentries, and are perfect for some Sunday choir practice sessions!

Sawmill:
Fish Factory



New eyewear swag.

  • Because fashion in SCUM is mandatory!




Trading cards

Collectors rejoice, we got trading cards up and ready to be collected! Time to show those super cool shiny badges, and backgrounds!






New playable head

  • More faces are more fun!





Realtime Radiosity

We implemented an experimental version of Realtime Radiosity setting. About what radiosity is in games read here



If you enable Realtime Radiosity you will need to restart the game!



Item Virtualization

  • All items in the world including storage (chests), crafted and dropped items will be handled with a new item virtualization system. All of those items will now be spawned in the world only when near a prisoner and despawned otherwise, greatly reducing the number of active objects in the world (no worries when you get close to them again they will respawn). Item expiration is also handled by the system so all of the items mentioned above will remain in the world for a certain amount of time (currently - 20 mins for all items). All items crafted with the blueprint system (chests, fireplace, shelter, ...) have to be maintained by the maintain action, otherwise, they get destroyed after 15 days. For now, there is no maintenance cost.


    TL;DR: Fewer objects in the world at one time. The game runs better on both client and server.




EAC improvements

  • Improvements on our anti cheat system.

  • Added more restrictions to changeable .ini files.

Bug fixes

  • Fixed armour vests so they no longer protect at all if fully broken

  • Removed floating trees from C2 sector.

  • Fixed aim down the sight animation for Hunter85 while in crouch.

  • Fixed Recurve bow to use correct anticipate draw animation montage

  • Fixed cargo drop events being spawned at the same location (resulting in them not dropping properly)

  • Puppet corpse will now properly be destroyed after 10 min if no player is close by.

  • Fixed exploit at the naval base sea entrance, players could get in terrain and shot other players/NPCs from there.

  • Fixed bug with corpses sometimes falling through terrain on teleport.

  • Fixed a bug where the player was able to punch while displaying spawn screen.

  • Fixed a bug where rain would fall into a TV bunker on A2.

  • Fixed a bug where chat window would close on death, now it does not close.

  • Fixed corpses falling through unloaded terrain in singleplayer.

  • Fixed ACOG scope having a blurry texture.

  • Fixed 2 potential server crashes caused by animal AI.

  • Fixed guitar animation when playing.

  • Fixed bug with weapons and attached items on the prisoner (spears piercing the body, ...) being visible while the prisoner is invisible because of the awareness prisoner hiding mechanic.

  • Fixed ACOG scope bug where scoping with a weapon would go to full-screen sniping overlay

  • Fixed a bug where putting an item inside a box would leave the item's collision in the world.

  • Fixed prisoner being naked on death in events.

  • Fixed camera continuing to move after death while vaulting/climbing.

  • Fixed issue where you can climb ladders trough walls.



QoL and balance updates

  • Cargo drop rate in singleplayer is now 4 times longer.

  • Now it should be easier to find a corpse upon returning to its location.

  • Kar98 has a scope now in events.

  • Updated egg and parsley nutrition with more accurate data.

  • Adjusted weights of empty magazines for all weapons

  • Add new dirt and dust texture on prisoner clothes

  • Crafting Animal Skin Jacket and Pants can be now done with more rope objects than just thread.

  • Chat messages in main HUD (not in T chatbox) are now coloured depending on chat type (global/local)

  • Removed offset from the ground for blueprint colliders. Blueprints can't be finished if there's an item inside them.

  • It is now possible to manipulate unowned items via drag & drop.

  • Blueprint crafted items will now get destroyed if left intact for a week (in practice, it gets reset via the new "Maintain" interaction, as well as inventory manipulation for boxes). The "maintain" action, for now, won't need any fame or material cost.

  • Added new fire animations for AK47, AKS, MP5, Kar98

  • Added new muzzle and smoke effects on weapons fire

  • You can now mount a scope on M16. Scopes that can be mounted are ACOG, P-223 Scope. You do not need a rail to mount the scopes.



Admin commands.

Few new admin commands for better server management.

  • SetFamePointsToAllOnline = sets famepoints to all ONLINE players

  • SetFamePointsToAll = sets famepoints to all players (online + offline)

  • Previously entered admin command from chat can be accessed by UP and DOWN keys, as is often done, is other console interfaces.
Dec 6, 2018
SCUM - Tena
Hey, friends!

We’ve been busy with tomorrow's update, but we decided to write this sort of a behind-the-scenes blog post to give you a chance to get to know us a bit. We love our community (we’re gonna make #scummunity happen eventually, just you wait) and we want you guys to know we are real people with faces and opinions and not just “a company”, so we hope you’ll enjoy this little insight into what our everyday life at Gamepires looks like.

Ever since SCUM was released into early access, our workload has been growing exponentially, so naturally we decided to hire more people, but to actually do that, we would first need a bigger office. Our current office is a small refurbished apartment which, while fun and cozy, means we can’t just hire as many people as we need and we had to find a new home! And we have – we have found a place that suits all our needs. The renovations have taken more time than expected, but hopefully we’ll be able to move in by January!

Let me introduce myself first – I’m Tena and I’m the marketing manager at Gamepires. That means I’m directly responsible for all our marketing activities, whether they’re company or game related. I work closely with Josip, our community manager, who’s responsible for all our social media activities. In theory. In practice, it looks kind of like this: Josip makes a meme and sends it to me asking if it’s appropriate to tweet. Nine times out of ten it’s not. He tweets it anyway, cackling at his desk. The meme is funny, so I let it slide.


Here’s a photo of Josip and me at a company dinner. I tweeted out this photo and people screamed at us that we shouldn’t be eating out when the game isn’t finished yet. We got drunk just to spite them.

Ivona is one of our new hires. She’s an amazingly talented 2D artist capable of creating beautiful art, whether it’s visuals for our booths at expos, in-game tattoos, concept art, or memes for Josip. The three of us together are The Meme Team. No one calls us that, but they will. Maybe.


Here’s a photo of Ivona and Josip Slav-squatting in front of the office and just being their cute selves. The reason why Josip already got two photos in this post is because he walked up to my desk and said he wanted two photos minimum. I felt bad for him because the poor guy just wants some internet attention, so I said sure.


Ivona reports directly to Pong, our creative director. Pong oversees anything and everything art-related and he’s the mastermind behind the general art direction of SCUM. He also has a very specific sense of humor, which is very obvious to anyone who’s ever played SCUM – penises, pooping, peeing etc. – that was him, all him. Pong is also the face of the default player character, so no, that’s not Putin’s head, it’s just that he kinda looks like Putin, but he usually wears a beard, so it’s not that noticeable.


Here’s Pong dressed as Luigi. I stole this photo off his personal Facebook and I am also aware he’s not actually Luigi. It’s a great photo though, so why not.

Recently there was a comment on our Steam community page saying most of our player characters look “too Slav”. Well, buddy, that’s because most of them are our actual scanned heads and we’re all actual real life Slavs. Sorry! The second default player character head belongs to Švarc. Švarc is a 3D artist and the most serious one of us all. Apparently, he’s also a very good dancer of salsa which is how he met his wife (he just got married recently, everyone go say congrats!), but no one can confirm that because no one can actually imagine him dancing. Or smiling. Ever. He might be an android for all we know.


“Hey Švarc, I’m gonna take a photo for the blog post, but you can’t smile because I told everyone you never smile.” “Oh, okay, sure.”

Pong and Švarc share a room with Iggy. Iggy is officially an animator. Unofficially, he also dabbles in cinematics and video editing, and he helps out with community management by replying to troll comments on our Steam page. He likes trolling online, too, so it all works out.


Iggy with his Christmas cup that he uses all year round

Darian also helps out with community management even though he's primarily a 3D artist. He says that's because no one speaks English as well as him, so he's doing us a favor by helping out. We all speak English and his isn't even that great, but we let him believe that because we need all the help we can get. His hobbies include being the office metalhead and sacrificing baby goats to Satan at midnight.


Darian sacrificing a young virgin to Baphomet during a recent full moon. She is very unaware of her fate, sadly.

He sits right next to Danijel, an ex-mailman turned 3D artist whose main specialty are genitals. No, really, all the genitals in SCUM were made by him and we have an extensive collection of photos to prove it.


Danijel investigating the female reproductive system in order to be a better husband to his wife

You know that guy who looks like a Jason Statham type supervillain? Buff, bald and scary-looking? Everyone knows that guy. Well, at Gamepires, that guy is Štimac, an ex-architect turned 3D artist. That is until you actually talk to him and he enthusiastically shows you a picture of his cat, Točkica (Dottie).


Štimac at his workstation being one scary mofo

Mirko, also a 3D artist, sits right next to him. He likes playing a tough guy too, but it never really works for him because he can’t pull a prank without giggling to save his life. He also has a cat with a girly name, Ljubica (Violet), who he likes to brag about. Overseeing our 3D team there’s Damir. You can tell he’s there just by the dad vibe emanating from the dark corner he sits in and the occasional “HEY!” whenever someone uses profanity. Sometimes we’ll curse out loud on purpose just so he’d talk to us because a bunch of us have daddy issues.


Mirko and Damir “don’t like being photographed”, but will happily pose for pictures any time there’s a camera around, but they need you to know they “don’t like being photographed”.

Our sound guy is Ratko. The “sound” here is not an adjective because he’s far from that. What I meant is he’s our audio guy and the go-to person for anything sound or music related. You know the noise your SCUM character makes when he poops? That was Ratko recording himself pooping. We don’t mess around when it comes to realism. You’re welcome!


Ratko and his Huge Ball™

Dobrila is our new programmer and one of the three women at Gamepires. The first thing she told Ivona and me on her first day here was that she’s not used to hanging out with girls because her college is also mostly boys. We were gonna start farting and burping out loud to make her feel more welcome, but Andrej was passing by, so we decided not to because we didn’t want to have to explain ourselves. It’s also that Andrej talks A LOT. Officially he’s our technical director, unofficially a shaman. He also holds a 3rd Dan black belt in Taekwondo, so please keep that in mind the next time you decide to post “dead game” after 20 minutes of playing.


Dobrila is just doing her best in such a hostile work environment


Mirko and Andrej playing with their toys at an expo. Mirko still doesn’t like being photographed.

Jesus is our resident crazy person. Yesterday I asked him why people call him that and he said it’s because he works miracles. I think he was probably waiting for years for someone to ask him that, so he could reply with that zinger. He is very obviously a programmer and no one knows his real name.


Jesus and his daddy, God.

Patrik is a programmer and our token Office Millennial™. There’s actually a few of us, but Patrik is more of a textbook Office Millennial™. He thinks all our jokes are cringey and makes faces at us when we ask him what’s new on Snapchat. He also makes cute indie platformers at hipster game jams which just shows how much of an Office Millennial™ he is.


Look at this millennial just sitting there doing millennial things

Dini is our lead programmer which works out great because that means he doesn’t have to talk a lot. That would’ve been awkward because no one can really understand his accent. We all just kinda smile and nod repeatedly and then he does the same. He’s very into salads for some reason. Maybe. We see him eating them every day, but we don’t know why because we can’t understand him.


Dini pretending to eat a pizza on a casting couch. It’s just for the picture, though, he only ever eats salads.

John is a very mysterious person and no one knows much about him. We know he’s a senior programmer and he wears a lot of sweaters. Rumor has it that he spoke once, but he wasn’t really feeling it, so he just decided not to speak ever again.


A picture of John wearing a sweater and not talking

Hrco is always grinning. Not even kidding, that guy is always happy and he’s not even on drugs. He works as an animator, but also dabbles in ordering food for the team which he will do in the most inconvenient and complicated way possible. He sits right next to Bruno, a programmer and our 30 under 30 candidate. He might be related to John because he also never talks, although one time he smiled at his computer screen.


“What do we have to do?” “Just pretend you’re working.” “We WERE working until you got here.”

And that’s all of us. We hope you liked getting to know us a little bit better. Thank you for your continuous love and support and for making it possible for us to do what we love with all these amazing people every day. Love you!

By the way, we hope you're ready for tomorrow's patch and that all your items are safely stored or hidden.

Cheers!


edit: added 1 photo I forgot yesterday oopsie



SCUM - Sippy
Queue the suspensful music , and let's get into it!

This week's patch that will land on friday will be acompanied by a wipe, so what does that mean and what will we wipe:

  • All blueprints that are on the level are gone, donezo, ripperoni.



  • That also includes all items in chests, and in the world.

  • Global fame reset will also happen due to people who have massive amount of fame points gained by cheating and other exploits.


What you can do to preserve all that sweet loot:

  • Have all the loot you would keep in your backpack (or any clothing that has inventory space)!



  • Store your loot in any container in the world! What containers? Wardrobes, lockers, chest, big tarps. Any container that can be looted can also be used as storage, so put your loot there, and its gonna be safe!


What should not be affected by the wipe:

  • Your character and his stats.

  • All items you have on yourself and stored in other containers.

IMPORTANT: We are doing this wipe due to improvements in our item system that should improve server and client performance. As the wipe will be big it is possible that characters, items on the character and in containers will be affected by it but we will do everything in our power to avoid that. Thank you for your understanding, and continue to be the awesome community you are!
SCUM - Sippy
Hello everyone! These last 2 weeks were wild for us and we'll tell you all about it but lets get into some SCUM news first!



Vehicles

Feature set planned for the first iteration of vehicles:
  • The ability to enter/exit the vehicle and be either a driver or a passenger. Each car has one or more slots for players. The number of slots depends on the vehicle type and shape. Which slot player will occupy is determined by the player's proximity to the slot. We plan to deliver at least one drivable vehicle with four slots.

  • Ability to store items in the vehicle.

  • There are some restrictions when entering the vehicle while having an item in hands or holsters or having a backpack. The player cannot enter a vehicle, either as a driver or as a passenger, if he has a backpack or holstered items. He needs to store those items in the vehicle first or drop them on the ground. This is indicated with [F] Store interaction when hovering over the vehicle. Additionally, the driver must store the items in hands inside the vehicle before being able to drive the vehicle. This is subject to change and we'll see how this behavior is received. Another option is that game automatically stores superfluous items inside the vehicle, but that just seems too arcade-y at the moment.

  • Ability to destroy the vehicle (vehicle repairs will probably not be implemented in the first iteration)

  • Ability to kill other players and mid/small NPCs with vehicle by driving into them.

  • Ability to kill players when they are inside the vehicle (bullet penetration/deflection should work on glass and metal parts as expected)

  • Basic vehicle sound and graphics effects (some expected effects my be absent in the first iteration)

  • What will most probably not be available in the first iteration:
    - Fueling and repairs
    - First person camera
    - Ability to shoot from inside the vehicle
    - Advanced car damage effects
    - Destructible environment




Archery

  • Archery is a skill of shooting from bows. There are different types of bows players will be using in the game. Depending on the type, bows are divided into: recurves (one piece bow), takedowns (limbs can be changed and removed, when disassembled it can fit in the backpack), compounds and crossbows. Because crossbows perform more like rifles they will be handled separately.

  • All bows also have different poundage. The poundage (it's common to use the pound sign – # – to indicate pounds, so 40 pounds would be represented as 40#), or draw weight represents the force required to hold the string stationary at full draw. Draw weight is used to define the power of the bow. For pulling the bow string player uses both strength and technique. While strength is related to his attribute, technique is related to his skill.

  • If the player doesn’t have sufficient strength or skill he/she will not be able to pull the string all the way. In the following table you can see how strength relates with specific draw weight.



  • Archery skill level influences both how long player can hold the bow steady in full draw and gives additional bonuses. Here is a bonus that archery skill gives to player’s strength.



  • The initial time for holding the bow steady in the full draw is shown in the table below.



  • If character’s Strength DW + Skill DW > Bow’s Poundage (DW) then character will be able to draw that bow in full draw position but if his strength is below the value of strength that can hold that bow steady he will get penalties. For each 10# over than what player’s strength can handle, player will get -1 second penalty to hold that bow steadily. That parameter is not fixed and it should change along with player’s strength (meaning that it can have a decimal value). For each 10# less than what player’s strength can handle player will get +1 second bonus.

    Example 1 - Let’s say the player has Archery skill level ADV+ and STR 5 he can hold 100# in full draw for 8 seconds (10 – 2 seconds penalty because of his strength can hold 80# bow and he is trying 100# bow).

    Example 2 - Let’s say the player has Archery skill level ADV and STR 3 he can’t hold 100# in full draw, but he can hold 80# for 3 seconds (6 – 3 seconds penalty because of his strength can hold 50# bow and he is trying 80# bow).

    Example 3 - Let’s say the player has Archery skill level Basic and STR 5 he can’t hold 100# in full draw, but he can hold 80# for 5 seconds (4 seconds because of Basic skill level +1 second bonus because sum of his strength and Skill bonus is 90# which by 10# > than 80#).

  • Aside from the mechanics and how it will work, quivers and special arrows will be added with time.




Fortifications

Features planned for the first iteration of the fortification system:

  • Entrance doors to residential houses will now be claimable (by spending fame points). The claiming price will change depending on house type and location. In practice, bigger houses will cost more, some neighborhoods will be pricier than others and so on. If a house has more than one entrance, each door will have to be claimed separately.

  • Windows will be fortifiable with various levels of fortifications. Fortifications are accessible from the crafting menu and can be placed on windows in a similar manner to existing placeable blueprints. So far, wood, scrap metal and metal bar variants will be included for crafting. Each level comes with their own durability and penetration factors.

  • Closed doors will be able to be opened by default only by the owner and their squad members.

  • Doors' claimed status will be resettable by lockpicking them. This will require a craftable lockpick item upon which the user will enter a lockpicking mini-game.

  • What probably won't be available in the first iteration:
    - Fame store, a place where you can buy fortifications as well as various furniture and decorations for your home.
    - Doors will be upgradable with more complex types of locks, requiring higher lockpicking skill and different mini-games to break in.
    - Defense mechanisms for doors, usually dealing damage to someone who fails to break in.



Optimizations

  • Items

    All items in the world including storage (chests), crafted and dropped items will be handling with a new item virtualization system. All of those items will now be spawned in the world only when near a prisoner and despawned otherwise, greatly reducing the number of active objects in the world (no worries when you get close to them again they will respawn). Item expiration is also handled by the system so all of the items mentioned above will remain in the world for a certain amount of time (currently - 20 mins for all items). All items crafted with the blueprint system (chests, fireplace, shelter, ...) have to be maintained by the maintain action, otherwise they get destroyed after 7 days. For now there is no maintain cost.


    TL;DR: Less objects in the world at one time. Game runs better on both client and server.




Fish factory and Sawmill

We finished two new locations for you guys, but this time we won't tell you where they are, so once the patch drops next Friday you can find them for yourself!



























Next week, we will introduce you to the team and everything that's going on in the background, so you all can get a better grasp of what's being done in Gamepires!

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 these are NOT patch notes and this list does not represent what will be in the next patch notes, and everything is prone to changes.


SCUM - Sippy
Hello everyone, here we are again with our weekly update of what is going on behind the doors!



Fortifications

  • Fortifications are in full swing, soon you will be able to have a cozy place to call home, and netflix and chill on that sofa that you love and adore, and maybe a bit more!




Vehicles

  • Vehicles are slowly being wrapped up for the first stage of release. The SUV in the picture will be able to hold up to 4 people, and it will have storage as well.


Cities of the future

  • Our level design team started to work on city assets. So at one point, you will have full-fledged cities in SCUM to roam around, and make your home!




Steam trading cards

  • For all you collectors, this one is for you, and badges are also on the way!


New weapon

  • We are also working on a new weapon for you guys.


Network replication graph

  • Further server optimizations are underway, one being the network replication graph that should increase server performance and reduce lag.



This is it for this week's WIP post, we can't wait to hit the island with all those updates for you guys! On that note, show us your best SCUM memes on twitter under the #SCUMeme and the ones we like we will share around, and if we get a nice amount of good memes we might bring back the penis increase bug! (We won't, but pls make memes so our marketing and community team can laugh a bit).
SCUM - Sippy


Hello everyone, we have a small hotfix update for you this week where we squash bugs, add some QOL changes, and other goodies!



Bug fixes

  • Bug fix where penis would get bigger with each login.

  • Fixed bug on Hunter 85 where player would lift his torso while chambering new rounds.

  • Fixed ear position on a prisoner head.

  • Fixed a bug where some deluxe features where not available on first join. (Black shirt)

  • Fixed bug where melee weapon stops working until unequipped

  • Fixed bug with corpse appearance in singleplayer. If you died with a slim or fat body the corpse would be a muscle body.

  • Fixed a bug where autodestruct timer for some items did not trigger and the items would stay on the island indefinitely, and could potentially cause lag and slow down frame rate.

  • Fixed banjo/guitar equip/unequip animations

  • Improvised bow and recurve bow animation fixes

  • Fixed a bug where all ballistic vests had the same caption and description

  • Fixed a bug where sodium levels were replicated with lower precision than intended causing inaccurate numbers in the GUI

  • Fixed a bug where arms mesh would sometimes disappear when unequipping clothes

  • Interaction component won't mark objects in stencil buffer any more (Crates in naval base do not flash blue anymore)

  • Fixed a bug where urinating would lock hands and penis if interrupted

  • Fixed a bug where it was possible to increase penis size without it affecting other attributes

  • Possible fix for inventory side slots sometimes getting in a corrupted state (minimized, not showing what's equipped)



Quality of life changes

  • Arrows can be stacked up to 12 now. (was 5 before)

  • Added one higher and one lower octave sounds for all musical instruments (Press Shift for higher octave, Ctrl for lower octave)

  • Created and added Arrow trail particle

  • Decreased candle heat radius

  • Increased render distance for team mate name text to 200m

  • Added near DoF when aiming down the sights

  • Increased the factor at which sodium is lost through urinating. Also this depends on the amount of fluid you lose while urinating.

  • Implemented automatically joining of ammo when added to inventory

  • Adjusted fire animation speed for M9 and Deagle for a smoother and better firing experience.

  • Puppet body gives bones now when chopped

  • Added correct weight to all arrows and adjusted stack to be destroyed if exhausted

  • Added new faster reload animations for Kar98 in events

  • Made event loadout equipment icons more visible

  • Added participation prize awarded to prisoners that stayed in the game event till its completion (10 FP)

  • Crafting will now take holstered items into account



Admin commands

  • Implemented SetWeather admin command. The range is from 0 to 1. 0 is clear and sunny weather, 1 is full storm weather.

  • Implemented VisualizeBulletTrajectories true/false command. If you enable it you will be able to see trajectories of bullets when shoot.

  • Implemented better drone accessibility. Now you do not need to delete your character on the server to be able to play as a drone. When you are in the main menu press Ctrl + D and you will enter into the drone mode, and next time you enter a server you will play like a drone. Also the admin drone is golden so you can differentiate between NPC drones and admin drones.

    This is what drone mode looks like in the menu:


Nvidia GeForce Optimization

  • Nvidia added SCUM into GeForce experience for optimization, so you can check out that as well!



That's all for now! Thanks for reading, have a great day and be kind to each other!
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!



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