SCUM

Early Access Survival game Scum's winter update has landed and it's full of holiday cheer, complete with a snow-covered map, snowball fights, snowman-making, and even sleds you can find (or craft) to slip and slide down frosty hills. 'Tis the season! Even on an island filled with violent murderous criminals.

There are some other exciting goodies, too, like the first iteration of fortifications. Find a house you like and now you can make it yours by locking doors and barricading windows. You can purchase up to three locks per door using fame points, and there are three different levels of window barricade that take different amounts of damage to destroy. Naturally, with door locks comes a new lockpicking feature, though other players on your team can come and go as they please.

The winter update also comes with some bug fixes and balance changes, a new emote (heart hands), and if you happen to be a Scum supporter (meaning you not only own the game but also purchased the supporter pack) you'll get an additional gift in the form of a few different outfits you can put on your naked dick. How cute! I'm sure these banana warmers will look just spiffy combined with your human skin mask

And with all that fresh snow, it's best to bundle up. Here's a few more pictures from the update, and the complete patch notes are here:

SCUM - Sippy
HO HO HO

Today we are introducing our first version of fortifications, BUT for the system to work as smooth as possible, WE'RE DOING A FULL WIPE. We don't like them either, but to make sure you get the best possible gameplay experience it just has to be done. All characters and items will be wiped. EVERYTHING. R.I.P. Our condolences, but let this Christmas song put you back in a good mood!

We do have some good news, too. First of all, check out this awesome new Christmas key art we have! Thanks Ivona for drawing this for 3 days straight. You're a champ!



The update will go live in about 2-3 hours!

Now let's get into the patch and all the goodies you're getting!



Fortifications


They're here! Yes, they took a while and we're still working on them, but now you'll finally be able to have your place to call home and make it nice and cozy! We'll begin with putting locks on doors, then we'll get to lockpicking, and end with window fortifications. This is how it works:

  • First you'll need to find a nice place somewhere pretty, obviously. Once you get to the door you press Tab, right-click on the door and you'll have the option to buy them.



  • Once you buy the door you'll be able to lock it. For now, there are 3 types of locks - from an old rusty lock to an enhanced one. And each door can hold up to 3 locks for extra security. Locks cost fame points! Duh, becoming a property owner is never an easy ride.

    • The basic lock can also be crafted.



  • So, now you got your house and you put a nice lock on it. Your team mates can visit you without issue. If you're not in a squad and run into a locked door, you can try to break in and then the thievery skill comes into play. Keep in mind that to even start lockpicking you need a lockpick and a screwdriver, and they look like this:



  • Improvised lockpick can be crafted from a safety pin, and the normal lockpick can be found in the world. You press the "lockpick" option and this UI will pop up:



  • So now you started to lockpick, and wanna get those juicy Christmas gifts from under the tree - your thivery skill is the key here and it will determine the duration, angle difference and lockpick durability

    • Duration: 2 seconds (No skill) - 4 seconds (Advance +)
    • Angle difference: 1x - 2x the cone size in which the lockpick will be successful.
    • Lockpick durability: 1x - 4x How much strain the lockpick can endure.

      The improvised lockpick has 1 use and a regular lock pick has 5 uses. If you fail to lockpick in time, it will take 1 use from your lockpick.

  • As we said earlier, a player can put up to 3 locks on a door, and if you want to enter a house you need to lockpick all of them. Once a lock is picked it's destroyed and removed.

  • Any door can be bought and locked - you can enter a house that has a room on the top floor that you can't enter through a window, and just lock the door, and you will have a safe place.

  • If you want to have a totally secure place you will need to board the windows as well. For that we also prepared 3 levels of possible fortifications!



  • The health numbers are just to show the durability difference between each fortification. You can put a fortification on any window, and it does not matter if you bought a door to that house or not.

  • If a window has a fortification, vaulting is NOT possible through that window.

  • Bullet penetration still applys to fortifications, and takes into account the material used, thicknes of fortifications, and bullet energy.

Keep in mind that this is the first version of fortifications and that they will be upgraded and changed as time passes!



Winter Wonderland!

The winter season has hit the SCUM island bringing snow with it. This is how it looks now!









That's not everything, though - you'll also be able to do all sorts of awesome stuff!

  • Making snowballs and having snowball fights. Maybe don't eat the yellow ones.

  • Making a snowman.

  • Making gifts for your special ones.

  • Sledding down a hill! A snow sled can be found around the island but it can also be crafted!



  • A cute new emote that goes hand in hand with the gifting season!






Willy Warmer!

  • An old tradition in the mountain parts of Croatia was for women to make Willy Warmers (Croatian: Nakurnjak). When men went to work in the outside in the hard, long winter. The Willy Warmers would keep them warm and safe.



  • People with the supporter pack will get the elephant warmer, so that the next time you log in you can be in awe of a beautiful piece of clothing, and this lovely Croatian tradition. The elephant one can not be found for now in the world.

QoL and Balance chagnes!

  • Removed maintainable item expiration in singleplayer

  • Decrease loudness range of AS Val to 50%

  • Squads are now saved into database. (After relogging you should still be in a squad)

  • Teams are now deleted if they have only one or no members

  • CTF events round duration set to 15 minutes

  • Removed sound effects from the admin controlled drone.

  • White event outfit replaced with green in snow areas.

  • Swapped input keys for weapon firing mode and bash (MMB is now for bash, and change fire mode is now Shift + LMB)

  • Due the snow addition in the mountain area the lowest temperature when is sunny is -2 and when its stormy it can go to -10.

  • Removed 5min delay between cargo drop notification and actual start of drop because it was causing possible crashes.

  • Arrow buff, arrows fly bit faster and they start to drop off later. Damage stays the same.

Bug fixes

  • You can't loot items over walls anymore or any obstacle you need to be able to see them for the item to pop up in vicinity.

  • Fixed most causes for server crashes.

  • Fixed bug with uncrafting bundle of stuff in vicinity while inside of chest.

  • Removed cargo activation reward to prevent fame point farming in Cargo Assault events.

  • Fixed bug where torches would turn off after getting despawned by item virtualization system.

  • Fixed bug where prisoner was getting wet inside the vehicle while raining.

  • Fixed locations where car couldn't get out of yard

  • Fixed bug with singleplayer crash while driving.

  • AK47 and SVD rail cannot be placed on improvised shotgun anymore.

EAC improvement

  • Further improvement of our anti cheat system.






f you encounter problems in SP, try to delete "SaveFiles" folder that is located in:

C:\Users\<username>\AppData\Local\SCUM\Saved\

That will delete all SP profiles and might resolve issues in SP.

Merry Christmas and happy holidays from the whole Gamepires team! Luv ya!

SCUM - Sippy
We're dropping a patch tomorrow and there is a hidden mesFORTIFICATIONSsage hidden in this tweet about one of the features you'll get!

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.


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