It's us again, coming back again with a small hotfix. We heard your feedback so we have reverted to a version of the old inventory system.
All items have the same sized icons as before, but with the inventory split as it was in the 0.3 update. Also rotation stays as well!
Your characters and base building elements are where they were before, and you have been given the starter prisoner clothes. All chests, cars and anything that can contain items have been wiped.
We are sorry for causing so much distress, we appreciate your tolerance for our shenanigans!
Much love from everyone at the office, we wish you happy holidays!
We heard you loud and clear, we're working on a hotfix that will revert the inventory back to where it was with the inclusion of rotation. The hotfix will hopefully be out by the end of today.
A wipe of all items/containers will be needed for this to work Base building elements, locks and squads, also anything else that doesn't have to do with items will stay as is.
Hello friends! Gather around, as Santa brought a present for you, the 0.3 update for SCUM! But before we open the box, a few things.
Sadly due to some last-minute issues we had to postpone the release of the Metabolism and Weapon jamming features. But we will add them as soon as possible.
There will be full server wipes both official and private.
We are doing some relocation with our servers, removing servers that were not used and renaming them so its easier to track them.
And keep in mind that after the sale the price of the game will increase!
Let's open this big box and see what we have in it!
Let's start this with a big one.
Welcome to Samobor! SCUMs biggest city so far filled with all sorts of wonders that will bite your face off.
You guys remember when we talked about sounds and when we were recording gun sounds with the military? Well few of them like our mocap studio so we suited them up and went to record some animations.
All rifle movement animations for 3PP have been updated, and now they feel and look much better.
All pistols, Kar98 and shotguns had their firing animations reworked for ADS position.
With time the rest will follow!
What would our island be without our favourite puppets? Thanks to those awesome guys we keep this show running, and for a small thank you, we are spreading them out!
Puppets will be able to spawn indoors now, that includes:
Houses
Bunkers
Police stations
Military areas
Pretty much everywhere inside.
Also, we reworked the spawning system players should encounter more frequently puppets now. The number still is the same: 64.
We also added 3 new specific config options for private servers where you can specify how many puppets spawn in a specific environment category.
MaxAllowedWildPawnsInWorld = 64 - number of puppets spawning in the wilderness
MaxAllowedExteriorPawnsInWorld = 64 - number of puppets spawning around points of interest
MaxAllowedInteriorPawnsInWorld = 64 - number of puppets spawning inside buildings
The setting "MaxAllowedZombiesInWorld" defines the total number of puppets on the server allowed.
We are always telling people that SCUM is best enjoyed with friends, that's why we upgraded our squad system!
So what did we add:
Squad ranks and how they work:
Rank 1: Normal member.
Rank 2: Can invite and kick people from the squad.
Rank 3: Can promote rank 1 members to rank 2 members, and all bellow.
Rank 4: Leader (just 1 person in the squad), can promote rank 2 to rank 3, and all bellow.
What else do you get:
Squad name: Only leader can edit that.
Emblem: your little custom logo of your squad (Only leader can edit that.)
Information: that is used to give some basic info about your squad to other players on the server. (Only leader can edit that.)
Message: used to send a message to your squad members (Only leader, and rank 3 can edit that)
And here are some general information that you need to know:
If the leader leaves the squad the next biggest rank takes his place.
We added a new squad chat that you can use while in a squad and you can communicate only between squad members.
Squad ranking list, here you can see which squad is the best on the server.
The squad limit is defined by its leaders INT skill. The number of people that you can recruit is equal to your INT skill x2. So if you INT skill is 3 x 2 = 6 squad members.
If a squad has more members than the limit, squad members won't be able to use "Respawn on squad" and their squad won't be on the leaderboards.
The engineering skill is connected to base building and repairing. Higher levels of skill allow you to build stronger bases more efficiently.
Skill
Skill levelling
Repairing base elements, vehicles and clothes
Building base elements
Skill dependent
Repair radius
Repair time
Quality of built base elements - restricts maximum health
Base building requires less ingredients and tool usages on higher levels
New base elements
Base elements are now sorted into skill levels meaning the higher your skill is the more different elements you can build. We have also added some new base elements - four levels of walls and corresponding door frames.
Brush palisade
The simplest walls you can build require minimal resources and provide basic protection.
Trunk palisade
Considerably stronger than brush palisades provide decent protection against raids.
Wooden palisade
Strong wooden walls that are hard to break and require more resources.
Metal reinforced palisade
Strongest walls ever require a lot of resources to build and tenacity to break.
The demolition skill is mainly focused on using traps which we added in this patch. Different kinds of traps allow you to defend your bases or ambush unsuspecting prisoners.
Traps
With multiple triggers - Can be armed with different kinds of triggers.
Pipe bomb
Pressure cooker bomb
Claymore
Improvised claymore
With fixed triggers - Are activated by stepping onto them
Barbed spike trap
Cartridge trap
Improvised mine
Personnel mine
Small personnel mine
PROM trap
Stake pit trap
Triggers
There are several kinds of triggers you can craft and equip your traps with. More will be added in the future.
Motion sensor trigger
Reacts to motion in a certain area around the trigger
Laser sensor trigger
Reacts to movement trough the laser
Trap detection
When you enter an area with traps you get notified
Your trap detection radius depends on the awareness skill and ranges from basically useless on low levels to a decent range higher levels
Skill
Skill levelling
Crafting traps
Arming traps
Disarming traps
Skill dependent
Traps you can craft
Defuse time for traps armed by other players
Quality of traps you arm - lower quality traps deal reduced damage and have a smaller radius
With this inventory rework we added more features so you have more flexibility with your inventory
Rotation
Now you can rotate your items in your inventory. While drag and dropping an item, using the scroll wheel will rotate it.
Tooltips
While hovering over some items, you will get additional info on the widget
While hovering over an item, holding left Ctrl will now show the tooltip
If a tooltip has more than one panel, it will show a bar and you can use the scroll wheel to scroll it.
Different item types have different tooltips now (so far, only weapons and food are implemented, with improvements to come)
New inventory layout
So we changed a bit the layout. Now the Vicinity tab is in the top middle of your screen and you can drag it down to make it bigger if needed.
Resolution
The inventory "resolution" has been increased, meaning 1 old slot is now covered by 4x4 slots
Irregular Shapes
Inventory management, now we have irregular shape icons for items, so you can adjust your inventory with more precision. Or just play shapes fitting between other shapes, whatever you like.
Please keep in mind that bugs and issues can arise in this feature in various forms, the most likely you will encounter are icons that don't really match their new layout.
Now you can finally repair and maintain your items! Well, at least if you have the right repair kit, and this are the repair kits you can find and for what are they used.
Tool Box:
Non electronic attachments.
Blunt weapons.
Protective gear.
All base build elements
Vehicle repair kit
All Vehicles
Weapon cleaning kit
All ranged weapons
Sewing kit
All clothing items besides protective gear.
Grinding stone
All blade weapons
Electronic repair kit
All electronic items
Base build elements can be now repaired one element at a time or in a certain radius, and that radius depends on your engineering skill.
Item repairing is connected to the engineering skill and depending on your engineering skill you will be able to repair different types of items.
No more jumping around with 4 bullets in your legs!
So we added the first iteration of limping. And this is how you can find yourself in a limping situation:
Health lower than 10%
If legs have a bleeding injury, and that can happen in 2 ways
Getting shot in the legs
Jumping from a big height
We did a little rework with our lightning regarding how it behaves (No worries, it won't impact performance).
Also with that we improved our snow this year so snowball fights and sledding down the dam is in a bigger Christmas spirit.
We added a new playable female head.
YES! We added those as well.
For now there will be 1 PvE and 1 Hardcore server in Europe and US East.
Please leave as feedback regarding those so we know if we need to add more or change it in any way.
Because it was not scary enough.
Added distant scream voices for puppet intimidate action
Fixed exploit where you could unmount tractor on the other side of the wall.
Animals will no longer get stuck on heavy slopes.
Fixed a bug when prisoner did not take holstered compound bow in hands while tuning it.
Tree trunk no longer casts a shadow on the prisoner in the main menu.
Fixed up arrow not working well while scrolling trough chat suggestions.
Fixed the bug where some items would on "drop" action disappear from vicinity.
Level up notifications are no longer display by text, but rather with an image displaying the skill and its level with stars.
Vehicle lights have been adjusted to work better with new ambient lighting.
Adjusted NVG light to work better with new ambient lightning.
Level up notifications are now also displayed in chat.
#listsquads true/false
This will list all the squads on the server with their squad id.
Hey hey everyone, happy Monday. Guess who's back? Yep its your boi "still not fired" Beda. It's been a long time since the last one of these, which is good because it means we are busy with something big. More on that later. Right now it's time again for my shit jokes and even worse answers.
Let's get to it!
Yeah this picture is cute till you realize both of them probably ate human meat
Alright time for some answers to the replies you guys wanted to share. This is a disclaimer that yall did this not me.
2 maybe 3, possibly 4.
The faster we develop, the faster we produce bugs. Your choice. But respect for the 1600h in the game!
As it says in the patch notes, we also implemented SHIFT+E keybind to activate flashlights when equipped.
I bet you 2$ that there is one person who likes female puppets. And no worries, we will continue to improve the puppet AI, and fix all the bugs connected to it.
I don't know where this information came from but it is completely false. You are free to use admin commands in singleplayer, keep in mind these turn off achievements for you tho.
There are surprises that we are not telling you.
Yeah! Fu**** optimizations! WOOOOOOOOOOOOOO! Glad you're as excited as we are!
Good news! It's coming with the inventory rework!
Well, some people who care about sound and pay attention to it, will be able to differentiate gun sounds from handguns to bolt action rifles, and the possible distance thanks to sound attenuation, and thanks to that he can evaluate the situation he is in, check his weapons and ammo and determine if he can survive the situation. I guess that's survival in some aspect.
And for keeping up with me through this whole post, here are some leaks from the 0.3 update, we will release more leaks as we get closer to the patch day!
Various explosives that you can find!
Various explosives that you can craft!
That is all for now folks. Keep it fresh, "useless by choice" Beda.
Hey guys, before our big 0.3 patch coming next month, we wanted to give you a small tease of what's to come, so check out some brand new things in SCUM!
Female puppets are here!
Because you need to see what you're shooting at. And with the darker nights we thought that would be a nice addition to the game!
For the improvised flashlight you need to have:
Duct tape (15 uses)
Deagle flashlight
With the improvised flashlights we added 2 more that can be attached to the Deagle and TEC01 M9
Also to the answer "Why did you add just weapon flashlights, and not a normal flashlight that we can use?" Well, that's also in works but we need to adjust a lot of animations for that. So that will take some time.
We did some tweaking with the night time, so now it should be much darker and prettier as we reworked all of the light sources in the game as well. Have a look!
Sorry to the OCD people <3
In the last few months we were actively talking with the Croatian Military regarding SCUM and how can we improve it and make more realistic (sounds, animations etc...). The whole military personal was super cooperative with us, and here you can see some fruit of that partnership!
Un-suppressed weapon sounds now consist of more layers of sounds then before:
Initial Shot
Tail depending on environment
Reverb depending on environment
Distance
Weapon mechanics
Bullet breaking sound barrier
Since all of the weapon segments have their own audible distance, it will be easier to pinpoint gunshot origin and distance.
Also weapons which didn't get updated:
M82
Deagle .50 cal
And this is just the beginning!
There are 2 new pieces of clothing that you can find around the island. A new jacket and a new stab proof vest
Enlarged sled collision size so that it matches prisoner's collision size (this fixes exploit where you could not pass between base walls with prisoner but you could with a sled).
Fixed the bug where picking up an item sometimes wouldn't show the item in inventory.
Fixed continuous firing sound for weapons on simulated players. That means, sounds of firing is correctly synced.
Fixed additional aim stances issues occurring when opening various menus.
Fixed the bug where teammates couldn't see your blueprint's required / used materials.
Fixed improvised bed turning red after being placed for no apparent reason.
Checking time while holding the bow with an arrow ready will now properly remove the arrow and then check the time. Other players will now be able to properly see check time animations from other players.
Fixed a bug where a blueprint's ingredients widget was invisible for teammates
Added audio panning option (headphones and speakers).
Player will receive a notification message when one of his skills levels up.
Torches, candles, fireplaces and bonfires are now brighter and have a larger radius of effect.
Admin commands settime and setweather are now visually instantly visible. Time of day and storm intensity in single player sessions are now saved (autosaved every 120 s).
Added a modifiable server settings variable DarknessIntensityMultiplier which makes nights even darker. The default number is 1.0 you can make it darker or brighter by increasing or lowering that number.
Hello everyone! Sorry for the issues that arose with the latest hotfix, so you can call this a hotfix of a hotfix... Hotfixception? Yea, yea... I know... stupid joke, but I have to keep up with Beda. Lets get into the bug fixes!
Possible fix for lock and door related issues.
Fixed a bug where prisoner gets stuck in scoping state if binoculars decay while he/she is still scoping
Fixed bug with M1 clip not showing proper icon when placed in chest
Fixed a bug where you could use crafting shortcuts in events
Fixed issue where door frames would be unfinishable after snapped
Reworked car repair a bit - 1 use of the toolbox will repair 1% of the cars health
Removed loading screen when drone teleports (this allows usage of chat window during world loading)
Reverted Haloween main menu to the standard menu
VSync option added in options menu
ListPlayers, ListMutedPlayers and ListSpawnedVehicles commands now have an optional boolean argument which allows the user to copy results to the clipboard.
What this means is that the above mentioned commands can be used in a little bit of a different manner :
If you just use the command #listplayers - it will write out a list of players on the server
If you use the command #listplayers true - it will write out a list of players on the server AND copy it into your clipboard (using #listplayers false will be the same as just using #listplayers)
Thank you all for your patience and understanding!