Hello guys! We are here with a new patch and new features, and guess what.
PATCHES ARE COOL AGAIN! Not updated patches, but those edgy things you put on your clothes to show that girl in high school that you also listen to her favourite band so she might talk to you? Yea...me neither....f you Tina.
Jokes and bad memories aside, we really hope you will like our new patching feature as the art department did some amazing work with them. Also a big shoutout to all the grandmas who sent their patterns in!
Here is a rundown video of some of the features coming this week!
Be sure to pop by and ask some questions in chat, other developers will be there to answer some of your questions since we will be focused on the podcast, till next time!
Hey guys, before we go into the patch notes just a little message from Gamepires.
Croatia's capital Zagreb was hit by the strongest earthquake in the last 140 years. We at Gamepires are fortunately all safe, but many people lost their homes and some of the ruined infrastructure is still being fixed. Our thoughts are with everyone who was affected by the earthquake.
Here are few pics how our office looks.
Now, what did we prepare for you this week? A lot of goodies!
We added the first version of stacking. How will it work?
For now only, bolts, nails and money have that option as it's still in the testing phase
You can stack them simply by dragging them over each other.
For now, stacking doesn't work in chests, only in vicinity and backpacks
Item decay, lets see how it works
Each item's inventory can now contain damaged cells, depending on the durability of the item in question
The damage spreads from the bottom right corner in circular motion
If an item stays inside the damaged zone, it will be damaged over time (1% per damaged cell they are covered by per hour)
You can take items out of the damaged zone, but you cannot put them back into the damaged zone
If your inventory container (e.g. backpack) takes damage from outside sources (e.g. bullets), all items inside the damaged area will be additionally damaged (5% per damaged cell they are covered by)
Bomb defuse minigame!
So for defusing bombs we got you a game inside a game, this is how it works:
There are 3 types of LEDs, red, yellow and green
You can cut yellow ones and green ones, the bomb will only defuse if you cut the green ones, and nothing will happen if you cut the yellow ones
If you cut the red one, you get a suprise...yea, you die
The number of each color LED and time you have depends on your demolition skill
You cut the wires on the metal plate on the left
At no skill you have 4 seconds to defuse the bomb, at max skill you have 6 seconds
We implemented an UI marker for placed traps, visible only to trap owners in focus mode (similar to burying)
So our players can be safe ingame as well!
It can be found in medical and lab areas
We added a simple improvised sewing kit so you can craft it and fix your clothes
Its crafted out of a needle (normal or bone) and thread.
It has 15 uses
Fixed issue with search sounds alerting sentries and puppets on long radius
Added sound on event border, one while static and distinctive one while border is moving
Reduced loudness of event announcer
Tweaked outdoor distant reverb for better approximation of sound source distance
We reworked the way players receive initial world state (fortifications, base building) so it is internally cleaner and intuitive to extend for future needs (e.g. synchronising the state of those elusive trees and bushes) In normal terms, this will make it easier for us to implement some features that are coming, and should fix the issue of doors being open to some players and being closed to others.
Redesigned level up notifications. Removed level up text message in the bottom left corner
Lowered maximum HP value on suicide puppets, reduced the range of the explosion, minimal damage and base damage it does
Arrow tips now have 6 uses instead of 5
Reduced the weight of compasses
Hospital clothes have the same inventory size as inmate clothes
Doubled the time between drone visits
Increased weight load of work and military pants
Fixed the bug when you would draw the compound bow the string would stretch in a demonic way.
Fixed an issue where lots of torque would be applied when the player was further from the vehicle they were pushing.
Fixed some issues with the event wall
Fixed the bug where sorting servers by version didn't work
Fixed and tweaked drawing centre dot when aiming bow in first person view
Fixed the size of body parts of animals and humans in inventory If you had them in your chest or backpack its possible that they overlap now, just remove them from the container and put them back in
Fixed stretched pistol icons in events
Fixed a bug where slippers were too small in inventory
Our second episode of SCUMcast is live! Check it down bellow!
First of all thank you so much for the support on the first episode, we'll make sure to keep these coming as much as we can! We're glad you're enjoying the SCUMcast so we brought you a new one.
D1nosaur and Kristian aka GamerBeast are back again to host the second episode with our new set of guests, featuring:
Be sure to pop by and ask some questions in chat, other developers will be there to answer some of your questions since we will be focused on the podcast, till next time!
Hotfix timeeeee, nothing big went wrong so no need for panic (we have that more than enough, don't we?). So for what was the hotfix needed, well the build number 21000 is pretty, also we kinda messed up the M1.
You could load ANY type of ammo (different cal. bullets, arrows, etc..) into the M1. Now you can't do that anymore.
Fixed not being able to stack base building blocks
Disabled blinking lights on armed traps
Disabled trap warnings
Birds should spawn normally now
Traps no longer explode if hit by other explosions
Private server shoutout!!!!
The choice was not easy, there was a lot of servers to go through. That's why I decided to increase the number of servers from 3 to 4.
IMPORTANT: In this day and age where everyone can be mad about anything, please refrain from bad mouthing mentioned servers or people who play on them. Also this is not the last private server showcase, if your favourite is not here it will be at one point.
Also there is no particular order besides alphabetical order, so let's see what the server owners had to say about their servers.
The chaos here is nothing theoretical, it is real. The most advanced bot shop, advanced pvp and team tactics, developed large scale base building and shifted meta using resources obtained in pvp fights, large scale combat in custom warzones which bring you fame, wealth and glory are what makes it shine. Get to a drop point, pick up a gun and wreak havok to become top of the leaderboard. Active admins keep the server ticking with fast support and constant custom mechanic development to keep it fresh. The server is running for 2 and half years, from SCUMs first day of launch. Welcome to Chaos Theory - You have found home.
Seya (Serve owner) - "My goal is not to be rank one but to be the largest private scum community in existence"
Scums of Anarchy offers a unique private experience based on Gang Warfare with tailored events to takeover Turfs within the map. We offer the prisoner access to their own bank account, FAME missions, Gang vs Gang events, vehicle/item shop access, RP only zones and custom scripts which feed player stats and kills to our Discord. As well as a LIVE kill leaderboard for the PvP orientated players, tier reward systems are in place for Gangs who control more Turfs and non-affiliate rewards for solo players who just like to enjoy the Island on a quieter scale. Scums of Anarchy has been around since Day One and continues to adapt to the ever changing island of SCUM.
First Server SCUM in RUSSIA, created 563 day ago. - We help new players, tell the main aspects of the game.
- Biggest Community, more 5000 Subscribers. In social networks - we introduce players to the latest news SCUM GAME.
- We protect players from cheaters and bag-users, not fair players! We constantly monitor the players on the server, and in case of violations of the game process, on the part of the players - the use of bugs, cheats - we do not immediately take measures!
Cheaters - punish, ban. Some people manage to talk, find out the reasons why he did this and sometimes they talk about prohibited software, the data is transmitted to the developers.
- Each player, after the start of the game on the server, receives a guarantee that he will always have loot! There will always be clothes and weapons! Even after the wipe!
We have developed a website on which the salary system works - the economy. It is all free! We do not require money! NO donate! The player plays - receives a salary, a wipe occurs - the player can use insurance and get game items after some time! Help!
- Often we organise interesting events - boxing, racing, capture, evacuation and more.
- The site has a system of player ratings.
- In the discord, game chat and kill statistics are displayed. Even while not in the game, you can read the game chat, keep abreast of all events! Also see the killfeed...
- Some time ago we launched a game bot, the game process is more interesting tal! Players always have something to do!
- In case of any contentious issues, dishonest killings - the administrator will analyse each case, project a picture and give an answer!
- In the community we communicate with players, help each other with tips, tricks!
- No players admin - only 1 admin, No admin abuse, only GOLD Drone.
Why should you join The Boom Boom Room 2.0 SCUM Server? Do you enjoy official servers? Then this is the place for you, we run almost official settings with exception of 500+ Puppets and 100 Vehicles. Loot respawns a little faster, and no Admin abuse (logs shown on demand). Cheaters will be recorded and reported for a proper report that will result in GAME BAN All questions are more than welcome at our community discord
Hello everyone, time to talk patch stuff!! Or maybe we should show you?
We made a little development video where we showed you some of the biggest things coming this patch, its a new thing for us so tell us what you think about it!
So, now that you have an idea what will come in this patch, let's break it down a bit.
P.S Tomorrow we will announce the private server winners.
From now you can encounter 2 new types of puppets
You saw this one in the video, if you didn't, well you can guess what he does. But few things to keep in mind:
No matter how the puppet dies, once it does it will explode.
The explosives are strapped to his abdomen, so aim for that or the head as those count to the biggest damage possible.
The explosive radius is 10m and the further you are the less damage you take, but everything closer than 5m is still pretty much dead.
If that puppet is close to you, you will start hearing a beeping sound.
Once the beeping sounds starts the puppet will explode after 60 seconds if not killed.
Try to run it over with a car, it's fun (you'll die) and don't forget to get it on video!
They spawn in military POIs
Need a bandage? Feel free to ask one of those guys. Those puppets don't have any extras, besides some that have an awesome straitjacket, they are a bit faster than regular puppets.
So some new additions came in those 2 parts and the UI. In the UI you can find 2 new bars:
Visibility
Noise
Visibility and how it works:
If the blue bar is full that means everyone/thing can see you without problems, the lower it drops the better hidden you are.
Each piece of clothing has a camouflage value, and depending what you wear the AI can notice you on different distances.
Hiding in foliage lowers the bar as well.
While hidden in foliage, range that AI can spot you from also depends on your camouflage skill and your stance.
Noise and how it works:
Every action you do makes a sound and will add up to the bar.
The higher your stealth skill the less movement noise you make.
As this system is still under work, its possible that the AI sometimes won't take into account your stealth skill.
Few changes regarding the placement system.
Improved placement algorithm meaning it should be much easier to place blueprints
You can now place up to 10 blueprints of any type meaning you can potentially have 10 foundation blueprints active at a time
Height adjustment is now possible after the blueprint is placed
New look for the blueprints
We expanded some of our event locations
Added Deathmatch and Team deathmatch events for:
Prkno
Veliki Tabor
Mirkovci
Tisno
Also visual update of the event pictures to show the map as accurate as possible.
Prigradica
Mountain Glade
We added a trailer to the tractor, with it the storage space increased.
New squad members can now be recruited even if the squad member limit has already been reached. Such squad will still be hidden from the scoreborad and the squad respawn will be disabled, until they reduce the squad member count within the squad member limit (dictated by the squad leader's intelligence).
Increased factory made suppressors noise by 30%
Significantly reduced noise level for bows
Improved outdoor reverb impulses
Improved ambient sounds in all environments
M1 clip now shows empty model when ejected from rifle
Enabled placing trophies on level 3 and level 4 walls and frames
Dropping items to an inventory container will now take rotation into consideration when placing them
Clothes items on you don't take damage from bullets when in safe zone
Disabled vertical "breathing" movement while hovering with admin drone
Increased rate of tree branches item spawn when cutting trees.
Added new animations for M1
Added new animations for M1887
Added server config variable to allow/forbid building in POIs. Default is forbidden as till now. In SP, it's always allowed.
Added new admin command SetHealthToItemInHands that sets health of the currently held item
Fixed the bug where prisoner save state would be corrupted if they cannot leave the car upon logging off
Fixed the bug where base element ownership wouldn't transfer well after a profile is deleted
Fixed the bug where laser triggers would get triggered through obstacles
Fixed the bug where canceling the search of an object would make the prisoner uncontrollable
Fixed the bug where the vicinity window couldn't be resized to a smaller size
Fixed the bug where small and big bundle of sticks had wrong inventory icon
Fixed the bug where clothes wouldn't be ordered by layer
Fixed the bug with oversized icons for M1 and M1887
Fixed the bug where Block21 icon was stretched in events
Fixed the bug with no clip eject sound and visuals on M1 in events
Fixed the bug where you couldn't put tree branches in hands
Didn't have this for a long time huh? This doesn't mean we didn't do anything regards it but most of the time the optimizations were the same. So this is what we have for you for now:
Shader optimizations should impact people who are GPU bound
Also as Rale already said, he reduced the amount of audio instructions that helps for audio CPU usage.
Thanks for reading, and remember to wash your hands!
07.03.2020 19:00 CESTEuropean date format, so, tomorrow.
Private servers are a big part of SCUM, and it's time we give some shoutouts regarding that. Write in the comments your favourite server and why, and we will look at it through the weekend, and we will find our top 3 ones and make a post about them!
P.S We keep the rights not to include servers that we deem inappropriate (hate speech, admin abuse, exploit abusing, allowing cheats etc...)
Hello everyone happy Thursday! No patch today, yeah I know you are disappointed but we have some big changes that we are working on that require a lot of work and everyone is working on that, so bear with us here. When this will drop, unfortunately we can't tell you yet as it is still early. If you have complaints feel free to leave them in the comments below to give me the material for the next Q&A. Another announcement if you haven't seen it, we made a thread in the forums where you guys can show us how you experience the game as in what features you expect and can't wait for first. So check that out here.
We never made that promise, you took it that way. We said there won't be patches on Friday anymore so in case that something slips through the cracks or is not very well received we still have a day to hotfix it so you guys don't have a broken update over the weekend.
A known physics issue mixed with a little lag. We are working on resolving this issue, sorry for the inconvenience.
For the past 2-3 months yes, thanks for catching up
This is written under notes that have this at the end of them, all Im going to say.
Thanks for your support, yeah known issue and we are working on it, and don't worry the inventory guy had to kneel on corn for only 2h.
That is what we are trying to do. Every day there are at least 5 items you guys suggest that we take and discuss about adding or not.
Unfortunately currently not possible. We would like to see them too but the servers are strained as they are right now. So more optimization is required before we add such an undertaking.
Thanks for the reports will take a look at that
Answer is written above
We are still tweaking those and are looking into the feedback what is good to most of you
Yes you didn't puke, check lower.
These are known issues that are a bit harder to tackle but we are working on them. Cheers for the reports
Check your deficiencies.
There is a known issue with that where for an example you need 10 rope and you have one item that is 1/40 and one that is 20/40 it checks the lesser value first and deems it not enough. Drop the 1/40 and remove it from vicinity and it should work.
So there have been some reports that some of the spawning parameters for private servers were not explained properly. So here they are as simple as we can write them, if you still can't figure out after this, ask your dad. All of the values written here are default settings. So when you change them from an ex. from 1 to 10 or 0.1 they change in comparison what they are.
MaxAllowedAnimalsInWorld=40
Sets the maximum amount of animals that are allowed in the world at the same time
MaxAllowedBirdsInworld=15
Sets the maximum amount of animals that are allowed in the world at the same time(yeah birds are not animals didn't you know)
MaxAllowedZombiesInWorld=64
Sets the maximum amount of puppets that are allowed in the world at the same time
MaxAllowedWildPawnsInWorld=64
Sets how many puppets can spawn in the wilderness at the server at the same time
MaxAllowedExteriorPawnsInWorld=64
Sets how many puppets can spawn in the exterior at the server at the same time
MaxAllowedInteriorPawnsInWorld=64
Sets how many puppets can spawn in the interior at the server at the same time
So to clarify, setting the first parameter MaxAllowedZombiesInWorld sets how many puppets can be on the server overall at the same time. The other 3 shows how many are possible in their respective areas. So for an example you put that 64 puppets are allowed on the server and the other 3 parameters are set to 32 each. If all players online are in the wilderness only 32 puppets will spawn and the rest of them won't spawn.
MaxAllowedSentriesInWorld=-1
Sets the maximum amount of Sentries present at the server. -1 means all sentry spawners are active.
MaxAllowedDronesInWorld=15
Sets the maximum amount of Drones present at the server.
MaxAllowedVehiclesInWorld=64
Sets the maximum amount of Vehicles present at the server.
ExteriorPawnAmountModifier=1.0
Sets the amount of puppets that can spawn near the player per player in the exterior at once
InteriorPawnAmountModifier=1.0
Sets the amount of puppets that can spawn near the player per player in the interior at once
WildPawnAmountModifier=1.0
Sets the amount of puppets that can spawn near the player per player in the wilderness at once
ExteriorPawnSpawningCheckTimeInSeconds=0.0
Sets the how often in seconds can a new puppet be spawned in the exterior around the player if available
InteriorPawnSpawningCheckTimeInSeconds=0.0
Sets the how often in seconds can a new puppet be spawned in the interior around the player if available
WildPawnSpawningCheckTimeInSeconds=600.0
Sets the how often in seconds can a new puppet be spawned in the wilderness around the player if available
ExteriorPawnSpawningProbability=30.0
Determines the probability to spawn exterior puppet in percentages
InteriorPawnSpawningProbability=10.0
Determines the probability to spawn interior puppet in percentages
ExteriorSpawnerGroupCooldownTime=1800.0
Sets the amount of time in seconds that have to pass in single POI exterior spawners before another puppet can be spawned.
InteriorSpawnerGroupCooldownTime=900.0
Sets the amount of time in seconds that have to pass in single POI interiors spawners before another puppet can be spawned.
Now comes the question which takes priority? That would be Group cooldown time. For an example you set check time in seconds every 5 seconds but you put groupcooldown time 60 seconds. After the first puppet spawns and is eliminated another one want spawn in the next 60 seconds if the player does not move since that spawner has been used.