Hello everyone! Clean your weapons and zero your sights because the Lock'n'Load update is here!
It's been a long time coming and we've been working hard on it but we can finally release the update to you guys. So let's get to it, you've been waiting long enough.
Guns, guns, guns! You love 'em, we got 'em! As you can guess this update mainly focuses on that sweet ranged combat and weapon overhaul. A lot of new changes and mechanics made it.
Take note that these are the first iterations of the features, and some further changes might appear.
Introducing weapon maintenance and weapon jamming!
That is right. You will no longer be able to fire your weapon freely and without consequence. Weapons will need to be cleaned and maintained if you want them to work reliably.
So how do malfunctions work?
When firing and/or reloading your weapon, there is a chance you might experience a malfunction. This chance is increased when either your weapon, your mag or your bullets are in poor condition. So keep it clean, keep it mean.
The 4 possible malfunctions are:
Bad round: The round was fired but got stuck in the barrel. (Depends on bullet durability)
Double feed: The weapon was fed 2 rounds from the magazine into the chamber. (Depends on rifle durability)
Round not loaded: Weapon failed to feed a round from the magazine into the firing chamber.(Depends on magazine durability)
Stove pipe: The round is caught in the ejector. (Depends on rifle durability)
These malfunctions can occur in any magazine fed rifle in the game. (Known issue: M16 and MK18 are missing the stove pipe malfunction, this will come in a future update.)
"What about shotguns?" you might ask. Well, some of the malfunctions can occur in a shotgun, yet some don't.
Shotguns can experience the following malfunctions:
Stove pipe: The round is caught in the ejector. (Depends on rifle durability)
Double feed: The weapon was fed 2 rounds from the tube magazine into the chamber. (Depends on rifle durability)
Now as for the M1 Garand, it has an unique malfunction that can occur because it is the only clip based weapon we currently have.
M1 Garand can experience the following malfunctions:
Clip jam: The M1 clip did not eject properly and is stuck in the ejector.
Bad round: The round was fired but got stuck in the barrel. (Depends on bullet durability)
Handguns have their own set of malfunctions as well.
Handguns can experience the following malfunctions:
Stove pipe: The round is caught in the ejector. (Depends on handgun durability)
Bad round: The round was fired but got stuck in the barrel. (Depends on bullet durability)
Stuck Bullet: The bullet did not feed properly and is stuck between magazine and firing chamber. (Depends on bullet durability)
Round not loaded: Weapon failed to feed a round from the magazine into the firing chamber.(Depends on magazine durability)
Bolt action rifles are unique because they do not have any malfunction UI. Instead, the less durability on your rifle, the more problems your character will have with shooting, loading and reloading. It's not a bug, it's a feature I swear.
"Ok, so my weapon got jammed, but how do I clear it?" you ask. Well, it is pretty simple.
Press "R" when the jam occurs and you will go into "Weapon inspection mode" where the character will inspect the weapon and a circular menu shows up. Look at your weapon to identify the malfunction, and choose the correction method. If you choose right, after the animation the jam will be cleared and you are free to fire again! Until you jam it again because your rifle is still dirty.
If you want the explanations in video format, we got you:
Oh, and be careful, shooting the firearm now lowers the durability.
What good are guns without ammo? Nothing. Just clubs, and you can already craft clubs.
"But we already have ammo in the game." you say, and "NOT GOOD ENOUGH!" we answer! It has been highly requested and it is finally here. We have added new ammo types, all of them with their own perks and disadvantages.
The new rifle ammo types are:
Tracer ammo: Bullets with a small pyrotechnic charge in their base that, when fired, ignite and are visible with the naked eye.
AP ammunition: Ammunition designed to pierce body armor. Deals 50% more damage to all body armors.
Crafted ammunition: Now, a separate item from the regular ammunition. Crafted ammo deals 10% less damage to body armor and 10% less damage to the body itself.
Same applies for handgun ammo.
Shotguns have their own separate shells:
Buckshot: the "usual" shell you could have found in the world 'till now. The shell cases 9 medium sized pellets.
Birdshot: New shell that is loaded with quite an amount of smaller pellets giving it a better spread but with less power.
Slug: New shell that cases only one big pellet.
And before you ask yes, it is possible to load mixed ammo in magazines.
Has this ever happened to you? You are in a fire fight, it is crazy, maybe someone is raiding your base. Bullets flying everywhere and you forgot how many rounds you fired at the intruder. Have no fear, because we have added a new CHECK AMMO command just for you!
Simply press SHIFT+R and your character will take out the magazine, check how many bullets are left and show it in your quickbar.
Also note that we have added another slot so you can see what is in your hands.
Now we get to the good stuff: the changes you will notice in weapon behavior and mechanics.
First of, all the recoil animations have been completely revamped, to give it a more realistic feel and more of a kick. So unless you have really high rifling skill, hitting someone over 100 meters with full auto will prove really challenging.
We have also added a new switch fire mode and check fire mode animations making it more immersive to Lock'N'Load for the fight.
The controls for these features are:
Check fire mode: SHIFT+RMB. Keep holding to stay in the animation. (Known issue: If you let go of shift first instead of RMB you will be stuck in the animation until you press SHIFT+RMB again)
Switch fire mode: SHIFT+LMB
Oh, you noticed that there are 3 fire modes on the MP5? You have eagle eyes, don't you. That's right, we are introducing burst fire mode. The M16A4 now has Burst fire and single fire accordingly (as it should be for that model) and MP5 has 3 fire modes: single,burst and full auto.
Yes, shooting is cool but shooting far is cooler! For that purpose we have optics, which got their own overhaul attention as well. Away with the black simplistic screen on the lens, hello the new sweet system of how scopes are presented. Scopes now have a more realistic effect of how you would look through them.
Amazing, but hey what is that? You missed your target and now he moved in closer? Oh no, if only there is a way to quickly switch to iron sights for close combat engagement. Wait a minute... There is!
That is right, on non railed scopes you can now easily switch between iron sights and scope view by simply pressing CTRL+RMB.
There is also a new nifty feature introduced. You can now adjust the brightness on scope UI by simply holding down ALT and SCROLL WHEEL, and set it so it is most pleasing to your eyes or even remove it completely.
Now what kind of a weapon update would it be without new weapons. Introducing 2 new weapons to the SCUM island! Well one and a half actually, you will get the joke in a second.
RPK
Introducing the first weapon of the LMG family to the game! The RPK, a 7.62X39mm belt fed light machine gun, complete with a 75-round drum magazine. Just as it should be this magazine is interchangeable with regular AK47 magazines.
Please take note that this is the first iteration of the RPK, more appropriate mechanics are coming to it soon!
SAWED OFF SHOTGUN
Now do you get it? Half? because it's chopped in half? I know, hilarious. Anyway not exactly a new weapon but cool nonetheless.
A new shotgun! Well actually an old one, but new! It is a shortened version of M1887. It can fit in your backpack way easier and weighs less. Support for the ability to saw off the regular one into short is coming somewhere down the line.
Kill, kill, kill with the cold blue steel! Enter the bayonets! Several rifles now have bayonet capabilities for that powerful melee thrust.
The rifles eligible for bayonets are:
M16A4 with the N9 bayonet.
M1 Garand with the new M1 bayonet.
All of the classic AKs with the new M70 bayonet.
Kar9m with the new VZ24 bayonet.
Mosin Naganat with the new 91/30 bayonet.
Simply equip the bayonet on your rifle and attack with MMB, but don't worry,you can still bash with SHIFT+MMB even though a bayonet is equipped.
And last, but definitely not the least, the whole new Shooting from vehicles mechanic. We teased with it some while back now but it is finally here. Prepare for some high speed chases and drive-byes!
As you can see, it is now entirely possible to shoot from vehicles. The driver can shoot with the handguns only, as he still needs one hand to drive. Safety first after all. The passengers are able to use rifled weapons to shoot.
That is not all we have. You didn't think that drive by will be that easy I hope. We added the ability to shoot out tires and deal damage to engines. So if you see a clown car filled with 6 people shooting outside, feel free to shoot back.
An example of mans worst enemy, flat tires.
Your check engine light is on.
Now, how do these damages affect the vehicle performance:
Flat tires make it easier to lose control and harder to accelerate and decelerate.
Engine damage makes your vehicle unable to start.
Now if you are on the receiving end of these damages, aka one of the clowns in the clown car, you might wonder how to fix them.
Tires can be repaired by the "Tire repair kit", also there is an improvised version.
Engine block is repaired by the "Car repair kit".
So get ready to start your engines! No, no wait. Someone shot them.
Oh, don't think we are done here. These were all updates related to the weapons themselves, now we get to the rest of the good stuff!
We know that the old throwing was a bit annoying, but don't worry, keep it going, because a new system we are bestowing.
Out with the old in with the new, time to learn how to throw things anew.
Ok the rhyme might be bad, but the new system is sweet.
Every single throwable item has its own set of animations, whether they are one-handed or two-handed. This will provide a more immersive experience and give us a chance to add some more nifty mechanics.
As for one handed items, you can now:
Long throw: by holding the throw button, now G by default.
Short throw: by pressing SHIFT+G.
Cook grenade: automatically applies as you hold the grenade.
We have also added a prepare to throw mechanic. You can prepare grenades that you have in your inventory, so they can thrown at any time.
How it works is as follows:
Have a grenade in your inventory and put it into a quickslot of your choice.
When set on a quickslot you will see a white hand icon, which you can press to make the item ready to throw.
Then at any time you want to throw the item just press G and the character will throw the said item. If you had anything in your hands before will be put in free inventory space, or empty back slot if eligible. The character will then pull the previous item back in hands. If there is no free space the item will be dropped in vicinity.
If perhaps you have multiple items you want to make ready to throw we have a solution for that as well. Add the other item to another free quickslot and check the white hand icon again.
Then simply switch between items by pressing the according number button to make ready to throw.
Keep in mind that if you have a throwable item in your hands, it always takes priority over whatever you have assigned.
We have added some new changes and improvements. The team worked hard on these mechanics to bring a more pleasant experience to you.
First off, we have something we like to call a Panini effect.
On the left you can see the old FOV system and on the right you can see the FOV change with the Panini effect. As you can see the background of FOV still changes allowing adjustment to your preference, while the items in hand and hands them self are still in normal position. Keep in mind that there are some minor hiccups with the hands position and these will be rectified in future updates.
We have also added an improved head bobbing effect to the game. In first person, especially while running, there was no weight to the character movement. With this effect we have achieved that weight and it feels more natural and immersive.
If you don't like the new effect don't worry. We have also implemented a slider in the options to increase or decrease it however you want.
With all of that, there are also new running walking and jogging animations. These you will see for yourselves.
There are new weapon collision animations as well. Now when you are holding your weapon and approach walls or any barriers, no longer will your gun clip through it, but a nice and smooth animation will be played instead. It evens measures the distance to adjust the level of the rifle lean.
Also we have added support for a highly requested feature, and you now have a bigger degree of depression to aim while prone.
Melee weapons and combat also received some love. Overall melee weapons have been buffed and deal more damage to players. We have also added some much needed distinctions.
Two handed weapons are now slower but deal much more damage.
Bladed weapons do massive damage to other players but are weak against any type of armor
Blunt weapons deal less damage to players but have a higher KO chance and deal more damage to armored opponents.
Armors are also set apart with these changes:
Stabproof vest now has excellent melee protection but poor ballistic protection.
Bulletproof vest now has poor melee protection but good ballistic protection.
Armored tactical vest has excellent overall protection. Be a tank.
Better support for aiming with melee weapons while first person was also added, you should now hit exactly where your crosshair is.
We have also added a new MMA event. So let's get rea...*copyrighted*
Some changes to the lock system are incoming! So be aware!
Locks can now only be crafted, not purchased with fame.
Claim door mechanic has been removed, you just simply need to lock the door to make it your own.
Audio gets it's love as well. Our capable sound team (Rale) made some amazing changes to your hearing experience.
Improved HRTF
We designed whole new system for head related transform function. This will enable you to pinpoint exact location of sound in space with greater accuracy. So now you will know exactly where that pesky sniper is shooting at you from and bring swift revenge upon him.
Hearing damage effect
Shooting from firearms creates blast that cannot be ignored. This will cause shooters hearing to be impaired for short amount of time. Duration and intensity of effect depends on weapon caliber and size of the room shooter is firing from. In open field effect will be minimal, but shooting from small room may impair you for good 15 seconds. Wear ear plugs, combat helmet or attach suppressor to weapon to avoid this.
Death grunts
Since we removed kill notifications, some notification on players death is in order. If a target falls into coma there will be no sound, but if the target dies outright, you'll hear the grunt. And it might haunt your dreams later. You monster.
And of course we have more new items for you. Let's start off with the one you've all been waiting for.
GHILLIE SUIT
We teased it a while back, yet unfortunately it was not ready. Until now. Finally we are able to bring this amazing suit to all of you.
We have also added a Camo wrap for your weapon for that maximum effect.
M1 helmet
No introduction needed, just play some classic 60s rock and enjoy the aesthetic.
Improvised gear
Added 3 new functional items to the crafting repertoire:
Improvised bulletproof vest
Improvised stabproof vest
Improvised raincoat
Disclaimer: The gasmask is not in the game yet.
New gloves
You know all those gloves you have lost throughout the years? Well, we found them and put them in the game. Cheers.
Fixed the bug where the gunshots would sometimes hang on the server.
Fixed the bug where the Biker leather jacket was not repairable.
Fixed the bug where it would give wrong number of wires for advanced skill in bomb defusal minigame.
You can no longer exit vehicles when above 30km/h
Bobby pin package no disappears when it has 0 usages.
Chests can now be named by anyone when unlocked.
Fixed shadows on drones while invisible
Fixed the bug where the item in hand would stutter when exiting sprinting animation
Decreased car stuttering.
Changing the FOV no longer affects the scope zoom levels.
More level bugfixes.
Improved reflections.
Better temporal AA which should.provide less ghosting effect
More server client optimizations.
More streaming and loading optimizations.
Reduced the fuse timer on flashbangs.
Further balance of spawn points in events.
Added a new admin command #dumpallsquadsinfolist, which will copy all of the squads information to your clipboard
Admins can now remove locks from vehicles.
That will be all from us for now, hope you enjoy and have a wonderful SCUM summer! See you when the hotfix drops.
We know you like traps, so why not bring more traps? Yeah, we got traps for days!
Introducing 3 new non-lethal alarm trap systems:
Flare alarm trap
Firework alarm trap
Silent alarm trap
So how do they work?
Well, simple. You place one down and when a pesky intruder tries to cross into your property it notifies you to get ready.
Flare alarm trap and firework alarm trap work the same. They are activated and the projectile gets shot in the air. Imagine the panic on the poor guy's face!
But what if you don't want your enemy to know you know they are there? Well, first off Sun Tzu would be proud, secondly we have a solution for that. Presenting the new Silent alarm trap.
How does it work?
First off you will need a brand new item: the cellphone.
When the pesky trespasser crosses into your territory and sets the trap off, you will receive a notification.
You can also set name of each trap so you can know exactly which trap was set off.
Ever wanted to lock pick, maybe try out some bomb defusal without blowing your body parts away?
Good news! Now you can do that. We created 2 new items for you:
Practice bomb
Lockpicking board
You can craft these with no skill, and have at it!
After all practice makes perfect, so practice away.
Ever wake up on the island, maybe had a rough night sleep and feel a bit drained? Like you are missing something, some sort of a ritual, that little pick me up to give you a kick to start off your day? Something like... hmmm coffee!
Know those coffee machines around the island? Well now they actually work. Loot a couple and you might just find yourself a nice, maybe not so fresh, cup of coffee!
Not only will it bring you comfort but it will also give you just a bit of an energy boost.
We got some new admin commands for all of you private server owners, including one of the more requested features!
Introducing #showotherplayerinfo and #showotherplayerlocations!
What do they do?
#showotherplayerinfo true/false
This will show all online players and their names on the map. Not only that, but you can also simply just click on their little dot and it will teleport you straight to them. Neat!
#showotherplayerlocations true/false
This has more or less the same function but will only show the dots without player names.
We have also made some addition to the #spawnitem command. You can now set the number of usages and health of the item when you spawn it. For an example, the commands now look like this:
#spawnitem Watermelon 1 Uses 50% Health 20%
#spawnitem Watermelon 1 Uses 3 Health 20%
As you can see, you can use either percentage or the actual numeral to set the value of the item you want.
And last but not least we have added a new parameters regarding gas consumption in the server config files:
InitialAmountMultiplier=1.0
Multiplier applied to the initial amount of gas in a gas station. 1.0 is default parameter(25 liters).
MaxAmountMultiplier=1.0
Multiplier applied to the maximum amount of gas in a gas station. 1.0 is default(150 liters).
ReplenishIntervalMultiplier=1.0
Multiplier applied to how long it takes for gas stations to be replenished. 1.0 is default(every 2 minutes)
ReplenishAmountMultiplier=1.0
Multiplier applied to an amount of gas in a gas station that is replenished every replenish interval. 1.0 is default(1 liter).
Fixed the bug where you couldn't use the Kitchen knife to destroy chests.
Fixed the bug when crafting cantonese sweet and sour, optional ingredients would not be used.
Fixed the car pushing physics.
Fixed the bug where it was possible to build foundations on top of cabins
Fixed the bug where stake pit traps were indestructible
Fixed the bug where cargo drops would not spawn in Single Player
Fixed the bug where carrying wooden logs would sometime make you a human cobra
Fixed the exploit where it was possible to search another player through walls
Fixed the bug where items would vanish if picked up too quickly
Fixed the bug where squad limit would be set to 0 till Squad leader came online
Fixed the bug where mine kills wont give you the "Claim Kill" option
Fixed the bug where achievements would not get updated
Fixed the bug where lighting fireworks would not use fire source usage
Fixed the bug where boombox would clip through floor when thrown
Added tutorial intro to the bomb defusal minigame
Adjusted lights on defusal minigame
Vehicle battery drain when starting engine, using horn, lights or radio is reduced by 50%
Sped up game time by 10%, allowing more diverse time of day during playtrough.
More optimizations
That is all for now, enjoy the update and we will see you all next time!
We are happy to announce that from today you are able to get your SCUM private servers from Nitrado! On our way to make SCUM available to everybody, the first step is to introduce more server providers and options to our players!
Removed on-screen info about the player you've just killed.
Now you need to approach the corpse and select claim kill that will reward you extra fame points and drop the player's BCU with their name on it.
Doesn't work for emotional pain
Painkillers now temporarily remove the limping effect.
Pills need some time to take effect.
Initial duration of the effect is determined by constitution attribute (1 minute x CON). Additional pills add a fixed amount of time (1 minute).
Repeated abuse of painkillers has a chance of causing forced defecation (20% chance per pill consumed above the limit set by CON attribute).
Clothes decay faster depending on if they're wet, on the stance you move in, your pace, your weight, the weight of the contained inventory items etc.
Clothes that reach 0% durability will now remain on the player instead of being dropped on the floor. However, they can't be repaired and they will get destroyed eventually when being dropped on the floor. Please leave us feedback regarding this feature so we can balance it correctly
Fixed the issue where high fire rate attack sound was being played after sentry switched to melee attack mode.
Sentries will now instantly fire on prisoners detected near critical locations.
Sentries no longer fire beyond the range of their line of sight.
Sentry positions are now saved in SP
Craft button will now execute upon releasing the LMB instead upon pressing it. Pressing the craft button will no longer randomly make the player throw a punch.
Items which reach below 20% of their health will now only be repairable to 50% of their full health
Implemented auto maintain for all items in flag area once a prisoner enters the area
You can now see if a door is locked from drone mode when hovering
Options menu text should be more visible on bright surfaces now
Updated interior visuals on SUV and Pickup vehicles.
Puppets can now climb over vehicles.
Ignited flare now attracts AI
Reduced urinated sodium
Fixed base building elements damage causing phase 0 injury (You couldn't recover from the phase 0 injury)
Fixed the bug where additional sounds would play when opening a chest (fixing being audible in drone mode)
Fixed the bug where arrows picked up from puppets would disappear from the inventory
Fixed the bug when you were close to water surface your picture would be distorted
Fixed the bug where prisoner would be snapped back at various map locations
Bird spawner no longer crashes the server if the player is out of island bounds.
Fixed wooden and metal palisade sometimes not damaging the player
Fixed the bug when moving items into a chest from the driver's seat
Fixed the bug where shadows wouldn't be drawn correctly
Admin drones can now see the owner of certain game objects, such as chests, doors, vehicles, and traps
Admins can now visualize player aiming direction using the #VisualizePlayerAiming command
Added time of day and killer immortality flag to kill log
Kills are now logged in JSON format for easier parsing
Before we go into the notes, we highly recommend that you check for the latest graphic drivers and verify your game files on steam after downloading the patch!
After a long battle, we finally converted SCUM to a new version of the engine. It was a long and difficult process as we skipped 4 engine versions at once.
For this reason, various problems can appear, but with your help, we will fix them. So please report any problems and issues as soon as you encounter them. The version has been extensively intensively tested, but bugs are possible because it is difficult to cover all the different hardware that players use.
The reason for the transition is due to the possibilities that the new engine brings us, as well as better performance of clients and servers that will grow from version to version.
Already with the first version, we achieved less CPU load on the client and server, as well as better GPU performance on the client.
The transition allows us to explore DirectX 12 support in the future because 4.24 has a stable DX12 implementation.
Many players felt that the squad respawn system we had was unfair, so we added a new revive system to replace it.
When a prisoner takes a large amount of damage in one hit or their health drops to zero they will now fall into a coma
While in a coma the familiar spawn screen will appear where they can choose to respawn if they wish, but as long as they are still alive they will now have an additional timer on screen
This timer depends on the prisoner's constitution and determines how long the coma will last
If the prisoner has no health once the timer expires, they will be dead and will have to respawn using the respawn menu, but if they still have some health left they will get a new button that allows them to wake up from the coma.
While a prisoner is in coma, other prisoners can check their pulse, search their inventory, patch them with bandages, and attempt to revive them
If the revive attempt is successful, the coma timer is skipped and the comatose prisoner gets to wake up
In any situation when you get out of the coma, your health will be at 10%
Vehicles now have visual damage on them as their health starts to drop!
Some more fixes and updates for sentries
Sentries will now properly forget a player after they've been out of sight for a certain period of time
Simplified the surrendering process after the initial sentry detection, now it resets properly after you obey his command
Sentry will now leave the alerted state and enter relaxed (patrolling) state after all players have been forgotten and minimum state time expires
Sentries now have a very brief pause before they start shooting
Fixed sentries rotation occasionally snapping to players position before starting the high fire rate attack
Sentries now properly face the noise location
Sentries now step on zombies instead of walking around them
Sentries high fire rate attack will no longer play its sound effect while not shooting
Sentries now properly rotate/turn in place
Some improvements some new shocking additions
Lock Protection
This new item is the first iteration of lock security, more of them of various qualities will be added later.
When someone tries to lockpick your door, and it has the lock protection on, each fail the person will be shocked and he will take 1.5% damage
You just drag and drop the lock protection on the door like locks, the order of lock protection and locks on the door doesn't matter
Lock protection will be destroyed if all locks are successfuly lockpicked
Lock protection can be only crafted with basic engineering skill and above
If there are more lock protections on 1 door, the damage will add up
QoL and balancing
Canceling the lockpicking minigame will now be instant
Lockpicking minigame can now be canceled even when lockpicking
Reverted lockpicking to the F key
Reduced the angles at which locks start turning while picking them
All locks have now a window of 2.75 seconds to lockpick them, and up to a bonus of 1.5 seconds on advanced thievery skill. (Less bonus time on lower skill levels)
Lockpick durability in the mini game now depends on the type of lock, type of the lockpick and skill. Improvised lockpick will break sooner while pressing the F key than a factory made lockpick
We adjusted some things regarding spike traps
Burying spike traps now looks better
You can't destroy spike traps if they are buried anymore
Placing spike traps on wall platforms is now easier
Fixed spike traps getting unburied after server restart
Adjusted bury mound on barbed spike traps
We added official servers with higher loot
The loot on them is x3
SCUM High Loot Server #1 US East
SCUM High Loot Server #1 Europe
Patching and unpacking the game after an update should be faster now
Improved streaming and loading bigger locations, that should result in less hitches
Flashlights should flicker less now when being looked at in proximity, overall blinding and intensity effects have been toned down
Flare projectile now illuminates better and lasts longer
Weapons in events now have attachments on them
Increased the amount of sodium urinated by 5 times
Base build element decay will start slower when repaired to full health
Repair base elements action can now be done when the elements drop to 99%, before you could repair them when it was above 99% (99.89% etc..)
Fixed the bug where locks weren't properly lit in the lockpicking minigame
Fixed log sheds being buriable
Fixed the bug where FPS would drop if someone would bleed beside you
Fixed not being able to put non empty backpacks in storage shelfs and improvised wardrobes
Today we have a special shoutout to the SCUM Italia private server. They made a pretty amazing tool for server owners to take their SCUM experience to the next level the SCUM Admin Helper.
Scum admin Helper is a tool that aims to provide a better game-experience between admin and their players. SAH offers several features that make it flexible under several aspects:
Map always up-to-date (available in three colours)
Teleport (player towards player or simply by pointing at the map)
Multi-Teleport (teleport simultaneously an unlimited amount of players)
Point Of Interests (in map there are over 100 POI that can be used to teleport in some specific locations such police stations, inside bunkers or military bases and cities)
Set Fame Points system (adding or removing points)
Customizable Currency Converter (you can set the ratio and calculate the conversion[fame points]:[currency])
Conversion between fame points and currency and vice versa
Management and creation of player lists (in game name and steamID [optional])
Import of player names from loging logs of G-Portal
User Interface always at a click (can be minimized to a float icon)
Multilingual (at the moment only English and Italian)
List of over 1300 items with pictures and link to related items
Spawning Items system, easy and fast without amount limits
Fast search of the items and filtering by category or alphabetically
Automatic updates (contents always up to date to the game version)
This is a big one, hope you are all ready for this! Lets dive in.
The key things in this vehicle update are that we added fuel and battery mechanics. There won't be any more infinite driving around the island. Here is how those features will work:
Spawning
Cars now spawn with 30-50% health 0-30% fuel and 0-30% battery life
All cars that are on the island (cars in bases or cars that were already spawned somewhere on the island) before the patch, will have 10-30% fuel and battery life and the same health as before
Fuel
Fuel is consumed while starting the car if the car is turned on and idle, and while driving.
If your car has no fuel, you won't be able to start it at all.
There are 2 new interactions Fill Fuel and Drain Fuel
You can fill fuel in your car in 2 ways, either go to a gas station or you have a gasoline canister
Drain fuel is used to remove gasoline from a car into a gasoline canister. You have to have the canister in hands, close vicinity or inventory
Battery
The car battery is drained by turning the car on, having lights turned on, radio and honking
If your battery is below 20% capacity turning the car on will take longer, the current time needed to turn on the car can get up to 8 seconds depending on how depleted your battery is and your driving skill
If your battery is empty there are 2 ways you can start your car.
1. If your car is on a downhill slope, the acceleration key (W) will simulate the clutch. So when the car starts going downhill hold the W key until it turns on, pressing the break or releasing the W key will turn the car off again.
2. If you are not on a downhill slope, you need to hold the acceleration key while another player needs to do the Push Start action on the car, this will push start the car.
We added a new interaction Charge Battery if your battery levels are drained
If your car battery is empty you need to have another car battery with at least 1 use in it to be able to charge the car battery
If your battery gets drained to 0% while driving lights, horn and the radio will stop working. Same applies if the battery gets drained while trying to start the car.
The battery will slowly empty itself during 7 days
The battery recharges while driving
Gas Station
Each gas station has a certain amount of fuel that is represented with small lights
The fuel at gas stations refills in time intervals
Gas stations have a certain amount of gas pumps that can be used to refill cars or gasoline canisters
Misc
Fill Fuel, Drain Fuel and Charge Battery action completion time depend on your engineering skill. Each completed action gives engineering skill experience
Car decay now resets after a successful engine start, so if you don't have fuel or battery charges to start the car it will keep decaying, this way we hope we will counter car hoarding
They are just doing their job
Sentries now display their major states with headlight color - relaxed/patrolling as white, alerted as orange and combat as red
Sentries no longer instantly detect the player
Players now have a chance to leave the guarded zone by complying to sentries instructions after the initial spotting
Sentries will now destroy a vehicle blocking their movement path
Few more ninja tricks up our sleeves
After a puppet detects you you have more time to hide before it starts chasing you
Foliage is now 100% cover regardless of the clothes you have on (works only for the AI)
If a puppet comes to a distance of 2m or less when you are hidden, it will detect you regardless and attack you
The time frame of a puppet noticing you depends now on few things: the distance between you and the puppet, clothing you have on yourself, time of day and weather conditions
The eye that represented your visibility now is an indicator that shows when it fills up means that puppets and sentries spotted you
Never enough FoV sliders
Some improvements, some swag...
The boombox is pretty much the same as a radio, just with more swag
New music for the radio
New sentry voice lines
Fireworks attracts sentries and puppets
We added new storage elements to base building
You have 2 new log storage buildings, small and big shed.
You can store big logs, small logs, planks and sticks into them
2 new storage elements for your items to reduce the need for hoarding chests
The wardrobe has the horizontal size as a metal chest and the vertical size as 3 metal chests
The storage shelf has the horizontal size as a metal chest and the vertical size as 6 metal chests
We added some QoL to the minigame so its easier to use
The minigame will have an intro with instructions now
Space key starts the minigame
Left click is used for lock picking instead of the F key
ESC is used to exit the minigame while the info screen is active
After an unsuccessful lockpick try you will be returned to the info screen
Lock picking option will no longer be present when you have 0 fame points
Admin drone will be able to look inside chests and see its content
We did work on our streaming. So now you should encounter fewer hitches and fps drops while going into populated areas
Also foliage optimizations that should result in smoother gameplay in nature biomes
Damaged inventory cells will now start appearing at lower durability levels, depending on the item type
Added more usage to watermelon so it doesn't instantly fill up your stomach volume
Empty bag can now be crafted with rag stripes as well
Cooker bomb can now be crafted with basic demolition skill
Pipe bomb recipe adjusted, removed wire from it and added 3 rubber bands and 1 use of matches
Buried traps are now less visible and blend better with terrain
Chests now have 25% more inventory space vertical
All bows should now be fixable with a toolbox
Fixed bug where you could trigger your own traps with a vehicle
Fixed a bug where it was possible to stack items over the stack limit in some cases
Fixed stake pit traps not being defusable
Fixed a bug where the vicinity panel would be stretched over the entire screen after accessing a car or chest inventory
Fixed a bug where it was possible to add items to clothes over their weight limit
Fixed base element owner names sometimes not visible in drone mode
Fixed traps sometimes getting triggered by squadmates
Fixed barbed spike traps despawning too soon
Fixed water levels in some food items
Fixed a PvP crash connected to smoke and dead bodies
Fixed bug with M1 reload playing insert clip when there is one bullet in weapon and only ammo in inventory
Another round of private server shoutouts! Here are some that we found interesting!
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 favorite 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.
Take the red pill and enjoy in the best server of Brazil The Server Matrix and our admins invite you to unite in an incredible community of players who search for a nice PVP / PVE in a Survival Game. Matrix server was created in 6th December of 2019. We are the biggest community in Brazil with 1500 subscribers.
-Bot system with shop, coins, warzone, Weekly Kill Ranking with coins reward for 1st,2nd and 3rd place.
-Weekly wipe of cars to give a chance to new players find a car more easily.
-We protect our players from proved cheaters recorded in video and proof. We do not admit non-proof accusation. Drone admins monitor players to avoid buggers and cheaters.
-We help new players in discord and ingame with tips.
-THE MATRIX Community on Discord to keep players together and informed.
-No-admin abuser channel in Discord showing all admin used commands.
Join penitentiaryisland which is community Orientated -No bs. Active UK/US admins and plenty of help for new players. We are 3 weeks old and growing. Admins actually communicate daily with players, in chat and voice. We have an A1 A2 PVE sectors with a Jail System. (Effective moderating) We also do giveaways in Discord. We offer a car insurance option, which guarantees a car whenever(Join Discord for details). We are also open for ideas within the community.
Scum Paradise The Ultimate High Loot Server. Well, where do I start, the server was set up as a safe place for players to play where the admins don't play with admin accounts. We are a growing community and I would like to thank paradise players for being cool and the admin`s for helping keep Scum Paradise a safe place to play... oh yeah I almost forgot the advertisement. We are a UK server, with PVP & PVE zones. Whatever your play style, we welcome it... (stay cool like LJ)
SCUM TV" is one of the first big German roleplay projects, we pioneers of a new era. We love SCUM and we are proud to contribute our part to further advance SCUM. The game itself is designed for PVP, but also PVE and roleplay find their place. We love PVP and PVE, but we love roleplay even more.
SCUM itself offers a wonderful potential to live out roleplay based on the Game-Lore. At that time, SCUM TV was founded after leaving server due to creative differences.
Over the course of time, other RP projects servers have evolved from time, Scum-Tv and took their own paths in the world of roleplay (with different main focuses), this allowed the German roleplay community grow larger. We see ourselves in the Hardcore-RP area, but we do our best to make it easier for beginners to get acquainted with roleplay, we help wherever we can and offer our experience and knowledge.
We pay attention to solid and valid roleplay, fun, but also profound roleplay is welcomed. SCUM simply offers a new form of RolePlay using new settings. What GTA offers through mods, SCUM already does through EA automatically.
All the available lore contained, SCUM opens up so many avenues for roleplay, because it leads to neo apocalyptic end world like in DAY-Z, but it is a game show and this fact makes it so extremely interesting for roleplay.
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!
Colour of patches has been reworked to be less colourful, also dirt is now more realistic
Reworked size and icons for big and small logs to better fit in containers
This is inside a car inventory
Basic grinding stone can now be crafted
Added sounds and increased duration to 10 seconds for trap kill notifications
Night vision binding is now on N
Fix the bug where players would lose ownership of their flag
Fixed an item duplication bug
Fixed the bug that caused a crash when reloading M1 with an empty clip and one bullet
Fixed kill notifications not getting deleted after login (mine and trap kills)
Fixed an exploit through witch servers could be DDoS attacked (Don't make witch servers pls <3(yea it was a typo, but we own it))
So puppet spawning was a bit whacky to set up on private servers, we found the issue and resolved it. Now when you go set up puppet spawners you will have new parameters you can play with.
// Modifier that is applied to the number of exterior puppets to spawn after spawn system decided that number ExteriorPawnAmountModifier=1.0
// Modifier that is applied to the number of interior puppets to spawn after spawn system decided that number InteriorPawnAmountModifier=1.0
// Modifier that is applied to the number of wild puppets to spawn after spawn system decided that number WildPawnAmountModifier=1.0
// Time that must pass to allow exterior puppets to spawn ExteriorPawnSpawningCheckTimeInSeconds=0.0
// Time that must pass to allow interior puppets to spawn InteriorPawnSpawningCheckTimeInSeconds=0.0
// Time that must pass to allow wild puppets to spawn WildPawnSpawningCheckTimeInSeconds=600.0
// Determines the probability to spawn exterior puppet ExteriorPawnSpawningProbability=30.0
// Determines the probability to spawn interior puppet InteriorPawnSpawningProbability=10.0
// Time that must pass after spawning to allow another spawning of exterior puppets in particular spawn location ExteriorSpawnerGroupCooldownTime=1800.0
// Time that must pass after spawning to allow another spawning of interior puppets in particular spawn location InteriorSpawnerGroupCooldownTime=900.0