Heard you didn't like the nightvision we had in the game? Not realistic you said, can't see anything you said. Well you know what? We kinda agree. So we have revamped the way NVG's look and feel in the game. Instead of the old brightness filter which made it possible to see through certain objects, we revamped it so it actually simulates photons hitting the lenses and the infrared light emitting from the goggles.
Different light sources will impact the vision more as well, hope you enjoy!
We have also implemented the new check chamber animation. This is a continuation of the check magazine feature except when you don't have, well the magazine. Instead of the old boring numeric indicator, each rifle has now received a custom animation to check if the chamber is safe or on friendly fire, I mean round load ofc.
A highly requested item has finally arrived. We added a new pistol last time, now you have something to carry it properly. Pistol holsters can now be crafted in the game. So get your best gunslinger voice perfected. Grab those materials and become even more tacticool.
Fixed the bug where prisoner wallet milestone was not saving.
Fixed the bug where it was possible to put DJ Mixer Radio in inventory.
Fixed the bug where it was sometimes possible to become invisible.
Fixed the bug where animals would not continue attacking after the first hit.
Fixed the bug where chopping logs indoors spawned boards on wrong location.
Fixed the bug where animals would slide through terrain.
Fixed the bug where milk would not give vitamin D.
Fixed the bug where focus mode would stay activated after changing fire mode.
Fixed the bug where filling blueprints would not give XP.
Fixed the bug where the BB element would not snap properly if there was a previous snapped element that got destroyed in the meantime.
Fixed the bug where the flag area was not visible when placing the flag.
Fixed the bug where items in chests could not be dragged directly into hands.
Fixed the bug where sometimes holstered weapons would still show even tough the player is out of sight.
Fixed the bug where it was sometimes possible to see the censor filter through scopes, even though the player was in cover.
Fixed the bug where you would sometimes get invisible wall blueprints when pressing the craft button real quick.
Fixed the bug where multiple players could sit on same chair slot.
Fixed the bug where multiple players could lockpick the same lock at the same time.
Fixed the bug where vehicles would disappear when not near them in SP mode.
Fixed the bug where adjusting mouse sensitivity while scoped would not work.
Fixed the bug where it was possible to bypass obstacles with vehicles.
Fixed the bug where players was not able to use focus mode while looking around.
Multiple map fixes.
Added the bash ability to bows
Reduced the UMP45 rate of fire from 800 to 600
Lowered weapon decay per shot for shotguns and bolt action rifles.
Made the effect of flashbang grenades much more effective.
Added better description on expiring chests.
Added new weapon sway in First person (when not aiming) for all rifles, giving them more weight
Chest names are now only visible to owners and squadmates.
Adjusted the amount of animal skin available when skinning animals.
Added the M1911 into events.
Nerfed the damage bayonets did to BB elements.
Adjusted weight on locks.
Added dirty rags for crafting fire ring blueprint.
Magazines are now repaired with tool boxes not weapon repair kits.
Crafting chests is now tied to the Engineering skill.
Added new admin command #setfakename
#setfakename <name> - Sets a fake character name for your prisoner. -This will show up on the event leaderboard, BCU, squad list, name above the prisoner, kill notifications, chat etc.
#clearfakename - clears the fake character name
Added better information to kill logs regarding melee kills.
That's it from us for now, we do have some major things in the future so keep an eye out.
The video contest winners have been decided, check them out in the showcase!
1st Place - Loaf Lord | Bare Bear Man
Damn you for making the song so catchy.
2nd Place - Mr Feudal | Rags to Riches
The ultimate bambi revenge story.
3rd Place - FPS Survival | They Call Him Trashman
We live in a society.
4th Place - Juxto | Welcome to SCUM
Living on SCUM island in a nutshell.
5th Place - BullPlex | A Sniper Tale
Karma.
To commemorate our 2 year anniversary, we held a battle royale style tournament live on our Twitch channel (go follow if you haven't already #shamelessplug). If you missed the tournament, we uploaded the VOD for your enjoyment.
Thank you to all who joined in live during the tournament, and everyone that participated in making this awesome event! Despite the technical difficulties, everyone had a great time, also a big congratulations to the winners:
As you already know, there was a big SCUM tournament held last weekend to celebrate our 2nd anniversary. We thank you for your amazing support during these past two years, and here is a video showcasing the most important features implemented during our Early Access adventure:
Now, lets see what this update holds!
We've received a lot of feedback from both tournament participants and viewers alike, and now we're releasing the tournament mode out to the world!
Center X/Center Y - center point of the event (last point), bare in mind that it can't be outside of the map boundaries so it automatically gets moved within the borders even if you place it outside.
Delay - time in minutes from activating the tournament to the tournament actually starting, a preparation time of a sort.
Duration - you've guessed it, the duration time of the tournament, also in minutes.
Ending tournament mode: #endtournamentmode
Rules:
If you leave the zone, you have about 5 second to return before dying.
You can respawn normally by using fame points, but "At Shelter" respawn is prohibited.
When the zone is at 10% of it’s original size, Sudden Death mode will be activated which means no more respawns.
The winner is the last person to be alive after Sudden Death is activated.
The area is closing in dynamically and the smallest area has a radius of 1 meter.
You will get notified (visual and sound notification) about tournament being activated, a little before tournament starts, start of the tournament, sudden death activation and tournament ending.
Each participant gets a set of starting gear on every respawn and the starting gear includes:
Improvised Handgun .50cal
Improvised Courier Backpack
20 rounds of .50AE
Painkiller pills
Toggle scoreboard by pressing F1.
There is a lot of room to twist the tournament mode to your liking, you can change the map size beforehand, change respawn costs, tweak fame points, tweak loot and a lot of other stuff to customize the whole experience.
Our weapon arsenal is getting a new member! A real classic amongst its kin, M1911 is a semi-automatic, magazine-fed pistol chambered for the .45ACP cartridge. It will spawn in all the regular places + WWII bunkers. You will be able to find it in three different versions: standard, gold and engraved.
P.S. Check the vicinity next time you poop :)
Feeling tired after a whole day of chasing hot puppets in your area? Found a new tractor and want to treat your squadmates to a cold beer? Then SCUM Bar is the perfect place for you! The bar is located on the old location in the city of Samobor but it got some upgrades, so go and check it out.
There is no party without good music, so we have a brand new playlist just for the SCUM Bar. Not only that, but you can also start a fight by turning the music off on this DJ mixer.
If you want to be respected in our SCUM Bar society, you have to look cool. What better way than to put some Party Glasses on, eh? And of course, you don't want to go drinking unprepared. You can use the new Hip Flask and come ready for a wild night!
Fixed the bug where you were unable to gain XP for throwing.
Fixed the bug where it was not possible to bury a chest after canceling the bury action the first time.
Fixed the bug where you were unable to fire shotguns and bolt action rifles after certain actions.
Fixed the bug where explosion particles would not show when in a vehicle.
Fixed numerous level design issues.
Fixed M1891 not spawning in WWII bunkers.
Fixed flashlight issues with RPK, UMP, and MP5-SD.
Fixed window palisades not doing damage when walking on top of them.
Fixed door frames not doing damage when walking on top of them.
Fixed placed wall blueprints being finishable even if a flag was built in the area in the meantime.
Compass can now only be seen while in focus mode.
Player can now unpack ammo box that is held in hands.
Removed flashlight attachment slot on MP5-K.
Fixed low visibility through OKP-7 and XPS sights.
Reduced bullet tracer effect for regular, AP and crafted bullets.
Sentries will no longer perfectly aim at a player for a couple of seconds after they have lost sight of them, but rather aim at their last known location.
Adjusted the angles of sentry detection.
Sentries will no longer attempt to use a kick attack when a player is standing above them.
Silent alarms will now send you notifications even if offline (on login).
Practice bomb now uses full metal scrap, not it's durability.
StormProbabilityMultiplier - Modifies storm probability (default is 1).
Default is 1.
0.0 to 1.0 results in more frequent storms - 0.0 represents a never-ending storm
1.0 to 1000.0 results in less frequent storms
HideKillNotifications=0/1 - Allows the enabling/disabling of the kill notifications (default is 1).
AllowKillClaiming=0/1 - Allows the enabling/disabling of kill claiming (default is 1).
Hello everyone and hope you are enjoying your summer! We are back with another update bringing you some new stuff, some fixes of old and cool new tools for admins.
Here we go!
Guns, guns, guns!!! To continue on the theme of 0.4 we are adding more weapons! A brand new SMG and 2 new variations of the MP5.
UMP45
MP5 meet your younger, beefier brother UMP45. A blowback-operated, magazine fed, .45 caliber, high fire rate beauty. Now available on SCUM island.
New MP5s!
New variations of the MP5 have arrived. Presenting the MP5SD the silent brother, and the MP5k the short brother. SD variant has an already integrated suppressor in it, for those extra operative players. While the MP5K is quite smaller making it an excellent backpack-backup solution.
Fixed the bug where it was possible to build base building elements in prohibited areas.
Fixed the bug where scissors were not repairable with a toolbox.
Fixed the bug where the burst fire mode icon was not showing properly.
Fixed the bug where flare cartridges were not stackable.
Fixed the bug where you would sometimes glitch out in water when too heavy.
Fixed the bug where ghille suits were not repairable with sewing kits.
Fixed the bug where sometimes audio of heavy fire would come from sentries, even though sentries were not firing.
Fixed the bug where sometimes the game would crash when taking medications.
Fixed the check ammo bug that occurred on some weapons.
Fixed the bug where RPK would always show drum magazine attached when prone.
Fixed multiple level bugs.
Adjusted some mine activation radius.
You can now repair automatic weapons with basic engineering skill.
Replaced the blast cap with a pan as a requirement to craft improvised bottle mine.
Sentries no longer execute comatose prisoners.
Added a new config that allows to set respawn cost multipliers according to a number of squadmembers (online squadmembers).
Added a new config that allows enabling/disabling base building on the server.
Added a new config that allows limiting the number of squad members in squads.
Added a new config that allows enabling/disabling coma feature.
We have also added a new config that allows server owners to limit what part of the map is actually playable.
You can utilize this by going to the new setting in dashboard [SCUM.WorldSettings].
There you will see these parameters:
CustomMapActive=0/1 (default is 0)
CustomMapCenterX=0.0
CustomMapCenterY=0.0
CustomMapWidth=10
CustomMapHeight=6
Custom map active enables/disables this feature. Custom map center X/Y sets the centre (co-ordinates) of the new playable zone, while Width/Height sets how big the new zone will be (in kilometers).
There is also a new command #ReloadCustomMapConfig that lets you turn the custom map on/off and the size of it, without the need of restarting the server. Make sure to wait at least 30sec so the server updates the new setting before entering the command.
Time for another round of private server shotouts!
SCUM Bandit
A recently established vanilla-esq server with active Admins and zero tolerance for cheaters. Our aim is to provide a official like server with regards to server settings but with a active admin team.
- 100% transparency. Admin logs are automatically posted to Discord. - 64 cars, lots of zombies. - Build anywhere subject to minimal rules (posted in our Discord). - Regular events, treasure hunts, pvp events, etc. - Admin run market system, making use of in game "money" and player BCUs as currency. - Bespoke Discord bot - custom killfeed, kill/death leaderboards, k/d ratios, longest shot leaderboard and more to be added soon. - No in game bot shop. - Friendly Discord community who are happy to help new players with advice to get started.
Our server began 6 months ago, as a place for a group of friends to play the game we love. We had no intention of growing it into what it is today, for that we have our team and our community to thank. Ours isn't an easy server, it's tough to survive out there with lower loot, more puppets etc, but it IS a fun server. We have designed and built it around Fair PvP, this includes our unique raiding system, The Purge! Our server also offers almost daily events and a huge one every Saturday, thanks to veda and the rest of the events team. We have a discord community, this is an important part of our community and is extremely active thanks to W1lly. We also have 2 teams of Marshals, this means our server has support almost around the clock to cater for all time zones. The server is set up in such a way that it follows the development of the game closely, we don't use bots, so everything is done by hand, we have a Trader, a running economy with prisoners, a Justice System, Marshal Law and more, all built from our community who created a natural society within the game, just as we think the lore of the game describes. This isn't an RP server, but we have a lot of RP players who are able to play this way within it. We will continue to follow the development and always keep our players in the loop, Boggy founded the server, but he always says "it was improved by noodle." You're all welcome to come join us.
As you might have already seen, next week is the 2nd anniversary of SCUM hitting Early Access. To celebrate this we are hosting a tournament in collaboration with a couple of communities, among other things which are TBA. Have a look at the flyer and mark your calendar.
No patch this week, but to make up for it we are organizing our very first SCUM community video contest, as well as the SCUM EU Showdown competition courtesy of our lovely Discord moderator Swoopflye!
Rules:
You can download the chroma keyed videos {LINK REMOVED}here
Maximum 10 minutes in length
Multiple entries are allowed, but you can only win 1 prize
Upload your entries to your YouTube channel, if you are unable to do so, please send us a link to an alternative upload website
Winners videos will be showcased on our own channel, so please try to use as little copyrighted content (songs, movie clips, etc.) as possible!
Winners will be contacted to provide the source video file for better quality of the showcase
You do not have to use the provided bluescreen videos
There will be 5 winners, and the prizes will be:
1st place - 5 deluxe SCUM keys + official SCUM shirt 2nd place - 4 deluxe SCUM keys + official SCUM shirt 3rd place - 3 deluxe SCUM keys + official SCUM shirt 4th place - 2 deluxe SCUM keys + official SCUM shirt 5th place - 1 deluxe SCUM key + official SCUM shirt
If you're not sure where to start, here is an example of chroma keying.
Thank you all for checking out yesterdays update and providing us feedback.
So let's get to fixing it:
PSA: We strongly recommend you delete the Saved folder that is located in SCUM Appdata.
It resolves a lot of issues some of you might be experiencing so we recommend it to everyone just in case. Make sure you verify your data through steam as well.
Fixed the bug where traps were not triggered by prisoners.
Fixed the animal movement in SP.
Fixed the bug where it was not possible to put multiple locks on doors.
Fixed the bug where the AK47 had 75 rounds in events.
Fixed the bug where can opener caused a crash.
Multiple weapon animation fixes.
Fixed the bug where patching up prevented the player from interacting with the world
Fixed the bug where it was impossible to lock base building doors.
Fixed the bug where certain character builds could not gain Fame points.
Fixed the bug that disabled lockpicking.
Fixed the bug where opening/closing car doors would sometimes crash the game.
Fixed the bug where items would be invisible when extracted from vehicles.
Adjusted the damage on RPK while firing.
Decreased the frequency of cargo drops.
Added the ability to set Fame points gain multiplier on private servers.
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.