SCUM - Beda
Hey everyone, releasing a small fix for the hotfix yesterday and some updated localizations!


  • Fixed the decay bug.
  • Fixed the bug with shelter overtake if another person upgrades the shelter.



[SCUM.ItemDecay]
ItemDecayDamageMultiplier=0.5
FoodItemDecayDamageMultiplier=0.5

Private server owners can now tweak how fast will all items decay, including food.


See you soon!
SCUM - Beda
It's that time again! Patch has passed and here cometh the hotfix! Check it out! But first a word:



SCUM International has finally started in full swing and we can already show some results! We have added updated translations for:
  • Spanish
  • German
  • French
  • Russian
  • Chinese simplified

Special thank you for our partners in the program and we have only just started! More translations are coming soon and we will have announcements about Community ambassadors even sooner! Very interesting stuff in the future so stay tuned!

Alright on to the bugfixes!


  • Fixed the bug where footwear would decay faster than it should when mounted on vehicles.
  • Fixed the bug where canceling the loading magazine animation would sometimes cause an infinite loop.
  • Fixed the bug where dropped chests would delete loot inside.
  • Fixed the bug where camera would sometimes bug out when going prone on vehicles.
  • Fixed the bug where crafted water containers would be filled with mystery liquid on creation.
  • Fixed the bug where A4 naval underground sentries would escape to the surface.
  • Fixed the bug where loading the RPK drum mag would mess with the FP camera.
  • Fixed the bug where the MP5 magazine idle animations would bug out.
  • Fixed the bug where opening the chat while in photomode would lock the game out.
  • Fixed the bug where the bag on your back would deflate when you take another bag in your hands.


  • Removed antenna, aluminum strip and copper strip from the spawn table because they have no use.
  • Added proper sounds to loading crossbow animations.
  • You can now craft rain collector with puppets raincoats.
  • Reduced the damage boots and gloves take when in melee combat.
  • Players now get foot abrasions when running with footwear at 0% health.
SCUM - Frle
Lets get on with the post 0.6 updates! There are some heavily requested features, bugfixes and you can get drunk again, what more can you ask.


You need to outrun those puppets and you have a base to build, but all of that makes you really thirsty?We got you covered!

From now on, you will be able to collect and drink rain.

All you have to do is take any viable water container, like a water bottle, and leave it outside while it rains. Although you can leave a regular bottle, it will fill quite slowly so we're introducing a few new items to help you collect the rain faster.

You can cut all of the bottles in half and use them to collect rain, just don't put them in your inventory/hands while they have any water in them because the water will spill.

You can also craft an Improvised Raincoat Water Collector which has a whooping 30 L of capacity.





Here's a pro tip, even though you can't bring the new water collectors with you, you can pour the water to regular bottles and canteens and take them instead.
Oh, and you can also collect water in pots and buckets!


[h4]Drunkenness[/h4]
So, now that you have water to get sobered up, you can also get drunk..because why wouldn't you?

We have re-implemented and improved Drunkenness which now occurs if you have more than 0 g of alcohol in your blood.

The maximum alcohol amount in the prisoner's body is determined by the Constitution attribute and the blood amount in the body. Once you reach the max alcohol amount, you die.
This means you can now have proper drinking contests with your crew! (in-game please)

Being drunk introduces a couple of "difficulties" for every prisoner, including Double Vision, Disorientation, and Dizziness. It will be tough to see what's happening, move straight, you will probably puke, and you may have occasional blackouts.
Disorientation will also make your compass HUD disappear, but only the one you got from the Survival skill. If you have a compass item, you will still have the HUD.

Treatment is pretty straight forward, stop drinking and flush all of the alcohol from your system by any means possible.





[h4]Foot Abrasions[/h4]
Imagine this, you get drunk with your friends, buds, pals, and you decide to go hiking barefooted, or even worse, in crocs. Not such a smart idea.

From now on, if you walk barefooted you will get Foot Abrasions after a short period of time, and if you wear shoes they will get damaged depending on the terrain difficulty.

So yes, please follow the instructions showed on the image below verrryyy carefully, because nobody will come and save you on The Island.



Movement speed, carry weight and terrain difficulty will influence how much abrasions will you get and how much do your shoes decay (wetness is also a factor for shoes decay). Foot Abrasions come with symptoms such as Pain and even Bleeding (starting on C2 severity).
The pain will reduce your movement speed and you maximum pace to the point where you can only walk but it can be dealt with by taking painkillers.

Treatment:
If there is no bleeding, treatment consists of resting and putting on footwear. It is also advisable to use other movement types such as swimming or driving as they don't scrap your feet.
If there is bleeding, you can use the same medical items for treatment as you would for Bleeding Injury, but there is something more!
By using items to treat the condition, you get Bandage Protection which primarily serves to stop the condition from progressing, but beware, the protection wears off if you continue to move (see the protection level in the condition's tooltip). Bandage Protection is needed only if you still continue barefooted, the best solution would be to put on some shoes.


You better shake the drunkenness off before this part, believe me.

[h4]Loading magazines[/h4]
You maybe have fast hands in real life, but do you have them in-game too?

From now on you will have to manually load each and every magazine, bullet by bullet.

Reloading speed depends on your DEX attribute as well as Rifles or Handgun skills respectively. You can stop the reload by pressing Esc or LMB, with the exception of the M1 clip.




[h4]Weapon parts[/h4]
A feature heavily requested by the community!

From now on, you can disassemble all weapons and use the parts to repair another weapon.

To disassemble weapons, you will need a Toolbox. All weapons have their own disassembled parts meaning that if you dissemble a Kar98, you can only fix another Kar98 with those parts.
Also, if you have any attachments equipped on your weapon, they will fall on the ground upon disassembly.






  • Fixed the bug where vehicle would jump if malfunctioned weapon is put in its storage
  • Fixed audio issue when refueling dirt-bikes
  • Fixed nutrition data for Crow Drumsticks
  • Fixed hand grip for Crow Drumsticks
  • Fixed typo in Beepollen Pills item caption
  • Fixed the bug where burying from inventory was not possible on very steep slopes
  • Fixed the bug where ZF39 scope was not centered properly on Kar98 and Mosin Nagant
  • Fixed the bug where traps where displayed as "Unknown" in the kill logs
  • Fixed the bug where players would get fame points when someone they killed committed suicide right after
  • Fixed the bug where Drill press and Lathe machine would take damage
  • Fixed First Person drinking animation
  • Fixed incorrect crosshair reticle position on multiple scopes
  • Fixed the bug where Improvised Stab-proof vest was stronger than the regular ones
  • Fixed the bug where you couldn't place any items in the improvised raincoat
  • Fixed the bug with crafting the Island Special cocktail
  • Fixed the bug where Hemostatic dressing wasn't showing properly in the vicinity
  • Fixed the bug where tooltip entries wouldn't update properly
  • Fixed multiple level, foliage and terrain design bugs
  • Fixed the bug where you were not able to use handgun on hellrider bike
  • Fixed the bug where items would stay in hand while picking up a bike
  • Fixed the bug where metabolism tab would overlap over other tabs
  • Fixed the bug where the health panel button was glowing when health panel was open
  • Fixed the bug where magazines in throwing slot was not updating when filled with ammo
  • Fixed the bug where cocktails would have no usage after crafting
  • Fixed the bug where puppets didn't drop clothing properly upon search
  • Fixed the bug where parts of the interaction menu would sometimes appear out of the screen bounds
  • Fixed the bug where player would sometimes recover form knockout on the other side of the wall
  • Fixed the bug that would cause you to die in Single Player by falling out of the map


  • You can now perform bondage using wire and tree bark rope
  • Magazine icon will now show if there are bullets in the magazine
  • Rag shoes are now easier to craft
  • Improvised Bulletproof armor, Improvised raincoat and Improvised shotgun are now easier to craft
  • Endurance skill experience gain is faster now
  • Radio and Music Player volume increment/decrement step is now smaller
  • Quick access bar and its accessories will be hidden when any UI tab is open
  • Motorcycles decelerate less when having a handgun out
  • All dances are now looped
  • Increased Wine Cork spawn rates
  • Adjusted rain falling intervals


  • Endurance skill now properly affects energy/water usage speed
  • Drinking gasoline will now make you vomit earlier
  • Buffed 9mm damage (a tiny bit)
  • Tooltips for Running skill, Endurance skill and Stamina have been improved
  • Improved weapon magazine, bolt and arrow icons
  • Strength gain now reduces if strength is above 4 and reduces further as STR approaches maximum
  • Audio optimizations

SCUM - Beda
Hello everyone, happy Tuesday! You ready for a hotfix! Let's get to it!

But first, let's get to the missing features on the last patch notes that are already in the game:


New character creation menu:

We have revamped the UI and the system for the character creation. it is much more pleasant looking and streamlined compared to before.


  • You can see it is a lot less confusing here as you can distribute your attribute points more easily with just the bars. We have also reduced the size you are able to enlarge your special parts with due to the new feature. From now on, the longer you stay alive on the island the bigger the special part. Don't worry tho, owners of the supporter pack #1 you still get your extra inches. So now when you see a man on the island with the big D he truly does have big D energy and better to not mess with him.


  • We did the same with the skill points section as well.

Empty/full backpacks.

A nifty new feature we introduced is the visual representation of how full your backpack is. If it is completely empty it will sort of collapse on itself since there are no items to extend the fabric, but the more items you have in it the more it will expand. This effect will show how full the backpack is but not heavy.

To see how heavy the backpack is your character will bend forward to compensate the weight. Obviously the STR attribute also comes in play here and it depends on far your character will or will not lean.




Wells

All wells on the island work now on a new system.

Proximity replenishment is the new system that works on every well that is out in the world. Every well has a certain range, in which you walk in and then there is a chance that the well will have water and its a random amount how much water it will be.

If you leave the range of the well, there is a timeout cooldown until you can re-enter its range and then the game checks again if there is any water in it and how much. If you enter the range before the cooldown ends, the timer resets and the well will show its last known amount. If you wait out the cooldown and then re-enter, the dice is rolled again to see if there is water in the well.



New forest textures

We have completely revamped and refreshed the look of forests in game, not only do they look better they should also be easier on your hardware. Well let the pictures tell the tale.





Water intake

Ok so not a forgotten feature but there seems to be a lot of confusion with this one. So let's get down to it:
  • There is water absorption system in the game, or better to say all of the minerals and nutrients. Your characters body has a limit on how much it can absorb over time, anything excess it will quickly expel. So be careful how much water you intake at once. So if you drink 2L of water at once but can only absorb 400ml anything over 400ml you will quickly have to piss out the excess. So it is better to to take a breather drink 0.5L and once that is absorbed drink some more and move. Or store the extra in the bottle. Also keep in mind that the higher your CON the less your body will use less water so the reserve will last longer.


  • Fixed the bug where destroying a vehicle while someone is entering/exiting it would bug the player out.
  • Fixed the bug where you could not load arrows from vicinity into bows if there was no inventory space.
  • Fixed the bug where it was possible to build double doors on cabins.
  • Fixed the bug where you would get ridiculous amount of experience from repairing vehicles.
  • Fixed the bug where sentries would push motorcycles below the map.
  • Fixed the bug where you could move sentries with vehicles.
  • Fixed the bug where squad member limit would sometimes calculate incorrectly.
  • Fixed the issues with weapons scopes when aiming from vehicles.
  • Fixed the bug where Attribute circular bars would randomly switch colors.
  • Fixed the bug where M16 magazine were not visible in vicinity.
  • Fixed the bug where camera would sometimes bug out on vehicles.
  • Fixed the bug where safe zones were not functional.
  • Fixed the bug where dirtbike audio would sometimes hang.
  • Fixed the bug where some weapons could not take appropriate attachments.
  • Fixed the bug where traps would not trigger on failed defuse attempt.
  • Fixed the bug where some weapons would have no recoil.
  • Fixed the bug where it was fine to drink salt water.
  • Fixed the bug where hazelnuts were repulsive to eat.
  • Fixed the bug where smoked goose meat was considered raw.
  • Fixed the bug where skewers with sausages were not eatable.
  • Fixed the bug where white flour was not repulsive to eat raw.
  • Fixed the nutritional values of insects.
  • Fixed the sounds on eating insects.
  • Fixed the bug where arrows with hard tips would break after one shot.
  • Fixed the bug where bullets would sometimes flicker in revolvers.
  • Fixed the bug where you could not drink from some office water dispensers.
  • Fixed the bug where you could sometimes jump through window fortifications.
  • Fixed the issue where holding a revolver in relaxed state would sometimes bug out.
  • Fixed the bug where sentries would deal damage even if the server setting is set to 0.
  • Fixed the bug where it was possible to wash clothes on empty wells.
  • Fixed the bug where you could not fill improvised water container.
  • Fixed the bug where reload, check ammo, unload ammo etc. was not possible while prone.
  • Fixed the bug where suicide zombies would sometimes not drop C4 materials.
  • Fixed the bug where prisoners would get soft locked when trying to chop items from prone position.


  • If you hold crossbow, default interaction with crossbow bolt is now "nock".
  • Visual effects for conditions will now fade in and out more smoothly.
  • You are no longer able to jump if your stamina dropped to zero.
  • Added bomb defusal minigame mouse sensitivity setting in options.
  • Puppets can now inflict C2 wounds if they hit same location multiple times.
  • Treatment UI will now gray out when in process of treating wounds.
  • Reduced the explosive damage on BB elements.
  • Modified explosive arrow damage range.


  • Added a new server setting:

    [SCUM.Prisoner]
    BodySimulationSpeed=3.84

    This setting will separate the actual Metabolism simulation time from the world time. So in cases of servers that run faster day and night cycles the Metabolism simulation can now be set to follow the world time or run slower. Default value is 3.84.
  • Kill logs now record everything properly.
  • Admin drones will now see motorbike owners when hovering over them.
  • OpenInventory on vehicles with drones should now work all over the vehicle




SCUM - Beda
Hello everyone, bet you didn't expect this so soon huh? Well it is here 0.6 has arrived! Introducing the long awaited metabolism rework, bikes and much more. So get ready, set, empty your bowels before the road and go, right into 0.6

PSA: There is a lot of information here, in fact so much information we had to put some of it in picture mode since Steam can't handle us. There will also be Bugfixes and QoL missing on this post but will be listed on the next update!





Finally it is here! Metabolism has been worked on and improved by a large margin. This was an incredible undertaking and it is still not over! It is a lot to take in so read very carefully to make sure you have your character as much optimized as possible out there.

Keep in mind. this is the first iteration of metabolism implemented and more will come upcoming updates.

Also keep in mind, we tried our best to keep the things as they were but the new metabolism is such a change that a mandatory wipe will be conducted.


Where to even start? Well lets start with the stats, now called Core Attributes.

Core attributes work similar like they did before but we went in much more detail:

Strength



  • Strength is the physical power of a person, typically measured by how much you can push, pull or lift a physical object.
    Is raised by: proper protein intake, executing actions under a load
    Is lowered by: protein deficiency, loss of muscle mass
    It influences: carry weight, melee damage, calorie burning
    Ranges from 1 to 8

Constitution



  • Constitution or body type defines everything connected with physical endurance and stamina.
    Is raised by: moving in general, walking, running, swimming, etc.
    Is lowered by: not moving, staying still for longer periods of time
    It influences: health points, stamina, damage and status (shock, poison, etc.) resistances, immune system, calorie and water consumption efficiency
    Ranges from 1 to 5

Dexterity



  • Dexterity determines how skillful you are in performing everyday and/or complicated actions.
    Is raised by: calorie deficiency (losing weight)
    Is lowered by: calorie sufficiency (gaining weight)
    It influences: movement speed and action speed including crafting, eating, reloading
    Ranges from 1 to 5

Intelligence



  • Intelligence is the capability of perception and successfully performing tasks.
    Currently, it can not be raised nor lowered.
    It influences: squad size limit (if you are the leader)
    Ranges from 1 to 5

Alright so these are the Core attributes but what do they connect to each? Well the skills of your character. These are all familiar things but let's revise them because it will be quite important for what is to come:





















Alright there it is, hope you are all caught up. Now let's get to the new stuff.

Metabolism rework

There are a lot of changes and new stuff so the best way is to explain it step by step. And they say a picture is worth a thousand word so let's get through it with the new UI!



There it is, in all it's glory! As you can se we cleaned it up nicely and it is much more pleasant for the eyes. Some new info some old but don't worry, we will go through it all step by step.



Core attributes/skills tab
  • The upper section shows your Core attributes levels and progress.
  • The lower part are your skill levels and progress. Do keep in mind that there is still a cap on your skills depending on the appropriate Core attribute. The Pie shows your skill level from No Skill, Basic, Medium to Advance and Above Advanced.



Basic info
  • Here you will find the basic info for your character, from Age, Lifetime aka How much time passed since last respawn. Weight of your character without any gear on, your current health, number of your teeth and your blood type. There is also your blood volume and body temperature but more on that later.




Performance data.
  • Ok so here is where things get more complicated so read carefully. This table is what you want to keep your eye on. So let's get through it.
  • First up we have the Stamina bar and the Stamina Units or in short SU.

    Stamina Units determine how much actions you can do before you get fatigued.
    Max stamina is directly influenced by the CON attribute, the higher your CON, the more stamina you can have.
    Stamina consumption and recovery are influenced by Action Difficulty (rates shown below).
    Action Difficulty is a literal representation of how difficult it is to perform a certain action and it can be seen in the HUD around the stamina circle bar.


AD bar showed on the red arrow.
  • Alright now the AD depends on multiple factors. Main thing would be how much gear you have on you. The more you carry on you the more difficult it is to perform actions. Factors that also influence it are: Movement speed, moving uphill or downhill, difficulty of operating not motorized vehicle, difficulty of action performed (ex. drawing a bow). The more STR your character has the less do all these factors influence the AD parameter.
  • Right so we have explained the AD and what influences it, so there you have the AD table and how does it apply to it. You can consider the contents of the table as a sort of levels. The table shows the SU consumption or gain through different actions. So if you rest or sit you will gain SUs but in full sprint you will rapidly loose them. Now the AD comes into place. Lets say you are standing around with no gear, that would count as a PASSIVE action. But if you have let's say 20 kg of gear on you it would increase AD and it would fall under effortless or tiring action depending on your character STR.
  • How much gear your character can carry without overloading itself is presented in the Gear Weight bar. Max gear is also influenced by the STR attribute. If you overload your character you will visually see it by the character being hunched over and also by having increased energy and water consumption.
  • Jog Speed
    Jog speed shows how fast you can jog. It is directly influenced by the performance score and it can also be increased or decreased with raising or lowering the Running skill.
  • Run Speed
    Run speed shows how fast you can run. It is directly influenced by the performance score and it can also be increased or decreased with raising or lowering the Running skill.
  • Energy
    If you are overloaded, your character requires more Energy than it usually would. Energy penalty represents how much more Energy will your character spend in kilocalories per hour.
  • Water
    If you are overloaded, your character requires more Water than usual. Water penalty represents how much more Water your character will spend in kilocalories per hour.

And last in the Performance data stats we have the performance indicators:

  • Healing Speed
    Healing speed shows how fast is your body capable of stabilizing various conditions and injuries. It directly depends on the CON attribute and AD.
  • Blood Recovery Rate
    Blood Recovery Rate shows how fast you will recover blood compared to your normal Blood Recovery Rate. If you lose blood faster than you can recover it, you will potentially bleed out and die. WIP
  • Immune System
    Immune system determines how fast you will recover from various diseases and how likely you are to get a disease in the first place. WIP
  • Performance Score
    Performance score is a unit for action execution speed. It influences how fast you can run, walk, paddle, chop, etc. Performance score depends on three things: muscle mass, body fat and prisoner’s weight load. The percentage is scaled for your current character and your max performance score value can be decreased or increased by altering the three things mentioned above.
  • Stealth Factor
    Stealth factor shows your ability to remain hidden and unheard. If the Stealth Factor indicator falls, your ability to stay unnoticed falls. WIP
  • Melee Damage
    Melee damage indicator shows how much melee damage you will do compared to the maximal damage you can do. For example, if you get a penalty on the STR attribute because you have the “Weakness” condition, the Melee Damage indicator will fall. When you treat the “Weakness” condition, it will return back to normal.

Body stats



Here you will find all the details needed to balance your character:
  • Protein
    Indication of how fast do Proteins get absorbed in your body. Can be influenced by various conditions, injuries and illnesses.
  • Carbs
    Indication of how fast do Carbs get absorbed in your body. Can be influenced by various conditions, injuries and illnesses.
  • Fat
    Indication of how fast do Fats get absorbed in your body. Can be influenced by various conditions, injuries and illnesses.
  • Minerals
    Indication of how fast do Minerals get absorbed in your body. Can be influenced by various conditions, injuries and illnesses.
  • Vitamins
    Indication of how fast do Vitamins get absorbed in your body. Can be influenced by various conditions, injuries and illnesses.
  • Water
    Indication of how fast Water gets absorbed in your body. Can be influenced by various conditions, injuries and illnesses.
  • Alcohol
    Indication of how fast Alcohol gets absorbed in your body. Can be influenced by various conditions, injuries and illnesses.
  • Bones
    Indication of how many kilograms of Bones are there in your body at this particular moment.
  • Blood
    Indication of how many kilograms of Blood is there in your body at this particular moment. Blood can be lost by bleeding out and it can also be recovered.
  • Intestines
    Indication of how many kilograms of Intestines is there in your body at this particular moment.
  • Skin
    Indication of how many kilograms of Skin is there on your body at this particular moment.
  • Organs
    Indication of how many kilograms of Organs is there in your body at this particular moment.
  • Fat
    Indication of how many kilograms of Fat is there in your body at this particular moment.
    Fat in your body can be increased or decreased depending on the diet and difficulty of the physical actions you do. If the body fat reserves fall below a critical level, consequences even include death.
  • Muscle
    Indication of how many kilograms of Muscles is there in your body at this particular moment. Muscles can be increased and decreased depending on the diet and difficulty of the physical actions you do.

Nutrition.



Here you will see the nutritional values you characters body is currently digesting/processing:
  • Energy
    Indicator of how much Energy reserve you currently have.
    You fill the Energy reserve by intaking more calories than you’re burning. Resting helps, as calorie burn is quite low when not doing difficult actions.
    It is affected by the CON attribute, the higher it is, the more calories your body needs.
    Energy reserve can go above 100%, but in that case it starts depleting faster to get rid of the excess energy and the intestines get filled a lot quicker.
    If the Energy reserve drops to 0%, you develop the “Energy deficiency” condition.
  • Water
    Indicator of how much Water reserve you currently have.
    You fill the Water reserve by intaking more water than you’re using. Resting helps, as water usage is quite low when not doing difficult actions.
    It is affected by the CON attribute, the higher it is, the more water your body needs.
    Water reserve can go above 100%, but in that case it starts depleting faster to get rid of the excess water and the bladder gets filled a lot quicker.
    If the Water reserve drops to 0%, you develop the “Water deficiency” condition.
  • Macronutrients reservs
    Shows the reserves of macronutrients your character has consumed and their level compared to the optimal amount.
  • Muscle
    Currently it’s the same tooltip as in the body stats panel.
  • Fat
    Currently it’s the same tooltip as in the body stats panel.
  • Vitamins
    Shows the reserves of vitamins your character has consumed and their level compared to the optimal amount.
  • Minerals
    Shows the reserves of minerals your character has consumed and their level compared to the optimal amount.
  • Digestion
    Shows how full your digestion organs are. When you consume food or drinks the contents need to pass through your body. So you will have to keep an eye out you don't overeat at once, or burst your intestine. Overexerting these gauges have consequences such as puking or diarrhea.

Medical rework

Alright here it is the moment you've been also asking for. We have the medical system completely overhauled in much greater detail. From symptoms, bleeding to treating wounds there is a lot to cover here. So we are going to explain it again step by step through the UI.



In this picture we have perfect examples of what you will encounter with the new medical system. From the top again!



BCU ICU MONITOR
  • Here you will see the basic info of your characters health performance. From hearth rate, blood pressure and oxygen levels to breathing rate and your body temperature.



Body status
  • In this interactive tab you will see entire body x-ray with displayed injuries and symptoms. It also has 2 gauges showing your health and blood level. You can even click around different body parts to isolate which injury you whish to focus on. After you select the body part or the injury you can go to the treat tab.



The list on the body can show either symptoms or conditions. Conditions are the all the nasty things that are affecting your body and are treatable, mostly. Symptoms are the consequence of the conditions that still have effect on your body, and can only be treated through their condition.

If you are wondering which are which here is the list.










Treating tab
  • When you select the injury you will find the treating tab/bar. With it on the center of the screen you will have the option of choosing the items you want to use to treat form either inventory or vicinity. The bar itself shows you all the info about the treatment. The red bar is filling up and it shows the progress of bleeding. Depending on the injury it can fill slower or faster, after the bar is filled the wound will go from untreated to stabilization and after it is stabilized it will go to recovery.

    You can patch the wound up to send it immediately to stabilization by treating it. When you patch a wound you will fill up the white outline of the bar. Once the line is full the wound is considered stabilized. So the more the severe the wound the more materials you need to stabilize it.

    Be careful tho, if you have a wound that is still in stabilization mode and you keep doing difficult actions with your character like jumping or sprinting around, you can open your wound again and will need to be patched up again.

Alright time for some hot octane action!



HELL YEA BABY MOTORBYKES ARE FINALLY IN! time to buzz around left and right and be fast meanace to the island! We got bikes, we got jumps, we got the gear, what more could you ask for!? Well I'm sure you will think of something. Well here they are.









There are 2 bikes in the game currently. The dirtbike and the Hellrider bike. You can find both on the island. Motorbikes, just as the rest of the wheeled motor vehicles, require both fuel and battery to run. Even though they are fast, agile and adjusted for off road, there is a tradeoff. As you might imagine the bikes are highly suspected to weapon damage and the engine block can be disabled quite easily, so if you plan to raid with them be fast and don't get hit. There is no space for inventory for the motorbikes so make those supply runs light.

To operate the Motorbike there is another skill added the Motorcycles skill, works similar to the Driving skill except for the motorbikes, yeah it's that simple.



But what are bikes without biker gear? Nothing! you must let everyone know you ride otherwise it does not count!







Well immediately on the topic of motorcycles and Hell riders, yes we have added the trailer variant of the pick up as well.





Another highly requested feature! We are on the roll here! That is right time to roll around with a big iron on your hip. Not one but 4!, that is right 4 revolvers have dropped! 2 of them even have brand new ammo created for them: the .44 magnum and the .38 special. So go get that Texas red!







As for malfunctions, where the revolvers are the old reliable. One possible malfunction is bad round but when that occurs the revolver will just keep spinning to the next bullet. See it's not a bug it's a feature!




Alright, time for the big one that changes nothing yet everything. We have completely revamped the way damage is taken and being dealt in the game. Most of it is in the backend and you won't really notice it since we spent a lot of time tweaking it so it remains the same. Yet some thing are changed and there are more types of damage right now. We already covered those in the medical.

Now you might encounter a weird thing here and there that fell out of place, so make sure you leave feedback so we can adjust the best way possible.

You might also be wondering why do it at all then?

Well it allows us a much greater control over damage and future medical consequences of weapons. One of the examples we have finally made for armors the possibility to absorb melee damage. You will see a lot more soon!


Alright now let's get for all the extras of the patch!



Motorbike track

Ah yes we have bikes, but can we race them? Already ahead of you people. You can find the new track in the Z3 sector! We have been racing around it all time and it's amazing fun. So grab some friends, grab some bikes and go have fun. We may or may not recommend to allow the usage of weapons during races.









Trainyard

New High loot POI settled on the border of Z1 and Z2. Sneak around the forgotten trains of old while avoiding mechs to get that sweet sweet loot.







Novo Selo

New town isolated on the Z4 island. Peaceful seaside village where you can get away from it all. Novo Selo is a prime vacation location.










THAT IS ALL FROM US FOR NOW, SEE YOU SOON!

I still have some characters left, f
SCUM - Beda
Hello everyone, happy Tuesday! Yep you got it right that is 3rd hotfix in a row. You could call it a hotstreak!





  • Fixed the issue where admins could not remove locks from chests/doors/vehicles.
  • Possible fixes for multiple server crashes.
  • Fixed the issue where you could not use voice chat or hear other people using voice chat while in the drone.
  • Fixed bug where backpack would stay on prisoners back after other prisoner takes it in hands.
  • Fixed bug with container item weight not updating correctly.
  • Fixed bug where flashlight couldn't be turned on or off in multiplayer mode.


That is all for now from all folks, see you soon.
SCUM - Beda
We should really come up for a term when you make a hotfix for a hotfix. Anyway here it is:




  • Fixed the bug where entering photomode would delete the fish from your hands when fishing.
  • Fixed the bug where you could not remove locks.
  • Fixed the server crash bug.

Happy Thursday, go get em.
SCUM - Beda
Hello everyone, happy Tuesday! We have hotfix for you with an important update. Check it out!




  • Here it is folks! We have heard your feedback and got to work to address a concern that has been troubling us. We started with the first wave of new anti-cheat methods and reprimands. We cannot exactly say what that entails for obvious reasons but you should be having a much better experience.

    Remember the more feedback and reports you provide us the better experience we can provide you, so keep them rolling


  • Fixed the bug where items in inventory would sometimes overlap.
  • Fixed the bug where camo jacket would stay floating when dropped.
  • Fixed the bug where sewing kits would still disappear even if the repair action was cancelled.
  • Fixed the bug where it was possible to do shenanigans with burying items.
  • Fixed the bug where it was possible to build BB elements on top of cargo drops.
  • Fixed the bug where it was possible to reignite flares indefinitely.
  • Fixed the bug where igniting flares would sometimes cause a crash.
  • Fixed the bug where entering photo mod with weapon in hand would bug out your character.
  • Fixed the bug where blueprint would recognize items with 0 uses.
  • Fixed the bug where you could not jump through windows that recently had fortifications on them.
  • Fixed the bug where some items would not get destroyed when reaching 0 usages.
  • Fixed the bug where it was not possible to bury items on steeper slopes.
  • Fixed the bug where player could move for a while before the cutting interaction.


  • M16A4 folding sights are now repairable with toolbox
  • Bonfires and fireplaces can now be crafted with both dirt and clean rags.
  • Reduced the range of where you can start defusing suicide puppets.
  • Players can now damage signs with melee weapons.
  • Hatchets are now repairable with grinding stones.


  • Logs will now show traps when activated not every time they deal damage.
SCUM - Beda
A small hotfix regarding latest issues. Check it out:


  • Fixed the bug where players were not able to repair bases when toolbox was in inventory.
  • Fixed the bug where cement and gravel bags would not get destroyed when used up.
  • Fixed the bug where HUD noise indicator would not decrease properly.
  • Fixed the bug where inventory would get messed up.
SCUM - Beda
The long wait is over, we have another update for you! Highly requested features, from new location to new features and much needed bugfixes and optimizations, check out what awaits you:



Introducing a new City down in the Z2 sector! That is right a city. Novigrad has been established and it truly shows the lure of Adriatic coastline cities.
A bit smaller than the big City we have, but it still has all the good stuff. From beautiful beachfront, construction sites (always something under construction in Croatia), a once luxury hotel to small apartment buildings. If you can't take a trip to the Adriatic sea this is the next best thing, including mindless puppets and all!











What is the name of the new city you ask? Novigrad. See you there!



Well we teased it and some of you already guessed it, we have some updates on the base building front.

Remember how we added the brick factory and some other construction sites, telling you how important they will be? Well the time is now. Introducing 2 new layers to the BB elements: brick and concrete.

That is right. What you are still on your old wooden or metal walls? Weak. Time to go heavy construction.





These new layers are hard and sturdy and will make explosive solutions to your defenses a bit more nullified. But there is a kicker. The materials for them are extremely rare. So rare in fact you can only gather them in 2 locations. Bricks in, well the brick factory. Cement and concrete materials we will leave for you to find.





Btw told you that you will be selling bricks like a true Croatian.

Removing elements made of metal, brick and concrete require blunt tool equipped not sharp tool.

Doors on BB walls have only one new upper upgrade.



We added a lot of new content since we introduced achievements so it is about time we caught up with them on the achievement side. Added a couple of new ones for all of you achievement hunters and stats comparison junkies. With the new achievements new stat trackers are in naturally as well.

So here they are:





Arrrlright you scurvy dogs. Yer might've seen the new pirate themed achievements here, yet what is a proper pirate without proper arrrtirre! Gear yourself mate and sail the sea.





Are you hungry? Starving? Want some more food? We got you. First up traditional Croatian meal Mlinci! These bad boys are a must have for any real holiday meal.



Next up we have the African Biltong! A special shoutout to our SA community, we see you, we hear you and are happy to provide.





So here is the kicker. we heard your feedback and we took a deep dive into the optimizations. Both client and server side so you should see improvements, especially in populated areas where people like to build their own bases and the coastline. We are still, as always, monitoring the situation and looking into the feedback.


  • Fixed the bug where sentries would sometimes duplicate themselves.
  • Fixed the bug where WASD keys would not end autorun.
  • Fixed the bug when player is underwater at night and there was no light.
  • Fixed the bug where holographic sights would mess up when aiming at rivers.
  • Fixed the bug where in some areas puppets would not spawn properly.
  • Fixed the bug where crafting a torch could use stick bundles.
  • Fixed the bug where some wrong icons would show up.
  • Fixed the bug where closing chest inventory would prevent players form using the map.
  • Fixed the bug where catching fish and releasing them would sometimes make them stuck in your hands.
  • Fixed the bug where AKs would show wrong max ammo when RPK drum mag is equipped.
  • Fixed the bug where practice trap did not have infinite defuse attempts.
  • Fixed the bug when charging NVG the icon would not show charge level properly.
  • Fixed the bug where alt tabbing out of the game in the middle of fishing would bug out the game.
  • Fixed the bug where crafting explosive arrows would not use up arrows.
  • Fixed the bug where censor mode would not work on corpses.
  • Fixed the bug where improvised raft and bottom bed would not use materials properly.


  • Disabled chats will now skip automatically when going through them in chat box.
  • Reworked the item naming system ingame. This will result in chests loosing their names and will need to be set again.
  • You can now store tree branches in log sheds.
  • BB doors will now show absolute HP instead of percentages.
  • Reduced the amount of gunpowder needed to craft explosive arrows/bolts.


  • Other player markers now have different color on the map.

New commands

  • #ShowFlagInfo true / false (shows location and information of the flag on the map)
  • #ShowFlagLocations true / false (shows location of the flag on the map)
  • #ShowVehicleInfo true / false (shows location and information of vehicles on the map)
  • #ShowVehicleLoactions true / false (shows location of vehicles on the map)

New server settings
  • EnableLockedLootContainers=1 / 0 (If this setting is set to 1 lockers in the world will be locked and players will need to either lockpick them or open them by force and if it's set to 0 all lockers will be unlocked and they will be free to search, this dose not include cargo drops whatever setting is set to cargo drop will always be locked)

  • DisableBaseBuilding=0 / 1 (It was already functional and in the game but it wasn't shown in the ServerSettings.ini) (If commands are set to 0 players will be able to build BB elements and if it's set to 1 BB element's will not be able to get placed)
Drone additions
  • As a drone admins will now able to move items on the ground and in the chest, due to some limitations it won't be able to move items from chest to the ground. Moving the items can be done by pressing TAB that will then show mouse icon on the screen and you will be free to interact with items and chests in vicinity.

New logs and addition to already existing logs
  • Mine interactions like arming the mine, triggering the mine and disarming the mine will now be written down in Mines.log file with both owners of the mines / traps and victim.
  • Now it is possible to see comatose logs under kill.log as separate input in the log file with information of the comatose player and the one responsible for his state.

...