SCUM - Beda
Well you can't say we don't work fast. Here is the hotfix!




  • Another potential fix for vehicles.
  • Fixed a bug where VHS sound would hang with improvised silencer.
  • Fixed the issues with the admin drone.
  • Removed the test ACOG from the spawn pool.
  • Fixed the bug where prisoners would sometimes fall through terrain when fainting.
  • Fixed various weapons misplacements bugs.







SCUM - Beda
Hello everyone guess what? Another Monday another update! We are on a roll here! This one is a big one for all of you fellow gun nuts but also fixes some of the major issues we were having, so check it out!

https://www.youtube.com/watch?v=e79P0jeDvqY



So let' start with the theme of this patch guns, guns, guns! We are adding a lot of new weapons. Some regular, some very special to us and some that will blow your mind, literally.

HS produkt

Let's start of with something we are proud we can represent. We are introducing the Croatian made, high quality arsenal to the island! From their world famous handguns to the advanced and reliable VHS platform. As their moto says: Expect the best.

VHS-2

The now standard rifle of the Croatian armed forces. VHS-2 is a bullpup 5.56 NATO assault rifle. Due to the bullpup modular platform it has all of the benefits of longer barrel but in shorter package as the firing mechanism is set behind the trigger. Available in 2 versions: with the standard rail carrying handle and the integrated 1.5X optical red dot sight. Both look amazing and preform at peak efficiency. Versatile, modular, accurate and maneuverable this bad boy will surely be a favorite once you get your hands on one.



And yes on the integrated red dot version you can switch between sights.



VHS-BG

The Croatian boomstick! The fun tube! The yeet launcher! The "To whom it may concern" delivery system!



The VHS-BG is double action single-shot 40×46 mm grenade launcher. It has a mechanical sight system to help you aim your grenade at multiple ranges and comes in a compact size!



HS9 & SF19

Here we are with the greatest hits! The HS and the SF line handguns!



The SF line is perfect adaptable service pistol for every tactical situation you can encounter. Chambered in 9mm and with a magazine capacity of 19 rounds it is one of the highest capacity while keeping excellent performance and reliability.

The HS9 line is the perfect compact solution for your everyday carry. But it's small size is only a testament to "big things come in small packages". Also chambered in 9mm it has a capacity of 13 rounds in the magazine.



Now let's get to the rest of the rifles you will encounter!

AWP & AWM



We have 2 new sniper rifles for you. The .308 (yes new caliber is here) AWP and the .338 (another one) AWM rifles. High power and reliable, packed with a rail system for easy scope mounts these rifles will surely be a favorite choice for all of you bush wookies.

Hunter reforged & Hunter carbon.



Presenting the refreshed old and the brand new! The old Hunter 22 has been revamped! it now has a 12 round magazine giving you the needed extra shots. And introducing the new Carbon hunter: the more powerful brother of the regular hunter, this one is chambered in the good ol fashioned 30-06.

Improvised grenade launcher.



I don't think I need to tell you anything about this one. Just be careful where you point it.



  • Potential fix for vehicles falling through terrain.
  • Fixed some icons issues.
  • Fixed the bug where grenades would sometimes cause crashes.


  • Buffed all munitions damage.
  • Included new pass on translations.
SCUM - Beda
Happy Monday, we are back with more content for you all! This one has a lot of info so read it carefully before returning to the island!







To start off we have went more in depth with our fishing environment. As any well experienced fisherman will tell you there are more conditions on what fish you want to catch. So it makes sense we add that to SCUM as well. So now there are multiple ones you have to take into consideration when going fishing including:
  • Time of day.
  • Size of the body of water.
  • The bait you use.
  • And the quality of the line.

We prepared these nifty little charts for you so you don't have to think about it too much and can just glance at them. A picture is worth a 1000 words after all.














Here is another big one. We have completely reworked the way you can gain Strength and Condition attributes. The previous system was outdated and a lot of new features implemented did not affect it so we decided a bit of a revisit on it.

Condition

Previously CON gain was tied to the velocity of prisoners movement only. This has been completely changed. CON gain now depends on multiple parameters:

  • Action difficulty.
  • Weight load.
  • Terrain: Uphill/Downhill.

So let's take for an example you are sprinting (high difficulty action) on a flat terrain with no weight. We can take that gain rate and say it's base gain rate and let's say it's value is 1. Then if we add weight, with clothes/gear on your prisoner the CON gain rate will rise depending on the weight value. And if you start running uphill you will add more gain rate depending on the steepness of terrain.

This applies to all movement stances: walk, jog, run, limp, crawl, crouch, swim etc.

Alright so let's cover the CON gain in vehicles now as well. Some vehicles require the prisoner to use his body to move. This influences the CON gain as well. On rowboats and bicycles the gear has no effect on the gain because the prisoner is sitting down, and the action difficulty decreases when you already have inertia so it's easier to pedal/row. The rest of the parameters follow the movement gain logic.

Strength

Strength gain works similarly to CON gain. The difference is that STR gain is more influenced by weight load while CON gain is more influenced by task difficulty parameter. STR gain also differentiates itself from CON in one important aspect: it is influenced by existing STR attribute.

That means if you are STR lvl 1 and you are running with 20kg on you, you will have more STR gain than a character with STR lvl 2 as you need more weight to increase muscle mass the stronger you are.



We do have another POI to introduce as well. Are you need in some medical supplies? Some of those highly sought clean bandages? Well the new hospital is your next destination my friend! Located in the B0 sector and long abandoned it will surely give you the creeps while you are looking for those anti-biotics.









  • Fixed the bug where you could not activate voicelines while in vehicles.
  • Fixed the bug where setting unlimited trader stock in server settings would completely disable any purchases.
  • Fixed the bug where player would not get teleported back to starting position when logged out in the middle of events.
  • Fixed the bug where player corpses would sometime disappear too soon.
  • Fixed the bug where player would spawn naked if relogged when character was unconscious.
  • Fixed the bug where mushrooms would disappear if picked up with full inventory.
  • Fixed the bug where burying would complete instantly.
  • Fixed the bug where some items would not get damaged when force unlocking containers.


  • Foot abrasions can now develop bleeding effects and infections.
  • Inventory panel will now be hidden when selecting new face for plastic surgery.


SCUM - Beda
We are happy to present to you the new update and the first character pack for SCUM!

https://store.steampowered.com/app/1990860/SCUM_Danny_Trejo_Character_Pack/





Play as the legend himself!

In this DLC you get to play as the legendary Danny Trejo! Including the complete model, special clothing and specific weapon. Dominate the island and hear the cheers of millions as you bring the bad in badass.

Key features:

  • Complete character model - A complete player model of Danny Trejo adaptable to all body types and adorned with the legendary tattoos.
  • Voice acted actions and taunts - With a complete voice pack recorded by the legend himself, every action will be played out in his voice. And the new added voice taunts will make sure you have options to put salt on injury for those unfortunate enough to come across your sights.
  • Special clothing - Inspired by the most popular roles from Danny Trejo, you will be dropped on the island in style.
  • The legendary machete - One of the most iconic weapons of the popular culture is here dropping with its rightful owner. Whether you need it for crafting or ehm... population control it will never fail you.

You might be wondering, hey what if I wanna play as Danny Trejo but do not wanna loose my character progress as well? Worry not dear friends we have you covered.

The Doctor NPC now has new service to provide! Plastic surgery.

That is right, straight from the pages of Hollywood you can now alter the appearance of your character even after creation. Simply get to the trader and you will find the new services option on the trade menu.

For owners of the DLC your first transformation is free.



Then on checkout you will get a popup where you can choose your new look!



Badabim badabum you are now a new person!

Another page from the Hollywood book is that every other change of appearance is expensive as all hell. So don't expect you will be able to become Ethan Hunt anytime soon.





  • Fixed the bug where the plane audio was not affected by the effect audio slider.
  • Fixed the bug where players was able to unload ammo from the M1 Garand with the clip remaining in the weapon.
  • Fixed the bug where player would get stuck in iron sights view after changing scopes and aiming.
  • Fixed the bug where hair would not grow.
  • Fixed the bug where body part affliction on the HUD would not show if bleeding injury has suppressed bleeding which causes infection.
  • Fixed the bug that caused a reset of trading table localization data.
  • Level design bugfixing.


  • Big improvised raft can now be sold to Harbormaster.
  • Added a new log to the economy log that shows users online while transaction is made.
  • Admin drones can now open inventory of clothing in vicinity.
SCUM - Beda
Well we skipped a week or so but we are back with the Dev updates. If you are wondering why it was skipped we took a Monday for some RnR and had some BBQ. So as a treat we will list all that has been done this past 2 weeks so enjoy!




  • Working on new infection types.
  • Bugfixing.
  • Working on the garden snapping system.
  • Working on the garden merge system.
  • Working on plastic surgery UI menu.
  • Implementing voice line commands for Danny Trejo DLC.
  • Working on the ATM UI.
  • Tweaking the door sensor system.
  • Research the new scope mechanics for the VHS rifle.
  • Tweaking the relog behavior when prisoner is dead.
  • Creating new log systems.
  • Further work on quick access rework.
  • Creating new admin commands.
  • Finishing up the CON/STR gain rework.
  • Implementing new admin drone features.
  • Adding new ID systems.
  • Upgrading the internal commit system.
  • Refactoring the infections code.
  • Working on the plastic surgery system.
  • Revisiting the crash while in vehicle system.
  • Refactoring the gold and respawn system.
  • Refactoring the quick access code.
  • Refactoring the scope system code.


  • Optimizing the Samobor city system.
  • Working on the nuclear power reactor building.
  • Creating the mesh decals for pipes.
  • Bugfixing.
  • Finishing the new medical POI.
  • Working on furniture models.
  • Working on the new stadium POI.
  • Texturing the pipes.
  • Creating damaged machinery models.
  • Texturing the turbine building.
  • Working on stadium lights.
  • Researching assets for modular BB.


  • Working on the new trailer.
  • Working on the new weapon animations.
  • Creating new female clothing variations.
  • Further work on the new handgun model.
  • Working on the GL animations.
  • Working on the modular quad vehicle models.
  • Finished the VHS animations.
  • Rigging the grenade launcher.
  • New concept art.
  • Creating the UI concept for new features.
  • Working on Danny Trejo facial animations.
  • Working on Danny Trejo character polygons.
  • Reworking the female models system.
  • Finishing the HS handgun model.
  • Working on the new truck model.
  • Texturing the new vehicle.
  • Quality pass on current clothing.


  • Bugfixing.
  • Working on Danny Trejo audio features.
  • Working on new weapon sounds.


  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting bugs.
  • Working on the mystery event.
  • Resolving some hosting issues.


  • Handing out new features tasks.
  • Adjusting crafting recipes.
  • Setting new prices.

SCUM - Beda
And we are back with the Development update. Check out what the crew has been up to this past week, some things released and some still in the oven.




  • Bugfixing.
  • Working on the infections system.
  • Working on garden placement system.
  • Working on the PhsyX system.
  • Working on the custom zone settings.
  • Working on the infections UI.
  • Creating the ATM system.
  • Created the remote door control system.
  • Working on liquid containers rework.
  • Working on stats rework.


  • Optimizing the Samobor city.
  • Retexturing Samobor city buildings.
  • Working on the Nuclear powerplant POI.
  • Bugfixing.
  • UV mapping the powerplant POI.
  • Working on modular pipes system.
  • Creating decals and materials for pipes.
  • Working on furniture.
  • UV mapping the stadium.


  • Creating animations for the new bolt action rifle.
  • Working on new clothing items.
  • Rigging the new handgun.
  • Creating the improvised GL animations.
  • Started working on modular quad vehicle.
  • Finished the VHS animations.
  • Created the UI concept for the ATM.


  • Recording Danny Trejo voice lines.
  • Setting up the Doctor NPC voicellines.


  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting bugs.
  • Profiling stress test results.


  • Created infections tooltips.
  • Setting the medical items prices.
  • Setting up new spawners.


SCUM - Beda
Hot summer means hot hotfix. Yeah I know that joke is bad just read the notes.




  • Fixed the bug where custom zone settings menu showed double options.
  • Fixed the bug where you could not holster item on slot 1 when you already had an item holstered on slot 2.
  • Potential fix for trader available funds sometimes showing incorrectly.
  • Fixed the bug where keycards tooltip did not show expiration time and which killbox they activate.
  • Fixed the bug where custom zone settings did not map to the correct damage types.
  • Fixed the bug where character tattoos sometimes disappeared.
  • Fixed the bug where you would not get a parachute on respawn in SP.
  • Fixed the bug where disabling player count based prices would disable trading completly.
  • Fixed an issue where you couldnt place sensors on existing doors.


  • Vehicle parking custom zone setting is now "block" by default in outposts.
  • Extended the range for remote door keys.
  • Medical items/Rags tooltips now show a level of dirtiness influencing the contamination/infection.

For people that lost their tattoos and private part size, you can set it correctly again by using #SetTattoo and #SetPrivatePartsSize commands.
SCUM - Beda
Well long time no see, but we are back with another update. This one has some major changes so pay close attention!





Alright, this one is a big one and contains a lot of information so pay attention. You wanted more metabolism and we are here to deliver. Contamination and infections are now active and a real threat to prisoners.

Let's take it slow. What are infections? Well, it's an invasion and growth of germs/microbes in the body. And the most common way to get it is on unclean and non-sanitized open wounds. So let's talk about that.

From now on when you get a bleeding wound, depending on the clothes you have on, if any, and their cleanliness your wounds can now get Contaminated. The levels of contamination are as follows.
  • No clothes: 0%
  • Completely clean Clothes: 50%
  • Completely dirty clothes: 100%

So the level of contamination from clothing varies on how clean/dirty they are.


No clothes, since nothing is contaminating the clothes there is no contamination part on the toolbar.


Putting a clean clothing item rises the wound contamination to around 50%.


Putting dirty clothing item on rises the contamination level to around 100%

If you have a wound on your legs and you pissed your pants the contamination will rise to 75%, so despite what your grandparents told you it is not a good idea to piss on an open wound.

Alright, we have that covered but you might be wondering: Ok but there is a lot of information on this tooltip right now, what does it mean? Worry not friends I will explain it all right away.
  • First off we have the Contamination bar. This is a useful bar that will automatically show you the progress of your contamination level and its rising or falling rate.
  • Next up we have External Pathogens and Wound germs. These are the bacteria that are entering your body and can lead to infections. External pathogens are all the bacteria that come from outside sources, like explained dirty clothes or dirty bandages, which we will touch upon in a bit. Wound germs can manifest inside of the wound if enough External pathogens are introduced to it. The total contamination rising level is the 2 of them added up.
  • Now we have your Immune system. The Immune system is the ability of your own body to combat outside bacteria with its own defensive mechanism. The strength of your Immune system depends on your Constitution stat. The Immune system can be boosted with antibiotics again more on that down below.

So how do you combat Contamination? Well by disinfecting the wound and or using the right bandages. Medical items are all disinfected. Rags have the same Contamination level as clothing. Clean rags are 50%, dirty ones 100%. But we added another rag type available to craft: aseptic rag. All you need is a clean rag and some isopropyl alcohol. Then just select the rag and you can disinfect it.



You can also apply the alcohol, or absinthe also works in these cases, directly on your wound to disinfect it, but be careful tho. On open surfaces, the alcohol starts to evaporate after a while so you will have to maintain the cleanliness of the wound. You can do that by removing bandages and adding new ones or cleaning the wound again. That is right you can now remove the bandage when you patch up a wound. It's pretty useful when you have a dirty rag to patch up immediately and want to switch out to a clean one when safe to avoid infection.



Bandaged up wounds have a little white arrow on them which you can click and choose to remove the bandage that way.

Ok so we have that covered, now what happens if you have no choice and need to stop bleeding with a dirty bandage or have a bigger wound or maybe multiple, so more bacteria go in and your contamination level reaches 100%. Then an infection manifests. There are 3 stages of the infection.







Depending on which stage the infection is in it will influence your statistics and proficiency for as long as it is active, and will slowly deal damage over time. Once your infection rate fills up stage 3 you will manifest Sepsis in your body.

Note: Your bleeding wound will not exit the recovery state for as long as the infection regarding that wound is still active.



Sepsis is a dangerous state where your infection has already spread so much that your body will start attacking itself. If all of the wounds and infections are left untreated Sepsis will lead to death and will highly impact the performance of your character.

Remember how you can boost your immune system by using antibiotics? This is how you combat infections and sepsis. By taking an antibiotic you can boost your immune system and help it destroy the bacteria that is the source of the infection and help your body close the wound up after it is all gone.







Keep in mind that in case of multiple infected wounds your immune system will need to adjust on all of them accordingly to the severity of those wounds.

Once all of the infections are clear, the sepsis will clear as well and that will get you good to go.

Oh, and there is another thing here. Puppets now cause Wound germs on their hits with their dirty dirty nails so be careful!





We have another NPC trader for you all: the Doctor.



The Doctor sells all kinds of medical items and utilities, after all, health is important but not free in a survival scenario.



Another nifty feature is the new BB door remote. You can place these on any lvl 3 and above BB doors.



The feature contains 2 items, the remote key and remote sensor. Before you can start using it you will need to pair the key to the system in your inventory.



You can pair up to 10 keys to one sensor. But be careful once paired anyone can use it, even the enemy.

Once paired you have a new slot where you can place the sensor.



And then you can either put it in a quick access slot or use it in inventory to open/close doors!





We also have a new weapon for you all, the DT-11B sawed off.




  • Fixed the bug where you couldn't refuel the boats at certain gas stations.
  • Fixed the bug where you wouldn't get foot abrasions and shoes wouldn't lose durability while mounted on a wheelbarrow.
  • Fixed the bug where rabbits and chickens would react to drones.
  • Fixed the bug where you would have ammo stack 0/20, 0/30.
  • Fixed the bug where you could choose head option number 7 in character creation menu.
  • Fixed the bug where swapping back seats while the vehicle is moving would cause the player that is swapping seats to move outside the vehicle.
  • Fixed the bug where base building doors would be visible from a large distance.
  • Fixed the bug where the killbox host wasn't saying quotes.
  • Fixed the bug where players wouldn't get unsilenced after their silence duration has expired.
  • Fixed the bug where using the "#listsilencedplayers true" command with no silenced players would cause a fatal error.
  • Fixed the bug where re-equippig one of the dirty items would cause all of the clothes to look clean.
  • Fixed the bug where items would sometimes disappear upon holstering them.
  • Fixed the bug where items would sometimes go in the wrong holster.
  • Fixed the bug where the prisoner would respawn inside the upgraded bed.
  • Fixed the bug that would show the player interactions with explosive traps which are not implemented yet.
  • Fixed the bug where the wheelbarrow would launch into the air on low FPS.
  • Fixed the bug where the prisoner would get stuck doing an animation while uncrafting bundles.
  • Fixed the bug where the prisoner could respawn on destroyed shelter.
  • Fixed the bug where double-clicking ammunition from the vicinity into your inventory wouldn't stack ammo correctly and would sometimes consume extra ammo.
  • Fixed the bug that would cause the number of remaining uses of an item in a chest to be displayed incorrectly in the treatment panel.
  • Level design fixes.



  • Increased fillable radius for replenish able resources.
  • Adjusted buying and selling prices depending on the number of online players.
  • Tab panels will now stay open if you jump in place or fall for a short time.
  • Temporarily removed birds from the game (pending rework).
  • Only owners and squadmates can now push vehicles.
  • Urination will make your lower body clothes 50% dirtier now.
  • Adjusted sardine meat vitamin B6 amount.
  • Added "Vehicle parking" option to custom zone settings.
  • Soap now has 10 uses instead of 30.


  • We have a new server settings for you:
    Under [SCUM]
    AllowSkillGainInSafeZones=0 (that is default value)
    (0 means that skill gain in safe zones is disabled and 1 means it's enabled)

    [SCUM.Vehicles]
    VehicleMaxAllowedTimeInForbiddenZones=120


SCUM - Beda
Another start of the week another development update! Check out what we've been up to this past week.




  • Bugfixing.
  • Adjusting trench foot mechanics according to feedback.
  • Optimizing bandwidth for the UI.
  • Working on farming replication system.
  • Transferred boats to the new vehicle physics system.
  • Resolving UI bugs.
  • Further work on transferring the UI to the new system.
  • Refactoring prisoner code.
  • Support for Danny Trejo character creation.
  • Upgrading internal commit system.
  • Researching infections.
  • Further work on respawn rework.


  • Creating modular meshes for references.
  • Created blockout layout for the new powerplant POI.
  • Created modular industrial building.
  • Working on a new stadium.
  • Reworked the high school building.


  • Finishing up Danny Trejo tattoos.
  • Fixing up female characters.
  • Working on the new main menu rework.
  • Further work on Wild Hunters concept art.
  • Created low poly for tractor armor.
  • Creating rigging and vortex weight for Mr. Brenner.
  • Further work on improvised Grenade launcher.
  • DT11B short textures.
  • Created the Defender chassis.
  • Creating new clothing.
  • Creating new heavy armored vest.
  • New vehicle animations.


  • Audio bugfixing.
  • Working on the new rifle sounds.
  • Working on new trader voicelines.


  • Resolving the issues with whitelisting.
  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting the bugs.


  • Adjusted trench foot parameters.
  • Adjusting BB doors parameters.
  • Adjusting footwear properties.
  • Creating design documents for further regular updates.


SCUM - Beda
Well, you know the drill after the patch. Here is the hotfix everyone:




  • Fixed the bug where big steak with potatoes was not consumable.
  • Fixed the bug where Fisherman trader NPC animations would not play out.
  • Fixed the bug where players would not despawn when gracefully logged out.
  • Fixed the bug where some sliding doors audio keeps looping.
  • Fixed the bug where airplane doors and door frames would get messed up after relog.
  • Fixed the issue where multiple purchases or sales of the same item would issue more lines than necessary in the economy log.
  • Fixed the missing collision from a prison building.
  • Fixed wrong fishing bait descriptions.
  • Fixed the issue where rain collectors wouldn't correctly collect rain.
  • Fixed the issue where you couldn't take off with planes at the C2 outpost strip.


  • Increased how much time it takes to get Trench Foot.
  • Tweaked water propagation factors on footwear items.
  • Footwear will have increased water propagation with lower durability.
  • Increased inner height of the Airplane BB doors.
...