SCUM - Beda
Hey hey all, you thought we forgot about this holiday season? Think again friends, santa is here and he has presents.





Let's start with the news you want to hear the most right now. Update with vehicles. So the first one is the flashiest one. You wanted more vehicles, we said we will bring them out so here comes the Laika!



Another legendary vehicle is now ready to drop on the island. Another modular vehicle, you will need to put some effort before you drive around in this legend. Some say that it is the only true all-terrain vehicle that can run on anger itself.

That is not all that we have for vehicles. Hearing your issues you had with some of the vehicle spawns and accidents we implemented a couple of more functions for vehicle interactions.



As you can see now you have more options for those tricky situations where you were drunk driving and got your vehicle stuck on a ridge somewhere.

You can also push the vehicles backwards as well. We know, groundbreaking stuff.



We are changing some stuff around the traders as well. First of all we have redesigned the trader UI a bit so it is more clear about your payment options and item selection.



But there is also a function behind it as well. You might've noticed 2 little locks in the navbar of that screenshot. It is a part of the fame point trading redesign. The Fame point spending did not work as well as we planned and it showed by your feedback. So we have put a new system in place. Instead of spending fame points as just another form of currency, items will now be locked behind a fame point level. The idea is that the Traders will not trade with some unknown player they cannot trust. So you will still need to save your Fame points and be carful what you do on the island that you don't loose them.



Do keep in mind this is the first iteration of this new system, more balancing and fleshing out will come as well.



We added some more changes!!! C4 got it's first wave of rework or better to say and addition to the functionality of it.



You can now plant C4 on BB elements. Now this is done with a reason. It showed that with the C4 on the ground system it was easily exploitable with some shenanigan Base Building and a lot of the intended elements would stay still. Now you can plant C4 on the elements and make sure you have a breaching hole once detonated and can raid with assurance. You can still plant the C4 on the ground for ambushes and clearing people out of buildings if you want to so don't worry.

Also this is the first version of it and will be adjusted according to yall feedback.


  • Fixed the bug where Herbicide would not spawn.
  • Fixed the bug related with naming Chests.
  • Fixed the bug where weapon scope would become transparent when entering the photo mode while ADS.
  • Fixed the bug where there was wrong physical material on garden box.
  • Fixed the bug related with writing on blank sign element.
  • Fixed the issue with database performance that would impact partial wipes. ( no we are not doing a wipe some private servers had issues, relax)
  • Fixed the issue where cargo drop notification would show wrong information.
  • Fixed the issue where platers looting from cargo drop directly into vehicles could cause a crash.
  • Fixed the issue where the passengers in boats would showcase dominance through T-pose.
  • Fixed the bug where you could accelerate the boats twice as fast by pressing multiple keys at once like you were the main character in Fast franchise.
  • Possible fix for disappearing items after game restart.
  • Fixed the bug where the steering wheel would not turn when steering the vehicle.
  • Fixed the issue where the Wolfswagen engine was not visible.
  • Fixed the issue where it was possible to re-attach vehicle parts when removing them without a car jack.
  • Fixed the bug where NPC traders would say their voice lines when players are outside of their zone.
  • Fixed the bug where Wheelbarrows would not decay properly when destroyed.
  • Fixed the issue where non functional vehicles would still spawn on a server where the setting forbids them, aka only functional vehicles can spawn.
  • Fixed the bug where projectiles could not damage some BB elements.
  • Fixed the bug where gravel bags found in the world would have a fixed one usage.
  • Fixed the bug where vehicles would turn off when other players are nearby.
  • Fixed the bug where vehicles would not activate mines.


  • Nerfed the strength of brakes on the Wolfswagen.
  • Tweaked gear ratios and gear shift on the Wolfswagen.
  • Added weapon parts category with the armorer.
  • Adjusted hazmat suit effect on lockpicking minigame.
  • Adjusted Fame point gain for selling items.

Again don't forget to have a Christmas tree set up in your base when Christmas comes around or Santa will not visit you.
SCUM - Beda
Long time no see friends! You though these were gone but we are back. I promise it is purely coincidental that they are back just as the world cup ended. I promise.




  • Resolving physics issues with the vehicles.
  • Resolving issues with server crashes.
  • HUD optimizations.
  • Bugfixing.
  • Working on trader UI improvements.
  • Working on new FP trader system.
  • Resolving issues with wheelbarrows.
  • Working on new server settings.
  • More bugfixing,
  • Even more bugfixing.


  • Working on the new POI.
  • Working on the new procedural buildings system.
  • Working on the new POI hotel building.
  • Working on the new POI park location.
  • Working on the new POI pool.
  • Working on the new POI fire station.
  • Bugfixing.


  • Working on new male models.
  • Preparing groundwork for new animations.
  • Preparing groundwork for locomotion.
  • Optimizing textures.
  • Designing new trader UI.
  • Finishing seeds icons.
  • Working on new vehicle parts.
  • Reworking locomotion for male models.
  • Working on smoking animations.


  • Working on sound fixes.


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Preparing feature designs for a weekly update.

SCUM - Beda
Another day another hotfix. We ain't stopping with it.




  • Fixed the bug where players in combat mode with arrows in quiver would not automatically use arrows from the quiver as priority.
  • Fixed the issue where it was possible to disinfect rags with any liquid inside of absinthe bottle.
  • Fixed the bug where portable work light would bug out in players hand when turned on/off.
  • Fixed the bug where player was unable to drop gardening hoe by drag and drop.
  • Fixed the issue where where it was possible to interact with vehicle door and corresponding seat at the same time.
  • Fixed the bug where garden blueprint would disappear after server restart.
  • Fixed the issue where you could not repair boats.
  • Fixed the issue where you could still do damage to car parts even though vehicle damage is turned off in admin settings.
  • Fixed the issue where you can fill fuel in a chainsaw past the reservoir limit.
  • Fixed the bug where some objects could stay floating in air after BB element under was destroyed.
  • Fixed the bug where cars could clip through the floor when lifted on car jack.
  • Fixed the issue where some item prices would calculate wrong.
  • Fixed the bug where some emotes had wrong icons.
  • Fixed the bug where item weight would sometime show wrong measurement unit.
  • Fixed the bug where some clothing items did not have a wetness indicator.
  • Fixed the issue where vehicles would spawn with driving wheels on the wrong side and inverted textures.
  • Fixed the bug where flare sounds would count as player made sound.
  • Fixed the bug where items in holsters would get deleted if player was in event on server restart.
  • Fixed the issue where sometimes you could not gain Running XP if your Running level was on No skill.
  • Fixed the issue where destroyed vehicles would not be renewed after server restarts.
  • Fixed the bug where player would be stuck with item drag action if he entered photo mode.
  • Potential fix for client crash when destroying BB elements.
  • Fixed the issue where you could operate destroyed vehicles.
  • Fixed the bug where operating the boat via engine would give you ATR gains as if you were rowing.
  • Fixed the bug where you would get decontaminate interactions on vehicle inventories.
  • Fixed the bug where vehicle inventory container could get radiation.
  • Fixed the bug where you would have a blurred garden edges when spawning near gardens.
  • Fixed the issue where you could still lockpick vehicles when the vehicle was parked in a no lockpick area ex. outposts.
  • Fixed the bug where you could install tires without a car jack.


  • ATMs can only be used one person at a time now.
  • Amount of Fame points that player will receive when selling an item now depends on amount of items in stack and amount of remaining uses of that item.
  • Vehicles spawned via admin commands can now be spawned at specific location.
  • Admin drones can now destroy gardens.
  • Plants now have different growth time, optimal temperatures and pests/diseases according to their plant species.
  • You can no longer sprint while wearing a hazmat suit.
  • Added ATM mouse sensitivity setting.
  • Parachute no longer opens automatically after falling to death and attempting to open parachute without parachute equipped.
  • You can now remove locks freely if the car doors are open.
  • Analog Geiger counter scale now twitches accordingly to the sound it makes.
  • Disabled the ability to interact with items in chest when using emotes.



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SCUM - Beda
Happy Thursday! No Dev update this week needed as actions speak louder than words. So here is another hotfix!.




  • Fixed the issue where attempting to operate pre-spawned boat would cause a crash.
  • Fixed the bug where it was possible to place garden blueprints on invalid locations.
  • Fixed the bug where passengers could interact with vehicle lights.
  • Fixed the bug where passengers would gain driving XP.
  • Fixed the issue where destroying vehicles would sometimes cause a crash.
  • Fixed the issue where gaining FP when driving would sometimes cause a crash.
  • Fixed the issue where base elements would sometimes cause a crash on server startup.
  • Fixed the issue where servers would sometimes get stuck on startup and crash shortly afterwards.
  • Possible fix for cars randomly disappearing or floating up in the air.
  • Fixed the issues where brake lights would activate when they shouldn't.
  • Fixed the issue where items would prevent vehicle doors from opening.
  • Fixed the issue where passengers in wheelbarrows did not have proper collision.
  • Fixed the bug where stamina was not drained when pushing a car.
  • Fixed the bug where CON and STR gain was disabled when using wheelbarrows and boats.
  • Fixed the bug where prisoners would run in place after using a saw.
  • Fixed the bug where STR attribute would increase when running or crouching in place.
  • Fixed the bug where vehicles horn would work even if battery is empty.
  • Fixed the bug where headshots would not give FP.
  • Fixed the bug where wheelbarrows were the new TEC01 space program.
  • Fixed the bug where item radiation state would reset when placed inside containers.
  • Fixed the bug where friendly vehicles could still activate mines.
  • Fixed the issue where relogging would bug the garden out so only the central plot would be interactable.
  • Fixed the issue where WolfsWagen can be pushed while limping with no issues.
  • Fixed the issue where car wheels would clip through the vehicle in some cases.
  • Fixed the issue where holding F to see interactions on a vehicle that is on a car jack would cause a crash.
  • Fixed the bug where lockpicking interaction would show as available when it shouldn't


  • Removed the interaction option on vehicles when upside down.
  • New car now has a horn,
  • Balanced the price of farming items.
  • Haircut service will no longer be free.
  • Purchasing tradeables will no longer be limited to 5 at a time.
  • Server setting vehicle purchase limit will now be properly applied.
  • Barbed spike trap will no longer be visible in building menu if mines are disabled in server settings.
  • Added CON and STR gained when pushing a car.
  • Added smoke effects on vehicles and engines with low health.
  • Purchased WolfsWagen will no longer spawn with a back bumper armor.
  • Added bank transactions logging.
  • You can now remove parts from destroyed vehicles (with proper tools and skills).
  • Players are no longer imune to melee damage when operating vehicles.
  • One time reduction of fame points to 1000 for all players that got over 10k FP due to a bug.
  • You can no longer keep pushing vehicles.
  • Increased overall audio loudness.
  • Car jack is nor repairable with a toolbox.
  • Adjusted Car mechanic prices.
  • Adjusted farming items and skill descriptions.


  • Slightly redesigned functional vehicle spawning criteria. Server setting VehicleType.Max determines the total amount of spawned vehicles of that type. VehicleType.MaxFunctional determines the amount of spawned functional vehicles (regardless wether they were spawned naturally or by purchase). VehicleType.MinPurchased determines at least how many vehicles out of MaxFunctional need to be purchased. Values will be clamped so this condition is met: VehicleType.Max >= VehicleType.MaxFunctional >= VehicleType.MinPurchased.
SCUM - Beda
We are not done yet. Let's get to fixing.




  • Fixed the issues where gardens can sometimes cause a server crash.
  • Fixed the issue where car lifts would stay elevated when the vehicle on them is sold.
  • Fixed the issue that would cause a client crash when attempting to defuse inside killbox.
  • Fixed the issue where dismount from boats and wheelbarrows was not working correctly.
  • Fixed the issue with the server crash.
  • Fixed the bug where puppets would not have alert noises when alerted.
  • Fixed the bug where refuel and recharge vehicles produced no sounds.
  • Fixed the bug where improvised bed and shelter could not be used as shelter respawn locations.
  • Fixed the issue where locks on cars would disappear.
  • Fixed the issue where boats could not have any fuel interaction.
  • Fixed the bug where re-searching a container with cash or ammo in it, the wrong amount would show.
  • Fixed the issue where combining photo mode and interactions in various ways would leave you in a corrupt state.
  • Fixed the bug where stake pit would actually show bonfire in the required ingredients tab..
  • Fixed the bug where you couldn't write on the blank sign base building element.
  • Fixed the issue where client crashes would be caused by vehicles.


  • Adjusted captions on BB elements.
  • Looting items now awards Fame Points correctly.
  • Removed [Admin] remove lock function as a default interaction option when enabled.
  • Adjusted Depleted Uranium and Uranium Container descriptions.
  • Updated the fame point gain for fishing.
  • Only squad leader can place and overtake a flag.
  • Certain blueprints can now be crafted outside of flag area.
  • Potassium Iodide pills can no longer get irradiated.
SCUM - Beda
Was there ever any doubt? Here is what's in the hotfix:




  • Fixed the bug where items stored inside wheelbarrows and boats would disappear on a server restart.
  • Fixed the issue where force unlocking lockers would cause client crash.
  • Fixed the bug where magazines would show incorrect number of ammo inside.
  • Fixed the bug where where you were sometimes not able to restore your bank card when you should.
  • Fixed the issue where removing items from hands while in combat mode would cause a crash.
  • Fixed the bug where it was possible to chop down metal, brick and cement BB elements with a sharp tool instead of a blunt tool.
  • Fixed the wrong audio for destroying brick and cement BB elements.
  • Fixed some of the wrong item descriptions.
  • Fixed the issue where interacting with one garden slot.
  • Possible fix for vehicles not appearing when spawned or naturally spawned on the server
  • Multiple crash fixes.
  • Fix for issue where servers would be stuck in infinite boot up loop.
  • Fixed an bug where you could push the vehicle while on the service lift
  • Fixed a bug where you could repair the analog geiger with a hazmat suit


  • Temporarily disabled plum seeds from trader inventory.
  • Removed the decontamination option from certain items.
  • Chests, fire rings, improvised bed and shelter can now be placed outside flag areas.
  • Spawning vehicles via spawn vehicle command will now display the spawned vehicle's ID.
  • Bank account numbers will no longer generate with less than 12 digits.
  • Removed unnecessary item rotation time of day server setting clamping.
  • You can no longer service a vehicle without a car repair kit.
  • Removed negative fame point achievements.
  • Increased spinach consumption density.
  • Adjusted Geiger counter inventory size.
  • Car batteries now available at mechanic car lift.

IMPORTANT NOTE: The pins for your classic and gold cards were put to the last and last 2 numbers of your steamID respectively.

KNOWN BUGS: Entering a killbox and trying to defuse the killbox door causes a fatal error.
SCUM - Beda
Aaaaaaaaaaaandddd waiting is done and 0.8 is finally here. Get your hammers ready, your Iodine pills in your system and gather your hoes. Check out all of the deets about the new features! But before that make sure you check out the new trailer as well!

https://www.youtube.com/watch?v=kNNRhTcW0tQ





Let's start with the main title feature, the Nuclear powerplant POI and radioactivity system. This whole new area and system will provide a complete new challenge to the game. Let's start with the POI itself.

Nuclear powerplant.







The heart and soul of the new radioactive zone, the ruined Nuclear powerplant is a new highly dangerous POI filled with new dangers both seen and unseen, but also with some high tier rewards. From the surrounding dead woods, across the industrial environment that has been rusted down through time and radiation, to the abandoned facilities with claustrophobic corridors leading you in a maze.



But do not think you will be able to just venture in the POI all willy nilly with no issues. Before you even think about approaching it you will need some preparations. Why? Well radiation of course.

Radiation

I don't really need to explain what radiation is exactly but we will go over how it affects the game. As the core of the Nuclear powerplant exploded it has released a deadly radioactive cloud in the area surrounding it. The closer you get to the core the higher the radiation level you will experience. As the core is still exposed and active, it still actively releases radiation clouds inside of the zone which move randomly and will increase radiation levels on certain spots as well. The intensity of these zones are measured in Sieverts. The highest it can go is 60 Sv/h all to way down to 0.1 Sv/h at the edge of the zone. Now you might be wondering what that radiation will do to you?

Well the radiation level contaminates everything it comes into contact with. As for thee players aka you there are 2 types of contamination it can cause, External and internal.

External contamination is all the radioactivity that the player comes in contact with, through breathing, skin contact, contaminated clothing and any open wounds. It can be prevented by wearing a hazmat suit, more on them below. If you happen to have some external contamination the decontamination methods would be to either wash any of the items contaminated with soap or in players case just take a bath.

Internal contamination is possible when the player consumes a contaminated item. Decontamination can be done through sweat and urine, but depletion will start only when all of the radiation completely clears the body.

How to spot where those zones and radiation pockets are? Well, Geiger counters!



There are 2 versions of Geiger counters in the game. Analog and improvised. The analog counter will produce the sound and give out the exact measurement of radiation while the improvised one will only produce sound depending on the radiation around you. So you have a Geiger counter what now? Well now you need a layer of protection. Enter hazmat suits:

Hazmat suit

The only complete level of protection can be obtained by wearing a hazmat suit. Again there are 2 in the game:

The modern version:



And the vintage version:



The difference between them:

Modern:
  • +More inventory space.
  • +An armored vest can be worn below the suit.
  • -Highly visible.

Vintage:
  • +Blends with the environment better.
  • +Looks Cool.
  • -Less inventory space.
  • -No armor options.

Both will do the job you need though, as long as you keep them maintained. The hazmat suit will drop it's protection level depending on the durability of the suit, so be careful not to get hit when donning one.
  • durability >80 provides full protection
  • durability <30 doesn’t provide any protection
Anything in-between scales the level of protection according to durability. But don't worry, if in any case you have a damaged suit you can repair it with a bit of duct tape.



If you cannot get your hands on a hazmat suit but still find yourself a bit adventurous a gas mask will provide you with a bit of protection but do not expect much.

Now if you leave yourself contaminated for a while and not take care of it you will get more and more severe consequences. These will arrive in form of the ACUTE RADIATION SYNDROM or ARS. There are 4 levels of severity depending on how many cells the radiation obliterated.
  • C1- 5%-10% dead cells- Symptoms: Fatigue, weakness, leukopenia.
  • C2- 10%-20% dead cells- Symptoms: Hair loss, random bleeding wounds, moderate leukopenia.
  • C3- 20%-35% dead cells- Symptoms: Diarrhea, vomiting, dizziness, severe leukopenia.
  • C4- 35%-100% dead cells- Symptoms: Nausea, vomiting, sever diarrhea, death.

Regeneration rate of the dead cells depends on the severity as well.
  • C1 - 0.3% regen rate.
  • C2 - 0.2% regen rate.
  • C3 - 0.1% regen rate.
  • C4 - 0% regen rate.

TREATMENT:
There are 2 types of treatment:

Phoenix tears cure all of it, and it is the only possible cure for C4 level of radiation poisoning.

The new item, Potassium iodide pills, are used to block radiation for a determined amount of time. One pill can block 2 Sv for half an hour, and taking multiple pills only prolongs the effect, it doesn’t make it stronger. After that time, the blocked radiation returns.

Now you might be wondering that is all well and done, also thank you for the nightmare fuel. But what is the benefit of going there? Well my friend let me tell you about the loot.

Depleted uranium & Graphite

When you get to the zone you will want to look for special new wardrobes. That's where the money is.



Inside you can find even more hazard protective gear but the real money lies in one of these.



To the left we have depleted Uranium and to the right we have Graphite blocks. Depleted uranium can not only be sold for a hefty sum at trader, it can also be used to make Crafted Armored Piercing bullets or CRAP for short. Graphite can be sold for a good amount of money as well for now, but there are plans for more functionality in the future.

Now both of these items are still highly radioactive. More so graphite than depleted Uranium. So extracting them from the zone will require one more thing. Sealed Uranium container.



This new storage item will be used to safely transport all the contaminated material from the zone to wherever you need to.



Next up we have a highly, HIGHLY requested feature! Finally after all of this time of teasing modular base building elements are making their way in the game! A whole new system that will let you guys be way more creative in your base building and build better bases strategically. Alright to start off we have a couple of new elements which you will find from foundations, different walls, stairs etc. These are the basic new BB elements that you will utilize now with more on the way in the future. We also kept a lot of the old BB elements in the game as well so you will be able to combine the 2 to make your perfect Island getaway before someone blows it up with C4.

First important note right now is that we separated the Building menu from the crafting menu. You will now find a new building tab where you can find all of the fillable blueprints base building or not.



Now that is cleared, let's get to the good stuff. There are a couple of things to note here but most of it will be your own experience with it and experimentation. We cannot see what will come to fruition once you guys get your hands on it.

So let's start with an important part of this feature. Stability. Do not think you will be able to construct structures size of an average medieval castle sitting on top of a tiniest twig possible. You will have to construct a nice layer of foundations and support elements if you want to build bigger, better and higher. You will also have to keep in mind the level of the element. The higher the level of the element the more stability it can have on top of it. Speaking of these levels, yes all of the materials/levels that are possible on the outside walls are now also possible on the modular BB elements.



There are also some restrictions gameplay wise as well. There is a limit on how many modular BB elements you can place per flag. This limit does not count in regular BB elements. An important note is that the more players are in a squad the higher the limit will be for the modular BB elements. This will not only help with the server performance but it also has a gameplay mechanic behind it. So now if you find a really big base you know you can expect gear for a whole team inside. Private server owners can adjust this limit of course.

All that is left now is for you guys to experiment with this awesome new system, as an inspiration here are some of the bases we made.
















What is a home without a garden to tend to? How will vegetarians survive in a harsh environment without telling anyone they have their own garden and how you don't need meat in your life? Well have no fear veggie friends! You can now create and tend to your own gardens.

Let's start from the ground up, literally. To start off you will need to build a garden plot. Once you placed the blueprint first time you can adjust the size with your mouse movement. Do keep in mind, the bigger the plot the more care you need to put into it.





Once you placed down your little garden, depending on the size, you will have plots where you can plant your seeds. There are many wonderful seeds to be found including:
  • Red Onions
  • Peppers
  • Carrots
  • Zucchini
  • Chili Peppers
  • Tomatoes
  • Spinach
  • Lettuce
  • Cucumber
  • Potatoes
  • Corn
  • Watermelon
  • Cabbage
  • Sweet Melons
  • Broccoli
  • Garlic
  • Apples
  • Pears
  • Cherries
  • Figs

When you get seeds, or seed packages for each one, make sure you check out the tooltip for them as it will show you the perfect conditions for growing them.

Alright so you have your seed now you can plant it.



And that's it for the basics now we go to tending the garden. Well first thing is plants need water. There are 3 different methods you can water your garden with: Interacting with water containers, rainfall and well you can urinate on the soil. You can check the water level on each plot by going in focus mode on it. We also have a cute little item for it. In focus mode you can also check all other stats on that plant including sunlight levels.





Second thing plant needs is fertilizer. You need to enrich that soil. There are 2 types of fertilizer. Organic and industrial.



Organic will increase growth speed of the plant by 25% and increase chance of a successful harvest by 5% while industrial will increase growth speed by 50% and chance for harvest by 10%.

Alright cool, you have your garden. you have your seeds, water, fertilizer everything is nice and planted. You're good right? Nope, surprise! Nature wants to claim your hard field work for itself. There is still a danger of weeds, pests and fungi to grow in your garden and kill your plants. There are different ways you can combat them. First method is good ol fashion chemical warf... no wait that term is illegal. Chemical tools: Herbicide, Pesticide and Fungicide.



Chemical way is the only way you can get rid of pests and fungi while weeds can be rooted out by hand or even, them hoes man!



And that is mostly it, rinse and repeat process. Take care of your garden make sure all of it's needs are met and you will prosper.



Are you ready for this one? Modular vehicles are finally here! Well better to say vehicle. Unfortunately we had major issues in the last few days of testing so in the name of stability we had to remove the Laika car model for now. So you will only see the Wolfswagen right now. Also rest of the vehicles will come back in waves after they are revamped to the new system.

So what's new? Well starting off before you would find a complete vehicle on the map and only had bring fuel to the vehicle and you are off. That really did not make sense in an abandoned island environment. It also made it extremely easy for the first squad to do it, just go around the island and collect all of the vehicles. With the new modular vehicles we can do a lot more.



Vehicles will now spawn in a ruined downed and salvaged state. Some of them will miss some parts some of them other parts, some of them won't even have an engine. From there on you are free to push the vehicle to safe area or to the vehicle mechanic, you can even salvage parts from them if needed it is entirely up to you.



Your friends can even help you push!



Some of the parts you can remove and install immediately if you have them, doors, hood etc. For the engine you need to get to the car mechanic. For wheels you will need a car jack.







All the missing parts can be either looted in the world or bought at the car mechanic. Armored upgrades can only be obtained through the car mechanic.





For car mechanic service make sure you park the car at the car lift station. You can then hold interact key to lift it and do required maintenance.




Now this might not be the most flashy of the features but it is no way less important. So listen up we gathered this one in the rawest data form possible as you might pull it up again to quickly remind yourself as you adjust to the switch. Let's start with:

BANKING
  • All players have bank accounts set by default.
  • Default bank account balance is $0
  • Players can deposit money on the account in outposts by visiting the bank or on the ATM machines which are scattered throughout the island and the numerous POI's
  • Unlimited amounts of money can be deposited in the bank
  • ATM machines have a deposit/withdrawal limit which refreshes over time when used out
  • Players cannot withdraw or deposit money from ATM's without a valid credit card

CREDIT CARDS:
  • Starter bank card - with each respawn player gets this card (it's in the inventory). It's free, doesn't have any protection which means anyone can add or remove money from the account. It can be disabled from the banker if it's lost. It has a daily limit of $500 for deposit/withdrawal at the ATM machine. No renewal since player gets them for free
  • Classic bank card - costs $100 and can be purchased at the bank or at any ATM machine. It has a 1 digit pin protection (before every transaction has been made, player has to enter a 1 digit pin). It has a daily limit of $1000 for deposit/withdrawal at the ATM machine. The player gets 1 free renewal if lost, and then he has to pay the full price each time. The previous card is cancelled and a new 1 digit protection pin is assigned.
  • Gold bank card - costs $5000 and can be purchased at the bank only. It has a 2 digit pin protection and a daily limit of $5000 for deposit/withdrawal at the ATM machine. The player gets 5 free renewals if lost, and then he has to pay the full price each time. The previous card is cancelled a new 2 digit protection pin is assigned.
    Most importantly, it unlocks the GOLD purchase option
  • Gold can be bought only with the gold card at any banker in any outposts. The purchased gold is deposited on the player's account. The initial gold price is $1000 per unit (for purchasing by players).
    The gold price is $750 (for purchase by bankers). Yes, you can sell gold also.
    The gold buying capability defines how much gold a banker can buy. If this number reaches 0, the banker cannot buy anymore gold. For each 10% reduction in buying capability, the trader will reduce the buying price of gold by 2%.
    Total gold units that can be purchased at the banker and the regeneration rate of gold units are determined by the "outpost economy status". In other words, the more players that use the outpost's service, the higher it's economy status will be
  • Each card has player's nickname on it and an account number. You can also transfer funds between accounts using the "transfer" option at the banker or ATM
  • For each transaction, banker takes a provision of 2%, while the ATM takes provision of 5%




    Now the banking system directly connects to the next one which is:

    RESPAWN REWORK:

    We have been trying to find a workaround with how fame control respawn points. With time it gets harder and harder to build up fame points, and every death is a costly one.
    Our goal is to separate fame points from the respawn options and better define what actions make players more famous compared to all other players on the server.

    Here's how the new system works:
    • Random and sector respawn will be now paid with credits
    • Random respawn by default will cost $250
    • Sector respawn by default will cost $1000
    • Shelter respawn will be now paid exclusively with gold
    • Shelter respawn by default will cost 1 GOLD unit (more on that later)

    PERMADEATH:

    To discourage players from overusing the "commit suicide" option without consequence, we've introduced permadeath. Players can go in the negative balance with respawns up to a maximum of $2500, but only for random respawns. If a player passes the $2500 respawn threshold the company will not respawn his/her characters again and the new character has to be created, meaning permadeath has happened and respawn options will not be possible
    That means that you should deposit cash you've found/acquired to your account as soon as you can in order to combat this. Alternatively someone can still phoenix tears revive you or deposit some money on your account to get you back into action.

    No you might be wondering what will fame be used for then? Well:

    FAME REWORK

  • Players won't go into negative fame points anymore (you can't be less famous then anonymous)
  • The fame influx is a constant stream of fame points that happens while player is logged into the game. It is set at 0.05 FP per minute (real time). This means that the player gets 1 FP for each 20 minutes spent in the game, 3 FP per hour (real time).
  • Along with the basic fame influx, players get additional fame points that could be constant or one time only (depending on the activity)
  • Basically, whatever you do on the island brings you a number of fame points. Depending on the activity, you might not see an immediate change in FP if the action you're doing brings you less than 1 FP, but it's adding in the background with all the other actions so you'll see a change sooner or later.

    A few examples of significant actions that bring you fame points:
    • Looting items (number of FP gained depends on item rarity)
    • Selling items (number of FP gained depends on item rarity)
    • Raising attributes to the max
    • Doing a killbox

    A few examples of significant actions that make you lose fame points:
    • Suicide (player loses 50% of fame points)
    • Buying loot (number of FP lost depends on item rarity)
      - the prisoner can't purchase anything at the trader without fame points
      - item availability depends on number of fame points

    • Failing a lockpick (number of FP lost depends on lock type)
    • Getting killed by a another player



    And last but not least, we've added 3D audio support.
    The goal of 3D audio is to provide the listener with an audio experience that mimics real life. It's aim is to provide a more immersive experience, especially when using headphones.
    That means that you should have an easier time figuring out where that damn shot came from, the ambience SFX will provide a much more atmospheric experience, forests will seem even more alive and more.
    Basically, it will affect all of the sounds that you hear across the whole island and we're eager to hear your feedback.



    Also an announcement, we switched some of the servers to a new provider to check out the performance there. Switched servers are:

    • SCUM Server Official 1 Europe Monthly Wipe 176.9.123.126:7022
    • SCUM Server Official 9 Europe 176.9.123.126:7042
    • SCUM Official Global Europe SCUM 176.9.123.126:7062
    • SCUM Server Official 6 US East 64.185.227.162:7052
    • SCUM Server Official 8 US East 64.185.227.162:7072
    • SCUM Server Official 5 US East 64.185.227.162:7092

    Huge shout out to GG Host for letting us see the situation their hardware so if you're looking for a new server or already play on one of these make sure to check them out.

SCUM - Beda
Hey everyone long time no see. We are still working around the clock to bring out one of the biggest updates to date but right now we have a call to action for you guys!

It is that time of the year again and Steam awards are here. We are eligible for the Labor of Love category and we would appreciate it if you could vote for us in this category.



If you have not yet experienced our Labor of love, there is no better time than now! As a part of the Steam Autumn sale you can get SCUM for a hefty discount.

https://store.steampowered.com/app/513710/SCUM/
SCUM - Beda
it is Monday gamers, things are really heating up in here. Check out what the team has been up to on this weeks development update.




  • Working on the radiation system.
  • Implementing the farming skill.
  • Expanding the farming database.
  • Working on plant interactions.
  • Bugfixing.
  • Working on the Nuclear powerplant POI performance.
  • Working on the eye pressure visuals.
  • Resolving shader issues.
  • Working on the mechanic interactions.
  • Working on the ATM system.
  • Resolving rebasing issues with garden placement.
  • Resolving issues with networking and vehicle damage systems.
  • Implementing 3D audio support.
  • Finished the vehicle spawning manager.
  • Working on the vehicle physics system.
  • Bugfixing navmesh and tile watering system.
  • Finished radiation presence system.
  • Finishing the Geiger counter functionality.
  • Working on a network compression plugin.
  • Implemented new batch of modular BB elements.
  • Resolving issues with the modular BB system.


  • Working on new trailer background scenery.
  • Working on Nuclear powerplant POI ambience effects.
  • Working on new item spawners.
  • Working on distant LODs for the Nuclear powerplant POI.
  • Optimizing the Nuclear powerplant UE blueprints.
  • Cleaning up modular BB models.
  • Finishing the modular BB element shaders.
  • Finished the master materials for the BB elements.
  • Working on the Uranium container mesh models.
  • Finished atlas bake for Reactor building.
  • Tweaking the lighting of the new POI.
  • Tweaking the render distant.
  • Working on Gardening produce models.


  • Working on foliage variety around the Nuclear powerplant.
  • Working on new male character models.
  • Changes in the ATM UI.
  • Working on new concept art.
  • Bugfixing.
  • Working on skeletal mesh of the Geiger counter.
  • Working on new improvised ammo model.
  • Making adjustments to modular vehicles.
  • Texturing the Geiger counter.
  • Working on the new trailer.
  • Finishing the vintage hazmat suit.
  • Finishing the modern hazmat suit.


  • Working on the 3D audio implementation.
  • Adding farming audio.
  • Tweaking ambience audio for the Nuclear powerplant POI.


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Tweaking and balancing new features related items.
  • Working on new blueprint recipes.

SCUM - Beda
Hey hey everyone it is Monday. Hope you enjoyed your weekend, now it's time to check out what our busy dev time was up to!




  • Working on on demand mesh components for searching garden slllots.
  • Working on the radiation zone.
  • Working on saving and loading garden state from the database.
  • Working on soil wetness system.
  • Bugfixing.
  • Removing foliage from garden plots.
  • Working on farming skill.
  • Touching up on trader UI.
  • Working on the banking system.
  • Working on modular vehicles service system.
  • Finished the interaction functions on modular vehicles.
  • Updating the car mechanic NPC for modular vehicles.
  • Finished the starter banking card.
  • Added the ne renew card function on the ATM.
  • Working on the farming panel.
  • Working on the modular vehicles damage model.
  • Working on the spawner manager.
  • Transferring planes and boats to the new vehicle system.
  • Refactoring the garden interaction code.
  • Finished the radiation presence metabolism system,
  • Working on the radiation poisoning symptoms.
  • Working on the Geiger counter.
  • Finishing the fame point system rework.
  • Fixing the BB stability system.
  • Implemented the BB element counting system.
  • Implemented the new modular BB elements.


  • Working on volumetric fog UE blueprints.
  • Tweaking the fog intensity.
  • Working on the Nuclear powerplant POI distant LODs.
  • Working on the ambience effects for the Nuclear powerplant.
  • Working on more modular BB elements.
  • Working on the farming tree models.
  • Baking the turbine and purification building atlas.
  • Baking the reactor building and admin building atlas.
  • Working on turbine and purification building LODs.
  • Working on the reactor building and admin building LODs.
  • Bugfixing.
  • Working on the depleted uranium container.


  • Finished the new male character faces.
  • Working on the new trailer assets.
  • Working on additional UI elements for Banking system.
  • Working on Farming UI.
  • Working on new concept art.
  • Working on Farming product meshes.
  • Adjusting the vehicle models to modular vehicle systems.
  • Working on the Geiger counter device model.
  • Working on the new trailer.
  • Working on the hazmat suit model.


  • Working on the Geiger counter sounds.
  • Implementing Bankar NPC voice lines.


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Revising the gain Fame methods.
  • Further work on Radiation design document.
  • Resolving design issues regarding the economy.

...