FEEL THE BURN! 0.9 IS HERE AND IT'S COMING IN HOT! SMOKIN' HOT! Check what we got in store right here, right now!
The big one. New abandoned bunkers are now on the island. And there is a lot to talk about. From new mechanics, layouts, and yes, finally some new enemy AI. So, let's get to it!
The new bunkers are placed instead of some old ones. You can find them in the following sectors:
A1
A2
A3
A4
B0
B1
B2
B3
C0
C1
C3
C4
D1
D2
D4
Z1
Z2
Z3
As you can see, there are many of them so the whole gameplay loop of getting high-end gear will change as well. So, pay close attention to the new mechanics of the bunkers, so you are ready as you can be when it is time to venture in.
The first thing is, you will need to enter the bunker.
There are 2 ways to enter the bunker. You either have that bunkers killbox card, which now serves as that bunkers master card, or through hacking.
Hacking
Let's explain the new mechanic of hacking. Throughout the new bunkers, if you do not have the appropriate keycard and the door is powered (more on that later), you can attempt to hack your way in through the door. Hold the interaction key on the door and you will see the option. Once you select it, you will be met with this screen:
This will be the panel you are attempting to get through. Now it's time to do some math! Do not worry, we will not require you to know things like the Pythagorean theorem, just simple math.
So if we look at the panel you will see 3 key numbers.
Input
Current output.
Desired output.
You are required to flip the switches with the correlated functions to transform the input number into the required number. On the left side, you will find each switch that corresponds with its pair on the right. The functions on the right are divided into two sections.
The left corresponds to the left output and the right relates to the right one. So you either turn the switch on to enable both or leave it off for both. Now the way the system calculates it is from top to bottom. So it does not matter which switch you enable first it will always be from top to bottom. Let us look at this one solved.
You can see it solved here, so for this one we had to turn on all of the switches except for the first two. So we got the result like this:
Output 1
Output 2
160+60=220
160/2=80
220*2=440
80-40=40
440+80=520
40+100=140
520*2=1040
140/2=70
1040+60=1100
70*2=140
1100=2200
140-60=80
Once you have the required result do not forget to pull the lever.
There you go, your hacking 101. All you need to do now is practice.
Alright, back to the bunker in general. You made it through the front gate. Congratulations, you're in! Welcome to the abandoned bunker. You will curse us real soon. Once you are in you will find abandoned hallways, powered down doors, and some "locals". Depending on your noise level, there could be more locals or less locals. Let's meet the first one:
Razor
Enter new enemy type: Razor. These failed TEC01 experiments have claimed these bunkers as home, and you are the trespasser. Highly aggressive and territorial, you will need to be careful when you step through.
As the TEC01 experiments failed, these creatures know every nook and cranny of those abandoned bunkers. They spend most of their time hidden in the dark areas until they are ready to strike or band together if the danger is deemed extreme. SO either make sure not to wake them, or carry a lot of ammo and a big gun. Other than attacking you with his bladed hands, they are quite fond of picking off their targets one by one by pinning them down.
Don't want to spoil them TOO much so we will end it here.
When you enter the bunker, you will have multiple options. You can start looting around, looking for either loot, fuses (yes, we will get to those) or keycards.
Ok, so we mentioned power and we mentioned fuses. You can already see where this is going. Inside the bunker you will find a generator room. Once you manage to get in, you can find a switchboard.
For the switchboard you need to find the already mentioned fuses. There are multiple types:
200A - Lasts 4 minutes.
400A - Lasts 8 minutes.
600A - Lasts 12 minutes.
800A - Lasts 16 minutes.
1000A - Lasts 20 minutes.
On the right of the switchboard, you will see a chart where each sector is and how much power it drains, so if you put in a 400A fuse and enable sectors B, C, D and G, you are good. But if you go for A, B and E, the fuse will burn out. So please be careful with your fuse management.
With power, you will not only power up the doors, but also light up the sector so you can navigate better and see clearer.
Power off.
Same hallway, power on.
Great! You have power now and are navigating through the bunker, either avoiding or killing Razors. During your journey, you encounter one of these.
Some of the rooms are locked behind new keypads. You can get through only if you have power. Once powered, you will see the keypad with the numbers worn out (max 3 numbers).
The combination has 3 digits, so you need to guess it. The higher your thievery is, the more time you have to guess it. If only 2 are grayed out, whoopie lucky you! That means the combination has a repeating number, for instance 225. If it’s only 1, you better go get your lottery ticket.
Careful though, miss the code and you will wake up everything that does not want to be woken up.
It seems a bit much at first but don't worry, you will get it. Like your life depends on it.
Venture further and you will find level -2 of the bunker. Hope you were quiet, otherwise, the big boy is awake now.
Meet Mr. Brenner, a terrifying creature who is far from being a gentleman despite the "mister" title. He's an unsuccessful experiment that has been enhanced with Phoenix tears and other undisclosed substances, rendering him indestructible. Your only chance of survival is to flee as fast as possible. Mr. Brenner wields a flamethrower and possesses incredible strength that could easily overpower you.
Doesn't mean you don't have something to gain by fighting it though. He will continue to chase you as long as he knows your position, but deal enough damage to him and you can slow him down, even stun him. Who knows, if you manage to spill some of his blood, someone with a high enough medical skill and "big cojones" can extract some of the phoenix tears from it while it's fresh.
Another thing you might notice that is new is something you can loot of Razors. Let's go over that.
Previously, you could level up all attributes except for one, intelligence. This is now a thing of the past. You can now level up your INT attribute along with some other things.
So, it ties in to the new bunkers. First thing you will need are the upgrade modules.
As you can see there are more of them:
Level 1 -> 16 usages.
Level 2 -> 8 usages.
Level 3 -> 4 usages.
Level 4 -> 2 usages.
Usages in this case is not what they come with, but how much they need to be filled.
So, level 1 needs to be filled 16 times before it can be used, and level 4 only 2 times.
Ok, so here it is: inside the new bunkers you will have to find the new BCU module upgrade station. The important thing is that the station needs power to operate, so make sure you have the fuse in the switchboard and power routed to the room.
Once there, you can fill the module for 1 usage.
After the station is used, it has a cooldown of 6 hours.
Once the module is filled, you have 2 options. Install it yourself or have the medical trader do it for you. Successful install will give you 0.5 towards INT stat.
If you decide to do it yourself I hope you have a high medical skill:
No skill - 10% for success.
Basic - 20% for success.
Medium - 35% for success.
Advanced - 50% for success.
Advanced+ - 100% for success.
Or visit the medical trader which will give you a 100% success chance for a fee. So now you have an option to raise your INT.
So, why is this important all of a sudden?
Well, because of two new things. The first one is, every time you die by suicide you will loose your INT attribute. So, no more of those cheeky tactics you've been doing until now. There will be more serious consequences.
The second one is that, from now on, the higher your INT is - the faster you will be at leveling up all skills. Fast learner eh. This brings us to another item. Intelligence enhancers can be looted from Razors and you will be able to raise your INT attribute temporarily. Each ampule signifies a different level of temporary intelligence upgrade. Let's dive in:
level 1 ampule -> gives +1 intelligence for 1 hour
level 2 ampule -> gives +2 intelligence for 1 hour
level 3 ampule -> gives +3 intelligence for 1 hour
You can also use ampules of the same level to increase the buff duration. Each subsequent ampule after the first gives a 50% buff on the buff duration:
Using a higher level ampule while being affected by a lower level ampule overwrites the lower level buff with the higher one.
YES, they are finally here! The revamped models of our male island population have received a complete makeover. With 10 new male models, different beard styles and hairstyles, there is something for everyone. With complete new clothing morphs, male models finally got the love they needed.
Last but definitely not least, we have a new LMG for you. The M249! This 5.56 squad automatic weapon, capable of of laying down suppressive fire at a high cyclic rate is the instrument of war you never knew you needed. Just point in a direction and if you hold the trigger long enough, anything that was remotely a problem is no longer a problem.
We want to take this opportunity to show off our new, purely cosmetic DLC's. Huge props to our art team for making this happen! Check it out below!
Introducing the SCUM Charms pack! This cosmetic DLC will let you make your weapon your own. Slap a charm on your weapon for good luck, or as a stress reliever during those short breaks in the middle of the firefight. Whatever your taste is there will be a charm for you.
Introducing the SCUM weapon skins pack! This cosmetic DLC will let you customize your weapons to better camouflage them so you cannot find them when dropped or to express your personality on them. With 14 patterns to choose from, each of them customizable with different paints, the sky is the limit on how your weapon can look.
As we dive into this exciting week, let's begin with the latest Dev update! While the weather is hot, that's not the only thing that'll be smokin' this week! Enjoy!
Localization
Server browser tweaking
Burn injuries tweaking
Intelligence rework
Character creation menu
Abandoned bunkers tweaking and balancing
Abandoned bunkers minigames
BCU terminal
Work on new enemy NPC's
Playtesting
Bug fixing
Abandoned bunkers functionality
Loot tweaking
Abandoned bunkers minigames tweaks
BCU terminal functionality
Playtesting
Bug fixing
Male characters rework
Male characters morph tweaking
M249 weapon testing, balancing
New trailer tweaking
New enemy NPC's character models
BCU terminal model
Loading screen art
Trailer art
Playtesting
Bug fixing
New enemy NPC's SFX
Abandoned bunkers SFX
Ambience sounds tweaking
M249 SFX
Playtesting
Bug fixing
Steam bug reports
SCUM support ticket system
Abandoned bunkers testing
M249 testing
Male characters rework testing
New enemy NPC's testing
Burn injuries testing
Cheater hunting
Playtesting
Bug reporting
Trader items tweaking
M249 balancing and tweaking
Skill XP rebalancing
Abandoned bunkers balancing
Abandoned bunkers minigames tweaking and balancing
Hello everyone, happy Friday. We have some news for you all!
What is this, an announcement on a Friday? Yep!
During the years of our journey together we have always strived to be connected to our community as much as possible. And it worked, when we were a small team with a small active community. Happily so we both grew, both you and us as a team. This however started to show some cracks in the wall as it became increasingly harder to keep up with some of the feedback, questions etc, and who of us answered them. So we are happy to announce SCUM support ticketing system which you can find here:
What does this mean exactly? Well it allows us to organize ourselves more efficiently with most types of community interactions. From ban appeals, reports to feedback.
Do not worry though, it will still be the same faces that are talking to you and we will still continue to lurk and interact with you on all of our channels. But for some things we will use the support system.
Hello all, happy Wednesday! Break your middle of the week with an update! New damage system, a step forward in the modular vehicles department, and more. Check it out!
We teased it a bit and it's here. In addition to the metabolism system and another thing you will need to be careful of. You can now get burn damage. So do not expect you can pull stuff like this anymore!
Depending on the heat source temperature and the length of your exposure to it, you will get burn wounds accordingly. These wounds can also spread quickly so if you are not careful, you are in deep trouble.
So as with other types of wounds, there are different types of severity and symptoms you will experience if not treated properly.
But don't worry friends, we would not give you another thing you have to worry about without the means to treat it.
Introducing burn gel. There are 2: one lootable and one craftable. When you have a burn injury make sure to apply the gel so your wounds get into stabilization quicker.
Oh also since we added burn injuries now, we can activate one of the weapons on the new sentry, good luck!
A huge leap forward on the modular vehicles front. The modular vehicle damage is now complete. Yep, it is finally here and it is huge news. Needless to say that you can no longer drive your car off the cliff and it would be fine, but the vehicles now have more removable parts since more of them can now take individual damage.
You can now strip your vehicles bare and still drive them around if you want that cool breeze in your hair or want to have that apocalyptical feel to your vehicle. Just keep in mind no door no lock.
So be careful with your car right now and keep an eye out for extra parts. Another huge thing that this update brings, is one step closer to bringing all the old vehicles back. But more on that in the future.
Oh and yes you can yet again run over puppets or other players, rejoice!
So we added a couple of new items as well. Here is what you can find, or better to say craft.
Glass shiv
Yep, it is a prison island after all. And every good prison needs a couple of shiv options. Got some extra glass lying around and no knife options? Well, now you do.
Medium battery charger
Supposed to release on the previous patch but unfortunately was not ready then. But it is now, so here you go, you have another battery charger available for crafting.
Fixed the issue where battery chargers had no weight.
Fixed the issue where on some items wrong icons would show.
Fixed the issue where some cargo drops produced the wrong items.
Fixed several issues regarding vehicle battery drain.
Fixed the issue where on private servers that adjusted Time of Day and weather settings, the settings would not apply correctly.
Fixed the issue where some crafting recipes would not apply ingredients correctly.
Fixed the issue where it was not possible to sell battery chargers.
Fixed the issue where it was not possible to fill containers that were spawned empty.
Fixed the issue where rain collectors would automatically spill when taken into hands.
Fixed the issue where an option to remove BCU lock would show up even though BCU lock was not there.
Fixed the issue where F interaction panel would sometimes bug out.
Fixed the issue where item wetness rate would not update properly when the item is under BB blueprint.
Fixed wrong captions and descriptions on some items.
Fixed the issue where tobacco plants would not grow properly.
Fixed the issue where the Vampyr scope would not turn on properly when aiming too fast after turning it on.
Fixed the issue where filling up fortification blueprints would not provide XP.
Fixed the issue where players looking directly at blueprints would not get a cursor when opening TAB menu.
Fixed the issue where lighting a rolled cigarette would apply wrong texture and icon.
Fixed the issue where vehicle lights would stay on when the car battery is removed.
Fixed the issue where gas lantern could not be filled with gasoline.
Fixed client crash related to player exhaustion.
Fixed the issue where some resources can be filled when players are outside of range.
Fixed the issue where you could not fill some containers with water from wells or creeks.
Fixed the crash issue when connected BCU lock would decay.
Fixed issues with vehicle headlights not turning off/on when they should and headlights not draining car battery.
Adjusted expiration rates for some ingredients.
Sentries will now drop killbox cards.
Killbox cards can now be looted from cargo drops.
Server admins can now add killbox cards to trader shops.
Medical lockers now guarantee at least 1 item.
Medical lockers now have antibiotics in their spawn pool.
In game time will now have a chat notification as well for the player checking the watch.
CRAP ammo can now damage sentries.
Disabled the ability for players to open chat box when in minigame UI.
Wooden crossbow bolts will no longer spawn in the world.
You can no longer use NVG goggles with scopes.
Added a shortcut for turning on Vampyr scope, default is CTRL+N.
You can no longer add holstered weapons (weapons on back) to quick access.
Improved startup performance of dedicated servers with large number of items.
Adjusted the loudness of NVG activation.
Lock protection (zappers) now require batteries.
Adjusted the needed skill for crafting battery chargers.
Buying vehicle attachments on mechanic car lifts now has the same fame point limitation as buying them manually.
Hello everyone, happy Monday! We had a couple of irregular Mondays lately but today, today we do it old fashioned way. Dev update is here so check it out!
Code review.
Bug fixing.
Working on flamethrower functionality.
Working on inventory rework.
Working on vehicle damage.
Working on new NPC enemy grapple attack.
Working on abandoned bunkers features.
Implementing burn injuries.
Working on new bunkers interior.
Working on new bunkers assets.
Working on new bunkers collision boxes.
Optimizing abandoned city atlas and distant LODs.
Bug fixing.
Working on metahuman faces for the new trailer.
Bugfixing.
Working on new trailer animations.
Working on trailer characters.
Adjusting icons.
Working on m249 model.
Working on burn treatment gel item model.
Adjusting the pickup truck to the modular vehicle system.
Working on new enemy NPC animations.
Adjusting clothing to the new male models.
Bug fixing.
Hunting and banning cheaters.
Ban appeals.
Steam general discussion and bug reports.
Performance benchmarking and optimization testing.