Hey everyone, Dev update again! Before you shoot, read on as more info is posted as well. Check it out!
Working on item spawning cooldown system.
Bugfixing.
Code review.
Working on movement rework.
Working on dropship system.
Working on new NPC health system.
Working on new anti-cheat methods.
Implementing Quest system.
Reworking settlements.
Reworking some building layouts.
Optimizations.
Bugfixing.
Working on the new trailer.
Old asset cleanup.
Working on Quest assets.
Working on new vehicle damage morphs.
Working inventory attachment assets.
Optimizations.
Bugfixing.
Reworking weapon animations.
Working on armband markings.
Bugfixing.
Responding to player inquiries.
Hunting and banning cheaters.
Steam general discussion and bug reports.
Testing of upcoming features.
Various bug reports.
Managing quest production.
Working on quest data assets.
And a bit of more info. Well, first of all, I want to thank all of you for your support, and positive feedback was received on the community address. It is def a step in the right direction. And those of you who still have your doubts and reservations, understandable. We will let our actions ease your concerns once the update is out. Speaking of the update many of you are a bit disappointed we did not give any timelines. We addressed this before and so it is now. We avoid giving timelines, roadmaps, and dates because we do not want to have a chance of broken words. Our development method is agile. That means dates change, issues arise, and need to be dealt with. So you would prepare for an update on a date which might not come. Not out of some malicious intentions but due to issues that arose in development. We also want to include in our updates as much as possible for you guys. And sometimes it means prolonging the update for a week or 2, and sometimes even longer. Hence we do not give out dates.
However, the promise given last week will be kept here, more communication, So here is a little update on the... well update. Some of the fixes implemented are a bit complex, especially regarding vehicles and the upgraded modularity. For now, it is looking like a partial wipe might be needed for successful implementation. We are working our best to avoid it, but I am still giving you guys a heads-up. More info once we have it.
Some of you also asked for more info about the multiplatform release. We have not given it due to not having anything new to give you. At the point of writing this, multiplatform is still in development and that is pretty much it. For now.
That is all the extra info I have for you at this moment, but we will talk to you all soon. Oh, don't think this post will go without me wishing you all a happy Monday! -Beda
Hey everyone, hope you had a great weekend. Let's start Monday on a positive note with another developer update and something new, the community address!
Working on global raid protection system.
Code review.
Bugfixing.
Working on new NPCs.
Working on dropship functionality.
Prisoner movement refactor.
Working on quest log.
Adjusting encounter spawns.
Re-working POI layout.
Bugfixing.
Adjusting foliage.
Working on SKS animations.
Working on quest assets.
Working on modular vehicles assets.
Motion capture for new trailer.
Bugfixing.
Bugfixing.
Sample recording.
Responding to player inquiries.
Player insights surveys
Hunting and banning cheaters
Steam general discussion and bug reports
Testing of upcoming features
Various bug reports
Working on new GDDs.
Working on quest design.
Community address
Now that we got the dev update out of the way, let us get down to the community address. What is this? you may ask. Well, it is a letter to you, all of you about the state of the game right now, and what we are doing about it.
We understand and get it. You feel like you are not being heard in some cases and it is true that the communication about some things from our side was a bit lacking. We want to rectify this and this is the first step. We have however always listened, read, and collected the feedback from all of you guys and that has never and will never stop, for after all what is SCUM without its SCUMmunity. Also, you all have grown, 10 times as much for us to communicate with you all effectively as we have before. So you can expect more ways, and more often to hear from us on the state of the game, development, and much more soonish. But more on that later. Let's get to what you all are eager to hear.
First state of the game are the hordes. Yes, we know they are not working as intended right now and we spent our time investigating and looking into it. The system is complex and relatively new, and issues were expected but not to this extent. Our primary focus right now is to resolve the issues inside bunkers and other High Threat Zones. We agree that spawning is ridiculous and no one wants puppets to spawn on them. I am happy to say that we looked into it and this will be resolved in the next update. The encounter manager is here to stay, not the issues with it. Reasons why are vast and vary as every single player is. From an optimizations standpoint, future features and NPCs will all fit in the end. So we will keep working on it and improving it until it is right and satisfactory for everyone. We are also working on better ways to deal with encounters, the first step being improving the roles of silencers/suppressors making firearms viable as well. More of that in the update as well.
Secondly the vehicles. We know it's been a long time since you've seen a good chunk of them still. Those of you catching up on these can already guess but here I can confirm it. We will begin implementing all the missing vehicles in waves, starting with the ones missing from your hearts the most. Hint: They arrrrre coming back.
With the item number 3 comes anti-cheat. You already know we have upgraded our ticket system, the reasons already mentioned. But there was another reason as well. Our wonderful QA (which was also CM/Anti cheat/Support/Window washer team) was overloaded with everything. With the load lifted from them, they have now, and will continue to do so, be more focused on cheats and anti-cheat methods with collaboration from the rest of the team. We already have active admins, devs online, and more combating cheating, but we are working hard on more auto reporting and acting anti-cheat methods. Unfortunately, that is all I can say about it right now, since the more information I give away the more info those pesky cheat makers will have on what to do. Naughty naughty guys, go away.
All of this and a bunch more bug fixes will be in the next update. We hear you and we are here. Hope you all like the new format with more to come so stay tuned!
What better way to kick off another week than with a fresh new dev update! While some of these will look familiar to those that'd read the previous update, there are some exciting new tidbits the team here's been cooking up!
We are excited to announce that our support system has been upgraded! With the new page you will find all the information needed when you find yourself in a bit of trouble. From FAQ, troubleshooting common issues and expanded direct support.
For those of you with active tickets on the old system you will need to create a new ticket on the new page, as the old one will no longer provide responses.
Hey hey everyone! Surprise! You might be wondering how come there is a lack of regular updates? Well a big majority of the team is working on all the goodies needed for 1.0. But we still rounded up a couple of guys to make another regular update for you. Some new things, some new settings and a lot of bugfixes. Check it out!
A long requested feature is finally here. It is now possible to set up raid protection your server. And with multiple options as well!
Raid protection:
Settings located under [Features]
scum.RaidProtectionType=0 3 options:
0 None (No raid protection will be active)
1 Offline (Raid protection will be active after all members of the squad are offline)
2 Flag Specific (Raid protection will be active when squad decides to activate it on the flag)
Do note only one option can be active at the same time.
Defines the cooldown period between the active raid prtection in (HH : MM : SS) between setting new raid protection time.
scum.RaidProtectionFlagSpecificChangeSettingPrice=10g Defines the amount of money needed to skip the cooldown timer for setting new raid protection time.
Min value: 0 cash or 1 gold
Max value: 100000 cash or 10 gold
Disabled: -
scum.RaidProtectionFlagSpecificMaxProtectionTime=08 : 00 : 00 Defines how long in (HH : MM : SS) will the base be protected for.
Min value: 00 : 00 : 00
Max value: 80 : 00 : 00
scum.RaidProtectionOfflineProtectionStartDelay=00 : 30 : 00 Defines how long in (HH : MM : SS) the base can be damaged or lockpicked after the last player has logged off.
Min value: 00 : 00 : 00
Max value: 23 : 59 : 59
scum.RaidProtectionOfflineMaxProtectionTime=- Defines how long in (HH : MM : SS) the base is protected.
Min value: 00 : 00 : 00
Max value: 2400 : 00 : 00
Infinite: -
These settings are also available on ingame menu and will show you for which option which setting is active as well.
Squad probation
We also have another setting up and running. We've been aware of the misuse of alt accounts and multiple squads to circumvent some of the balancing features. To combat this we have implemented squad probation setting. Leaving a squad will now not go without penalties.
When leaving and then rejoining squad you will be placed under probation. While in probation you will not be able to:
Create a new squad.
Access squad based assets such as locked chests.
Your membership will not count towards squad perks such as increased BB element count.
If a squad members are all in probation and leader leaves, the squad will be disbanded.
Settings located under [Features]
scum.SquadMemberCountLimitForPunishment=2
Sets the maximum number of squad mates for which prisoners leaving the squad will not receive any penalties.
scum.RTSquadProbationDuration=1.000000
Sets the number of real time days for which squad probation will last.
scum.SquadMoneyPenaltyPerPrevSquadMember=0
Sets the money penalty prisoner will have to pay per squad member in his previous squad in order to create or join a new squad.
scum.SquadFamePointsPenaltyPerPrevSquadMember=10
Sets the fame points penalty prisoner will have to lose per squad member in his previous squad in order to create or join a new squad.
Settings also available on ingame settings menu.
For all settings that influence currency, you can choose whether the price will be in cash or gold. IF you set the value to be 10 it will be 10 cash, but by setting it 10g the price will be in gold.
We added changes to the binoculars as well. Let us be honest here, the binocs were an item you took if you wanted to sell it maybe, since most scopes had better functionalities for scouting anyway. So we added new zoom levels and variable zoom as well. Making it more viable for those scouting runs, especially when you want to travel light.
Some new things for your favorite 4 wheel vehicle. The Rager can now be upgraded with not one, but 2 sets of armor!
That is right you have an option between light or heavy!
Light
Heavy
Your choice: do you wish to have light protection but with better speed and handling, or do you want to go in heavy as a brick but also with handling like a brick. (it is not that bad, bud I still wanted to make that joke)
Fixed the issue where flamethrower could shoot through solid objects.
Fixed the issue where you could not repair wheelbarrows.
Fixed the issue where #SpawnInventoryFullOf command would cause a crash.
Fixed the issue where you could hide chests in some BB elements.
Fixed the issue where puppets would pop into existence on Zeljava airfield.
Fixed the issue where wardrobe could be placed on some BB elements when it should not be possible.
Fixed the issue where the game would crash when exiting the game. (task failed successfully)
Fixed the issue where the M249 would loose its paint in some cases.
Fixed the issue where bicycles generated noise when stationary.
Fixed the issue where planes would receive no collision damage when flying into sentries.
Fixed the issue where joining events audio would spam the sound to everyone.
Fixed the bunker puppet spawns that would cause puppets to spawn in front of players.
Fixed the issue where batteries would get destroyed when placed in chargers.
Fixed the issue where players could move through narrower passages on bicycle, that would be impossible on foot.
Fixed the issue where players would slide sideways when sitting and strafing at the same time.
Fixed the issue where door protection items would disappear on server restart.
Fixed the issue where door ownerships would sometime switch to other players.
Fixed the issue where doors would sometime replicate incorrectly.
#ShowZombiesLocation command now works as an on/off toggle.
Reduced dial lock FP penalty on failed attempts.
Adjusted some crafting recipes.
All cars now have functional dashboards.
Flags can now only be placed on the ground.
Chest inventory is now automatically closed if squad access level is changed.
The chainsaw will now lose durability with each use.
Added server setting for allowing placing flags on BB elements.
Mechs no longer receive melee damage.
Reworked loot spawners in Zeljava airfield.
Added new command #mapteleport, where after entering it you can click on the map and will be teleported.
Increased the number of possible custom zones from 25 to 100.
Adjusted trader prices.
Implemented a new Encounter Manager Low Player Count mode, designed for SP, with increased threat zone sizes and increased character spawn count per zone. Needs to be enabled in the server settings.
You can now specify type of vehicle when using #destroyallvehicles please, by adding the bp name. Example: #destroyallvehicles please bpc_rager will destroy all Ragers.
#destroyallvehicles now properly shows how many vehicles were destroyed when activated.
Beard and moustache sliders are now properly named separately on character customization menu.
Known issues:
A bug where cargo drop doors visually will not open even though you can open the door and enter. Temporary fix is relogging after the cargo door is open to fix the visual.
A bug where fishing rod will visually still be collapsed when equipped from back holster slot.
In this DLC you get to play as the man himself Raymond Cruz. Channel your inner psychosis and unleash fear in your opponents by playing one of the most recognizable faces on screen.
Key features:
Complete character model - A complete player model of Raymond Cruz adaptable to all body types.
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 Raymond Cruz, you will be dropped on the island in style.
Handy survival knife - Who says great things can't come in small packages? Perfect pocket knife, handy in all survival/crafting situations or creating new smiles on your opponent faces.
Hello all, happy Monday! Yeap, you already know it is time for another Dev update! A lot of work is being done, some if it still from last week which will show that it takes time to build up features. In any case check it out!
Hey everyone! Hope you are all good! With another start of the week, of course, comes another Dev update! A lot of things to get excited about, so check out what the team has been up to!