Hey there, SCUM community! Hope you've started preparations for the holidays and that you're enjoying the new update. Here's a quick look at what the team's been up to last week!
This will be quick. There are still some things that need to be taken care of since the release of the new update, which is why the programmers are exclusively focused on bug fixing. And when I say 'programmers,' I literally mean all of them. It's all hands on deck to make the update and all the features that came with it work as smoothly as possible.
The level design team continues their gargantuan effort of reworking the landscapes across multiple sectors of the map. Some new destruction particles for base-building elements and improvised turrets are being created. Additionally, new rock and landscape materials are being worked on, and the snow function has been altered. It goes without saying that they've also been investing significant effort here.
The animation team is also heavily involved with bug fixing almost exclusively. Not much to add here. The same goes for the hard surface team.
On the other hand, the soft surface team has continued their work on clothes for the NPCs, and we have a sneak peek at some of their work:
The sound team is still working on trailer audio and ensuring that new weapon sounds are just right.
The team is sifting through your reports on the new update, making sure that all the issues you've pointed out are reported and relayed to the relevant teams.
Our game designers are also mostly focused on bug fixing, especially issues related to the quest system.
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Now that the update has been out for more than a week, let's see if we can answer a fresh batch of questions in the Q&A section:
Oh wow, that does indeed sound cool. Maybe like a base-building countermeasure for invading players or for camouflage, like the katana-wielding lady in that popular zombie show. It would definitely be cool, although we're not sure whether it would fit the overarching theme of the game. Who knows?
We're definitely looking for ways to add this option, but it's still a way off. If it happens, it won't be before 1.0, as our current focus is delivering all the other promised features.
We agree that this could be improved, and it's definitely not off the table. However, when it could be implemented is unknown at this moment.
As we've stated in one of the topics on our General forum, we need more concrete evidence of the inordinate or improper puppet spawns. Sometimes they could be location-based, or another factor could be influencing their spawns. It might be that something is indeed bugged. That is why we'd like to invite everyone who has encountered such spawns to record them and send the reports to us via any channel they want (Discord, SCUM support system, YouTube link, etc.), and we'll make sure to investigate them and bring about the necessary changes.
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As always, the patch has been out for a bit over a week and you're very welcome to share your opinions and feedback on anything that you encounter and anything that you might think we should look into. We value them greatly and we want to hear from you so if you have anything to share, feel free to do so!
Hello everyone, happy Thursday! Hope you are enjoying 0.96! We are deploying a hotfix for the more critical issues with an unfortunate announcement as well. Check it out! ->
Since the release of the 0.96 we have seen an increase of feedback as well. This is awesome as it helps out a lot for our GD to make changes and balance things out, so keep it coming. We would also like to ask you, if possible to have screenshots and even better videos, ready so we can nail it down.
One thing we saw was happening was overwhelming exploit to take down mechs and get high end loot easy. This will be fixed this update and unfortunately we will have to take a measure here. Hence all high end loot gained from mechs in this way will be removed. This was a better option as the alternative would be another wipe and we do not want to punish legitimate players.
Now to the bugfixes:
Fixed the issue where puppets would have massive HP.
Fixed the issue where sleeper puppets would not react when shot.
Fixed the issue where squadmates could not destroy window fortifications.
Fixed the issue where it was difficult to place BB elements in some cases.
Fixed the issue where some backpacks had wrong grips assigned to them.
Fixed the issue where you could not exit prone position with the prone position key.
Fixed the issue where Brenner would get bugged out when destroying chests.
Fixed the issue where tutorial tasks would sometimes skip steps.
Fixed the wrong audio when crafting armbands.
Fixed the issue where turrets could be destroyed even if BB damage is disabled in zone settings.
Fixed the issue where interacting with some items while prone would bug out the character.
Fixed the issue where vehicles would sometimes spawn in inaccessible areas.
Fixed multiple animation and clipping bugs.
Fixed the issue with missing localizations.
Fixed the issue where DEENA would skip voice lines sometimes.
Fixed the issue where headlamps would be repaired with sewing kits instead of electrician tools.
Fixed the issue where some BB elements had wrong destruction zones and particles.
Fixed the issue where pushing vehicles would sometimes make you float.
Fixed the issue where you could not place tree branches in log sheds
Fixed the issue where m249 had wrong malfunction icons.
Fixed the issue where you could build wooden BB elements through buildings.
Fixed the issue where dropships would instantly pick up sentries once they were delivered.
Fixed the issue where some quests would not give proper rewards.
Fixed the issue where turrets would have wrong range displayed.
Fixed the issue where mechs would take too much damage from some sources.
Fixed the issue where minigun turret would keep fire audio on loop when empty on ammo.
Fixed the issue where server restart would break the quest cycles.
Fixed the issue where puppet navigation could sometimes cause a server crash.
You can now only have 1 tutorial task active at the same time.
Mechs now drop 2 boxes of 50cal ammo instead of 4.
Made it easier to see which tutorials are completed.
Reduced melee damage dealt to Razors.
Slightly reduced the size of the improvised backpack.
Removed GL grenades from traders.
Turret mass now depends on ammo it contains.
Implemented a dropship encounter blocking option for custom zones.
Implemented server settings that control the spawn weight multiplier of dropship and zombie cargo drop encounters.
Turret attitude towards prisoners, puppets, vehicles and TEC1 (Sentry and Dropship) can now be changed through server settings.
Added a server setting to control if quests can block purchase of tradeables.
Further explanation of a previous setting in the economy file:
"gold-price-subject-to-global-multiplier": "1" - Enables or disables predefined modifier based on holidays and weekends. This is still a work in progress. "gold-base-price": "-1" - Sets base gold price. "gold-sale-price-modifier": "-1.0" - the percentage of the base purchase price for gold that will be received for selling gold. "gold-price-change-percentage-step":: "-1.0" - This setting will take the percentage of gold missing from the trader, and divide it with gold-price-change-percentage-step to get amount of steps, example: maximum amount of gold in bank is 10, 2 is missing, that will take 20% and divide it with gold-price-change-percentage-step which for this example we will set to 0.1 (10%), 20% / 10% = 2 This number is the multiplier with gold-price-change-per-step (for example 0.02), which gives us 0.04 (4%), and our new base gold price is gold-base-price * 1.04 (1040 if the gold price is set to 1000) "gold-price-change-per-step" : "-1.0" - This setting is defined in the percentage and it will be multiplied by the result of the gold-price-change-percentage-step to determine increase or decrease the price of the gold (depending if you are buying or selling gold).
Example of "gold-price-change-percentage-step" and "gold-price-change-per-step" calculations:
10 max in bank and is 2 missing 2 of 10 = 20%
gold-price-change-percentage-step - 0.1 (10%)
20% / 10% = 2
gold-price-change-per-step - 0.02 (2%)
2% * 2 = 4%
gold-base-price - 1000
1000 + 4% fof buying gold or 1000 - 4% for selling gold
This thing still creeps the poop outta me. Killing it with fire is not enough. 5 grenades, 10 rocket launchers, 15 magazines full of crap ammo, 20 t-t-turrets, a couple of claymores and even more c4's wouldn't be enough. I can't be the only one.
Since our streamers have been very busy this past week, we have no choice to give some credit where credit is due. That's why this week they will be taking up most of the showcase, which means that unfortunately I won't be blessing you with cringey captions as usual. Czech it out ->
Hello everyone, happy Friday! Hope you are all enjoying the update. As promised here is the list of bugfixes from yesterday so check it out! ->
hey everyone, hope you are enjoying the new update. As for us we are passing out and looking at all the feedback from you guys so keep it coming.
Another thing we would like to ask is regarding this years Steam Awards! As every year we have been nominated for the Labor of Love category! So if you want to, it would be really cool to give us your vote. Appreciate yall! You can do so here
Fixed the bug where some BB elements would disappear when locked in SP.
Fixed the issue where explosive arrows would not explode if shot too far.
Fixed the bug where moving away from vehicles would turn off the radio automatically.
Fixed the issue where crossbow bolts would sell for no money.
Fixed the issue where camera would snap after jumping and looking in opposite direction.
Fixed the issue where you could place BB elements through items.
Fixed multiple issues where you could not place a blueprint when you should be able to.
Fixed the issue where cutting wooden logs in some cases would freeze the player.
Fixed the issue where making a smaller zone inside a bigger zone in server settings, the smaller zone would get overwritten.
Fixed multiple animation issues.
Fixed the issue where puppets would not attack players in 2 wheeled vehicles.
Fixed the issue where you could go into negative gold status.
Fixed the issue where players could hide in bushes and engage mechs without any return fire.
Fixed the issue where you could hide items under foundations.
Fixed the issue where you could clip some BB elements through each other.
Wardrobes and sheds cannot be stacked on top of each other anymore.
Hello everyone, the time is here! The new update FAME SEEKERS is live! Check it out! ->
And if you have not already done so, check out the new trailer!
Let's start with the big one, quests are finally in! There are more of them and more ways to get them so listen up!
First of all, let's look at how to obtain them, there are 3 ways:
Quest boards in POIs.
Quest books at the traders themselves.
Mobile phones.
Quest boards can be found in most POIs in different locations. They work the way you would expect to, you walk up to it, interact, and see the list of quests available.
Once you accept the quest it will be removed from the board, so do be careful as it might hint someone else you've recently been there! On the quest notice itself, you will find all the details for that quest.
Quest books can be found at the traders on their counters. Each one has their own specific books so it is worth checking them all out.
Once you open the book you can go through pages and accept the quest.
And last but not least, do you guys not have phones?
When you find a phone, and a battery to go with it, you can accept quests from anywhere at any time. Just turn it on and look through!
All the accepted quests both completed and active can be found in your Journal tab in the TAB menu.
That is not the only thing back in the Journal menu, you can also see Individual trader progress and your level of completed quests.
This is important as there are 3 Tiers of quests! Each tear rises in complexity but also in the rewards you get for completing them.
Note: Unfortunately one type of quests have a critical issue so are disabled for now but will be implemented as soon as we resolve it.
So get cracking, them jobs are not gonna do themselves!
Another thing with the journal is the return of the fan favorite.
Hey you, are you a new player? You need some help with starting out. Do not worry as your totally friendly AI DEENA is back to help!
Yep, so when starting out and you need some help just follow her lovely voice and we promise nothing will go wrong!
The Manual tab also got updated with DEENA-specific tasks to help you start out and teach you the basics.
Next up we have a new way to defend your base from all sorts of dangers! Invaders beware as turrets are here!
These machine wonders can be placed in your base and improve your base security from those pesky raiders and even dropships.
We have a couple of them:
Basic
.50 cal
Flamethrower
Minigun
Rocket
Now this is important, each of them has different ranges and angles of detection so make sure you read the descriptions before you place them. Do not say you were not warned!
Now how to turn them on? Well, they run on electricity of course so you need a generator. And after you have the generator and turn it on do not forget to turn on turrets as well.
Hey ho, hey ho the old movement must go!
We have some big changes to the movement in the game so read this carefully. We recognized, as have many of you, that the movement in SCUM felt way too arcadey and did not really represent the rest of the game. So we decided to a "few" changes .
Jumping
To start off, bunnyhopping, no more. Jumping has been reworked. It now works in a similar way to melee attacks. When jumping you will now use 30 SUs which will drain your stamina,
Then after a short delay, your stamina will come back rapidly.
Running
There are multiple changes here. To start off there are now 4 running speeds.
Walk
Jog
Run
Sprint
Pay attention to the action difficulty bar,
It also depends on more factors. You can not sprint if your Stamina is under 80% of your total stamina. So sprinting is something you will need to think about carefully when you want to charge in. So do not expect just full blasting it across the open, cover to cover is the name of the game.
It also depends on the item you have in your hands, some will prevent you from sprinting like rifles and some will prevent you from even running. So gear distribution is a big factor as well.
Another thing we have finally managed to bring back is the movement inertia. Your character when moving at a certain speed has momentum, physics ew I know. Before you could change directions quickly with no effort whatsoever.
Now inertia takes place, making your character actually make an effort to change directions as inertia is taking him one way and he wants to go another way.
You can adjust the inertia in server settings if you want.
With all these changes the movement meta, especially in PvP, will change so adapt accordingly. No more bunny hopping, zig-zagging, and thinking you can just run around with no consequences. This is the starting phase of movement rework so please do let us know how it feels so we know what tweaks could be necessary.
Not the only change that will shake up the meta. Time to get even more realistic. To start introducing new item Armbands:
This new craftable item will help your squad identify themselves as, when equipped, you can put your squad logo on them and show everyone that swagalicious emblem. Yes, I am bringing swagalicious back, sue me.
Now this is more important than you think because there is another big change, squad nameplates will no longer be shown. PID your targets! Communication and distinguished clothing are a must now when in new squads.
For private servers, this can be adjusted, if you want to be basic.
But this also brings in new possibilities, you killed an enemy and he has an armband? Grab it and be an infiltrator, the possibilities are there.
Wooohoo, changes to the hordes. We all love em. We have done a massive pass of adjusting the hordes making sure that they feel much more immersive. This includes the distance of puppet spawning, clearing them out, and much more. Oh and the return of sleeper puppets! Yaaaay. So let us know how it feels!
We have 2 new weapons and some news on the old one!
SCAR-L
Finally the new Belgian beauty is here. Chambered in 5.56 NATO it will be your new favorite.
MAC 10
Next up we have the American horror. The MAC 10 submachine gun, chambered in 9mm, is perfect for those close-quarters situations. Careful with the fire rate tho as it really goes brrrrrrrrrrrr.
Improvised rifle
With the new look, comes a new name as well. Since it can now chamber more types of calibers, Improvised shotgun is a name that no longer makes sense, so it is now known as an Improvised Rifle. With a new look as well!
With new weapons comes a new scope as well! The Spektral scope.
This multirole scope actually has 3 different views:
2x zoom.
6x zoom.
Ironsights.
We've done the new and back with the old! The cruiser is now here, and of course with modular goodies.
Get your motor running, this badass bike is a fan favorite and we could not be happier to bring it back to you, finally.
Speaking of bikes there is a small change with them as well. Their modular level has been upgraded, which means they can now lose their engine and can be pushed on wheels as well. So it is no longer one and done with them. This includes the RIS quad bike as well.
Fear of the dark? Fear of the daaaark! Well, fear no more as there is another way to illuminate your way. Headlamps can now be found and equipped, So you can shine your way through no matter what is in your hands. You do look like a dork though.
We have some new clothing as well. Starting with more variations of the beret hat.
And some new school backpacks for all you good boys and girls.
Some new things to base building as well.
First off new BB element, the hatch door! Giving you a better roof access option.
And as you can see, overall all BB elements have a revamped look as well!
Full bugfix list will be out tomorrow, as there is so much stuff here that we are running out of character limit but here are the most important ones that you were concerned with.
Fixed the issue with weapon malfunctions.
Fixed the issue where the weapon scope would sometimes disappear.
All weapons now have adjusted iron sight ALT when equipped with a scope.
Bedroll now spawns rolled up.
[World] - subcategory "NPC" scum.EncounterHordeShouldPlayActivationSound=0 - Determines if the horde activation sound will be played.
[World] - subcategory "NPC" scum.BaseBuildingEncounterDamagePercentageIncreasePerSquadMember=0.000000 - Increases damage to base building elements per squad member, the value is shown in percentages. scum.BaseBuildingEncounterTimeToFullMinNumToEnd=-1.000000 - Amount of days required for Min Num To End to return to specified value. Default (-1) is 3 (3 days). scum.BaseBuildingEncounterMaximumMinToEndReduction=-1 - Innitial Min Num To End Reduction Value (Default is 0), takes Integer.
[Vehicles] subcategory "SPAWNING" scum.CruiserMaxAmount=50 - Max amount of Cruisers that will exist on the server. scum.CruiserMaxFunctionalAmount=20 -Specifies the number of functional Cruisers that can exist on a server. scum.CruiserMinPurchasedAmount=5 - Amount of Cruisers which you can buy from traders.
[Damage] scum.WeaponDecayDamageOnFiring=1.000000 - This setting adjusts the amount of damage a weapon sustains with each shot fired, increasing the wear caused by firing.
[Features] - subcategory "BASE BUILDING" scum.WeaponRackMaxAmountPerFlagArea=-1 - This setting defines the max amount of weapon racks in the flag area. scum.WeaponRackStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of weapon racks in the flag area before they start decaying at increased rate. scum.WallWeaponRackMaxAmountPerFlagArea=-1 - This setting defines the max amount of wall mounted weapon racks in the flag area. scum.WallWeaponRackStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of wall mounted weapon racks in the flag area before they start decaying at increased rate. scum.WellMaxAmountPerFlagArea=-1 - This setting defines the max amount of wells in the flag area. scum.WellStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of wells in the flag area before they start decaying at increased rate. scum.TurretMaxAmountPerFlagArea=-1 - This setting defines the max amount of turrets in the flag area scum.TurretStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of turrets in the flag area before they start decaying at increased rate. scum.GardenMaxAmountPerFlagArea=-1 - This setting defines the max amount of gardens in the flag area
[Features] - subcategory "QUESTS" scum.QuestsEnabled=0 - Enables or disables quests. scum.QuestsGlobalCycleDuration=08 : 00 : 00 - This settings determines how long the quest cycle will last, after set time the quests will be replenished and the quest limit will be set back to 0. scum.MaxQuestsPerCyclePerTrader=3 - This setting sets the maximum amount of quests per trader that player is allowed to complete per cycle. scum.MaxSimultaneousQuestsPerTrader=1 - This setting sets the maximum amount of quests that player can have active at the same time at 1 trader. scum.QuestsTraderRefillCooldown=00 : 00 : 01 - This setting determines how much time will pass before new quests appear in trader's book. scum.QuestsPhoneRefillCooldown=01 : 00 : 00 - This setting determines how much time will pass before new quests appear on the mobile phone. scum.QuestsNoticeBoardRefillCooldown=00: 15 :00 - This setting determines how much time will pass before new quests appear on the notice board.
[Features] - subcategory "MISC" scum.EnableDeenaOnServer=1 - This settings enables or disables DEENA.
You can now give server restart command access to your admins and diversify which admin has access to which command.
In AdminUsers.ini: Steamid ---> Has access to admin commands Steamid[SetGodMode] ---> Has access to admin commands and godmode Steamid[SetGodMode, RestartServer] ---> Has access to admin commands, godmode and restart command Steamid[RestartServer] ---> Has access to admin commands and restart command
The restart server command is #RestartServer pretty please
Lets start with some familiar faces, Here's Rusty and Miss EM wrecking havoc everywhere they go, as usual
Next in line is CitizenZ, who has made a whopping 3 seasons of PvE content. Newcomers can see how one gets started on our lovely island of joy and happiness and veterans can reminisce the good ol' days of feeling helpless and utter despair when they first started to play
And last but not least, we've got Fric with an intense Raid compilation that will keep you on the edge of your seat.
And saving the best for last, we have that announcement. Join us Tomorrow on the now traditional Streamer event celebrating a new update, now called Fame Seekers! Root for your favorite SCUM content creators as they showcase some of the new features in this absolutely not serious event!
Hello everyone! Happy Monday! Let us start this special week with a Dev update and an announcement! Check it out! ->
To start we have a new BTS video that released last Friday! Check out what our QA Cheese and animator Stella have been up to and some insight in their departments.
Some of you that have hawk eyes might have even noticed a leak or 2 in the video. Well we are here to confirm it. There will be a new update coming at the end of this week! That is the good news! And now, for some of you, bad news there will be another soft wipe coming with the new update.
So get to buying gold and fire off any extra rounds you have saved for rainy weather.
So this will be quick for all departments as you will see the pattern. Programmers have been bugfixing day and night preparing for the update. Not only bugfixing but finishing features meant for the next update. I won't mention them here just in case something breaks last mine and we need to cut it, and then receive 1000000 messages "where feature?".
Level design also bugfixing everything and continues its work on landscape rework. The also been working on some nice new material as well, including destruction particles for new BB element look.
The animation team still on that malfunctions grind and working on that trailer for you all.
The hard surface team making sure there are no issues with the cruiser and new weapons and making sure you can put on that sweet paint on them as well. Oh and you guessed it, bugfixing.
The soft surface team still working on trash ghillie, making adjustments so it morphs correctly on all character variations. Also bugfixing as well.
The sound team still on trailer audio and making sure that new weapon sounds are just right.
Just like last week, the team is working hard to test all the new features coming into the game.
Design team making sure that Quests and Tasks are ready for the update and adjusting it so it hits just right.
You already have a big news announcement so no Q&A for today,, plus you got me a bit sick so there is that. Keep an eye out tomorrow though for another announcement and see you then! -Beda
Attention inmates! There's a new sheriff in town and his name's Perito. It looks like I'll be taking over this segment, since Beda is too busy plottin' and schemin' behind the scenes these days. But this isn't about us, it's about you, the community. So let's go check out what shenanigans you guys have been up to recently ->
Since it's a well known fact that German is the most pleasant language to hear, here's an up and coming SCUM streamer who goes by the name of Para. Good editing, good jokes, good gameplay
This one's a gem. Meet Dr. Just and Madame Our, a couple that definitely chose the wrong destination for their honeymoon. This is the latest entry in their cinematic SCUM series, filled with witty banter, gameplay and overall wholesome vibes.
And last but not least, here's Torak holding his own, as he tests the murky waters on a solo PvP server
Hello everyone! Another week another update from us, but this time a special Infogamer edition! Check it out! ->
As is every time Infogamer comes around, we have been there talking with all of you both veterans and new players that came to our booth! 4 days of energy drinks, beer and homemade rakija some of you brought us later here we are. For the rest of you here is what you missed!
We had a special build showcased in our booth with some unreleased goodies in it. You were able to see early stages of multiple features coming your way! For those who were not there do not worry, you will not wait long to see them as well.
As is tradition, people always walking up to us to get that sweet sweet SCUM merch. And as is tradition they could win them through either brain or brawn. So you could answer questions about the game or do pushups. What you think the ratio of these 2 options was?
Our QA Killbox guys making sure there were no problems, and after they found that was boring they started making some problems.
We did some useful stuff as well, as the hiring drive is going full steam ahead.
Also these guys showed up demanding some keycards or something.
You can also see more in the latest BTS video with also our Uros explaining what he has been doing as well.
That is all from us! See you wonderful people next time! - a very broken and tired Beda
Hello everyone, It is Tuesday which means another Community showcase. We do have some unfortunate news as well, so please check it out. ->
This week we do not have videos for you but rather an unfortunate event.
One of our community members, a person who was loved by many in the community Tim Kwass, also known as 321 Spiele unfortunately passed away. It shocked many of us and surely many of you as well. So, we would like to acknowledge him and his love he showed to the community and to the game. Rest in peace our friend you will be missed.
His close friends have decided to start a gofundme to help support his family so if you want to and can please check it out.
Big thank you from us and his family for those of you who have been with him and those who decided to help out.
They do say that laughter is the best way to move forward so to lighten the burden of the news here are our regular scheduled screens and captions.