Hello everyone, happy Monday! We are back with a new Dev update! Check it out!
It is good to be back! First of all we wish you all a wonderful 2025 year! We are back in the office in full strength now and ready to hit it again. As we already stated, this year is our year to finally release SCUM from Early Access into full release. So we are now full steam ahead, all hands on deck, no mountain too high, no valley to low and all other Instagram quotes you can think of here.
So you can expect us to be more and more active again, with more and more interesting stuff from us. And we will need you as well as your feedback will be one of the key elements on the path to 1.0 as it has always been. So see you in the forums, chats and everywhere else and let us sprint together to the finish line.
Next week back to the regular dev updates, so do not worry.
Hello everyone happy Friday! Hope you are all good! Let us end the week with a nice little Dev update, special edition! ->
This one will be a different one to what you are used to see. AS it is more of an announcement rather than what we were doing. What we were doing are hotfixes as you could see the past couple of weeks. Now at the end of the year we will allow our selves some time to rest and look to the future.
But let us recap on 2024. and how it was for us as well. First thing that is noticeable is the slower more spaced out pace of updates, and the result was more quality in them as well. Added awesome new features, optimized old ones and long awaited stuff has finally made it into the game. Even the long awaited release window was announced.
Alas now it is time for us, after long overtimes, crunches, caffeine overdrives, to have our own little holiday break. So do not be surprised you see less activity from us over the next couple of weeks. Do not worry, you will see us again, with a full steam ahead towards new year and the long awaited 1.0.
And last but certainly not the least a huge thank you, all of you in our community, yes even the ones that like to pepper us all the time (we know it comes from a place of passion) for all of your support, feedback and continued playtime. It means a lot and helps us push forward when even we are ready to to start smashing our keyboards into screens for yet another editor crash, that pesky bug that does not want to repro or a dilema that does not have a simple solution. So we wish you a happy Scummy winter break and we will see you in 2025.
Much love - Beda on behalf on all of us here at Gamepires.
Hello everyone, happy Wednesday! Guess what another hotfix and return of some seasonal goodies, check it out! ->
Fixed the issue where you hitting dropships with explosive arrows would skip the leave animation.
Fixed the issue where Projectile damage disabled server setting would not prevent turret projectile damage.
Fixed the issue where BB elements with no owner could cause a connection lost.
Fixed some wrong grips on weapons.
Fixed the issue where the minigun turret would not deal damage to vehicles.
Fixed the issue where items would be dislocated when picked up.
Fixed the issue where shooting as a passenger on bicycles would kill the driver too easily.
Fixed the issue where basic turrets would not load shotgun shells.
Fixed the issue where RIS spawned in without lights.
Fixed the issue where Abandoned bunker doors would always be powered up.
Fixed the issue where RIS and motorbikes alternator would not work.
NVGs now drain 50% less battery.
Adjusted rotation speed, accuracy and detection angle of the 50 cal turret.
You can now paint turrets.
Adjusted movement speed limit on multiple weapons.
Adjusted suppressor durability loss when shooting.
Added new server settings: scum.DisableExamineGhost=0 - Enables or disables examine ghost. scum.DisableTimedGifts=0 - Enables or disables timed gifts. Both of this settings are enabled by default, so for anyone that doesn't want them on their server, you will need to turn them off.
[Features] submenu "MISC" scum.StaminaDrainOnJumpMultiplier=1.000000 - Multiplier for amount of stamina drained when jumping scum.StaminaDrainOnClimbMultiplier=1.000000 - Multiplier for amount of stamina drained when climbing.
And do not forget to have a tree up in your base, or Santa will not visit you with a present!
Hello everyone, it is Friday! We are releasing a small hotfix for a crucial issue and also an update on the servers that were down since last update. Check it out! ->
To start off we have noticed, as you have as well, that since yesterday some of our official servers did not update correctly, This was due to G Portal update system failing to, well, update them. Hopefully this is resolved now and you will be able to play on them. Do keep in mind that due to that we have decided to do a rollback of all affected servers to exact time before the hotfix, so you do not loose anything due to this. Thank you for understanding.
Fixed the issue where mounting vehicles could sometimes cause a server crash.
Fixed the issue where turrets would disappear after 24h.
Fixed the issue where manually triggered explosives could cause a crash.
Fixed the issue where quest outpost progression would only save at a single outpost.
Hello hello everyone ! Happy Thursday, ready for a hot hot hotfix on this cold day! If the answer is yes sweet, if the answer is no well too bad. Check it out! ->
Fixed the issue where phones would spam "New Message Received" notification on quest start.
Fixed the issue where the First person camera would clip through player body during urinate animation.
Fixed incorrect descriptions for rafts and hatch door crafting recipes.
Fixed the issue where some purchased vehicles would spawn in without an alternator.
Fixed the issue where shooting with an Improvised rifle in third person would make the character twitch.
Fixed the issue where the quest cycle would not reset properly.
Fixed the issue where players that were in push vehicle action would not be visible to other players in some cases.
Fixed multiple running animations with items in hand.
Fixed the issue where you could not reload a weapon while driving, if you have another weapon in inventory.
Fixed the issue where the horde scream would not be heard even though it should by server settings.
Fixed multiple wrong grip animations.
Fixed the issue where moving a chest inside flag area would fill multiple BB element slots in the limit.
Fixed the issue where weapons would sometimes replicate to other players when it should not.
Fixed the issue where turrets would not target players wearing puppet suits.
Fixed the issue where turret indicator light would not work.
Fixed puppet spawn location on multiple POIs.
Fixed the issue where some dev commands were available when they shouldn't.
Fixed the issue where shotguns would not have muzzle flashes.
Fixed the issue where abandoned bunker generator room door could not be closed if opened by NPCs.
Fixed the issue where holding a throw animation would raise STR stat.
Fixed the issue where under certain lighting the player hair would glow.
Fixed the issue where Basic turrets could not be filled with shotgun shells.
Fixed the issue where SCAR L could not be zeroed past 400m.
Database optimizations.
Fixed the issue where headlamps light would illuminate the wrong way.
Multiple animation fixes.
Executing soft wipe, will now wipe quest progress as well.
MAC 10 can now be used in the driver seat.
Reduced the chance of horde activation by puppet scream.
Introduced new type of quests.
You can no longer place BB target elements on other BB target elements.
Increased Quest time limit across the board.
Adjusted explosive arrow damage to sentries and dropships.
RIS quad vehicle spawned in with admin command no longer spawns with medium storage rack on it.
Traders will now show the quantity of items in stock.
Turrets loaded with multiple types of ammo will now fire the ammo from the first loaded towards last loaded round.
Server setting QUESTS -> BLOCK PURCHASE OF REQUIRED ITEMS is now off by default.
Adjusted movement speed when holding a bow in hands.
Added new server setting: [Features] Subcategory "BASE BUILDING" scum.AllowFloorPlacementOnHalfAndLowWalls=0 - This setting allows or disallows placement of floors on half and low walls. scum.AllowWallPlacementOnHalfAndLowWalls=1 - This setting allows or disallows placement of wall placement on half and low walls.
In a water birth, your baby is born submerged under water. Water immersion during labour and birth can help with pain relief and may reduce your chance of needing an epidural.
Now for a Survey, we had not have one since the BB elements one but now it is time for you all to act again!
We are looking at the balance of all things and have looked through your feedback as well, this time concerning the Abandoned bunker and Normal bunker ratio.
So let your voices be heard in the comments below, would you like to see more normal bunkers less abandoned ones, do you like the way it is or reduce the number of bunkers overall? Say your peace now before it is too late! Cheers.
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.