Thanks for checking out our 26th devblog! We’ve released 0.11.26 build to our default branch on Steam. All branches should now be 0.11.26 so it shouldn't matter what branch you're on. Feel free to check that out as we need some feedback. There’s a lot of testing and breaking to do so go at it! Please check against the 0.11.26 changelog and report findings on our tracker.
Our devblogs will not be as content heavy leading up to our first public alpha build. While there's still much development happening most of what will be going on from this point until the initial release is polish and balance. The team is working on putting some good balance into existing features and smoothing out the general gameplay. The first alpha build coming this summer will feature most, if not all, concept video features in one form or another.
Vehicle Parts and Improvements
Vehicle spawning is now random along with randomized vehicle parts. While you'll only have access initially to the RV and the cricket for testing, the random part spawning and vehicle condition should add a good deal of variety. All vehicles will have random part spawns and conditioning. The video below outlines a bit of how the mechanic works.
Our towns are near original. We've gone back to them here and there, adding new props and structures but in the recent weeks Jos has spent a good deal of time and effort on optimization and general looks/improvements. Towns have been 'cleaned' up and roads made a little more accessible. Cleaning the roadways and parking lots up was needed for vehicle introduction as it was a real burden to drive the roads before this. Below are some shots of these improvements, old and new. Eventually, we'll likely be adding an additional town or two. We've concepted and spoken about adding onto smaller existing towns also.
Addersfield Cleanup Old
Addersfield cleanup park added to center of town reducing calls and structure clumping
Union Point old builds featured far too many apartment structures. This was some of the reason performance in Union Point was so rough.
Park added and structure clumping cleaned up. All the towns have had some debris removed but it's still very post apocalyptic.
Sage Creek road cleanup
Sage Creek park
Structure Claims and Spawning Concepts
One of our current issues is structure claiming. Not so much from a pvp perspective but more so from a pve view. Structures currently have no 'claim' system. Players are finding zombies spawning inside their fortified buildings. This puts a big damper on things when you're trying to survive. We have concepted a few ideas but would love a bit more insight on to what you guys think would be a good system to avoid this issue. If you have any ideas, please feel free to share them here on this open forum thread.
BBC No Filter Interview
A few weeks back James and the boys did an interview for BBC's No Filter. If you'd like to check it out the link is right here. Thanks much to the BBC crew and Kofi - the guys had a good time and the interview came out cool.
These are only a handful of what has been worked on in the last couple of weeks. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .12 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!
Thanks for checking out our 25th devblog! We’ve released 0.11.26 build to our default branch on Steam. All branches should now be 0.11.26 so it shouldn't matter what branch you're on. Feel free to check that out as we need some feedback. There’s a lot of testing and breaking to do so go at it! Please check against the 0.11.26 changelog and report findings on our tracker.
Weapon Attachment Animations
John has spent some time this week tweaking and creating weapon animations for our attachments. Below you'll see a short video showcasing the flashlight animation on the new T5 pump action shotgun and the ARG. We are aware of the current spawning issues on 0.11.26 and we'll get a fix in for those so weapons are spawning properly again.
Vehicles in 0.12.6 will spawn with random colors and parts. This wasn't originally planned for the initial release but the mechanics have already been worked in quite nicely. Eventually, you'll see all vehicles spawn not just with random parts and colors but conditions as well.
Vehicle Random Spawn Colors
Game and Town Optimization
A lot of work has begun on design overhaul and we're going through the wilds and filling in the blanks. At the same time, we're optimizing our towns and removing (in some cases) overused props and trash piles. Town and world optimizations are not just visual,. There's a lot of backend performance tweaking going into 0.12 and our first alpha builds. Below is a small example of Addersfield which you'll notice is a bit tidier. Along with that, you'll see some benchmark results. Andre has been working on optimizations and has already seen some fantastic results.
A small park design for Addersfield
Cleaner roads - this is needed for vehicle introductions. We'll eventually introduce destroyable prop mechanics.
Not all rubbish has been removed and towns still feel post-apocalyptic
Benchmark Results
Our benchmark system does performance checks at several places on the map and spits the results out into a text file which we use in a spreadsheet to monitor performance over time. These results are optimizations and cleanup started towards the end of our last build and into our current 0.12 development build. 0.12 should show some very positive improvements for most and we'll continue to optimize moving forward.
Benchmark Results Low Settings
Benchmark Results Ultra Settings
These are only a handful of what has been worked on in the last couple of weeks. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .12 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!
Thanks for checking out our 24th devblog! We’ve released 0.11.26 build to our default branch on Steam. All branches should now be 0.11.26 so it shouldn't matter what branch you're on. Feel free to check that out, we need some feedback. There’s a lot of testing and breaking to do so go at it! Please check against the 0.11.26 changelog and report findings on our tracker.
Vehicle Conditioning
With the basics of vehicles coming in the next few builds, the team has started working on vehicle condition. Vehicles will accept parts even on their initial introduction including fan belts, fuel, oil filters, alternators etc.. As of now, there are quite a few options and a few different concepts in the works for repair, upkeep, improvements and vehicle fortifications. Below you can see some of the initial visible mechanic. Damage occurs to your vehicle as expected the system is already very entertaining. Also making its first appearance is the T5 Pump Action Shotgun..It's a good deal of fun!
Someone has been on quite an adventure ːsteammockingː
Shader forge nodes for vehicle damage and color
Key Bindings YAY!!!
Yes, we know...it has been a long time coming but we're finally getting around to adding custom keybindings which you'll see these in the next build or so. The process, while it may seem simple, has turned into quite a beast. Nothing major just very time consuming. The feature is constantly requested and finally getting some love.
Key bindings
Animal Trap Concepts
We've been working on a few additional animal traps. In the future, the player will use different trap sets for different small game. The current box trap would be for larger game while a snare trap like the one below would be for smaller game.
Concept from way back
Working snare
Working mechanic
These are only a handful of what has been worked on in the last couple of weeks. Check out our changelog for a full list of what the team has been upto. Thanks much for checking out the devblog. We hope to have .12 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!
Thanks for checking in on the 0.11.26 update. We've moved the experimental branch to our default and stable Steam branch today. The last few weeks have been very hectic. The team has been wrapping up 0.11.26 and working on 0.12+. Our interns have finished up their last blocks with us so sadly we're missing Marko, Rik and Ids. The team is 5 strong once again. The guys were a massive help to us and we hope the favor was returned in the form of some good experience and knowledge shared :)
As mentioned above, Ids finished up with us a couple weeks back so we'll not be doing a devlog for this update although we'll get those rolling again for the next update and all alpha updates, when possible. We'll recap below on just some of the progress we've made in the 0.11 build. We'll quickly go over the past few weeks devblogs. If you'd like to help find issues please check against our full changelog, below is only a few of the fixes and features we've worked on.
Player and Zombie Inventory System
Players will now drop backpacks, zombies will now drop small item loot, bullets/nails and rags to name a few. This has been requested and needed for some time, the system requires a good deal of testing please report any issues found.
Player dropped backpacks
Lootable zombies
Weapon Attachments
Weapon attachments have been a want and staple since the concept videos, we've added the basics and base for attachments in 0.11. You'll find scopes, sights, suppressors (including oil filters) and flashlights. We'll expand on the system as we work through alpha builds and generate new attachment needs and ideas.
Crafted animal traps will be functioning shortly. Crafted traps can be placed anywhere in the world. Traps must be baited and will require the player or players to vacate trap areas. You'll not catch much if you're around making noise. We'll expand on traps in the future, adding variants and animations. The video below shows the player baiting and setting a small animal trap. When the player returns to a sprung trap they have the option to harvest animal meats. Currently set up are rats, cats, squirrels, opossums and raccoons.
Jos has been making fantastic progress on world design. Filling in the wilds will be something we focus on right through alpha, there are a lot of design ideas to be fleshed out. For the 0.11 update you'll notice far more starter camps along with the addition of a handful (soon to be more) bunkers.
Bunker Entrance
Bunker workspace
Additional world design since pre-alpha launch
Hotfix 0.10.26
Cooking fixed.
Several small issues with traps fixed
Extra scope sensitivity when scoped in.
General
Improved the light emitted by fuze burning down on propane tanks.
Small props no longer fall through rugs.
Breaking windows frames is now quieter overall.
Random light flicker tweaked to make it less likely.
Food cooking SFX are now affected by the correct audio slider in the options.
Rifles no longer clip the camera when aiming down the sights.
Shooting tents no longer produces the wood particle effects.
Updated footstep sounds on alternative concrete surfaces.
Fixed errors being caused by the fuel cap at fuel stations.
Added ARG15 weapon.
Fixed issue with harvested items which prevented them from being harvested.
Fixed scenario where the player wouldn't always be marked as in game. This was causing multiple small things to break.
Harvesting from tents now gives cloth.
Searching for items now fixed. Previously it was possible to search an object and find nothing and then be able to search again to immediately find items. Once a search point is depleted it will not give items again for X amount of time.
Fixed issue with audio where it wouldn't always be correctly muted when it was meant to be while in the menus.
Rivers can now be searched and give water.
Added sliding damage when sliding down steep cliffs.
Added sliding when standing on steep cliffs.
Stopped the player being able to stand on thin fences. Players now slide off.
Holding interaction on door handles now opens the door as well as the normal press to open functionality.
Balance
Increased the chance of receiving berries through all seasons.
Cooking cycle adjusted on can variants
Cooking cycle adjusted on canteen variants
Burned variants for canteen drops, turning them into empty canteens
Burned variant for clean water canteen, turning it into an empty canteen
Removed cooking script from Pineapple cans
Removed sickness chances on mixed fruit
Weapon Attachments
Added support for default attachments like iron sights.
Rolled out base set of attachments to weapons.
Added core functionality for scopes on weapons.
Added functionality for flashlights on weapons.
Suppressor functionality added.
Added core functionality for weapons to have attached objects.
Added functionality for pickups to have visual attached objects.
Proximity/Radio Voice Chat
Proximity chat now working.
Radios now work.
Radios in backpack now receive transmissions.
Player Loot
Dead players can now be looted. Weapons are dropped into the world and the backpack becomes a mobile container.
Tree Improvements
Pieces cut from trees now appear instantly!
Logs cut from trees can no longer be moved using placement mode due to an issue with their pivots that prevents them functioning as expected.
Fixed issues with felled trees where the player could bump into the chop sections.
Passive AI
Added chance based small game hunting traps that can be placed around the world. When the player leaves the area there's a chance they will catch an animal.
Stags now die with a rag doll.
Stags and chickens can now be harvested for items.
Base introduction of Stag and chicken AI.
Chickens now die with rag doll.
Passive AI now flee from noises created by bullets flying past them.
Vehicles (Limited access pre version 0.12)
It's now possible to switch seats while inside a vehicle.
Fixed issue which could sometimes mean drivers/passengers would be invisible inside a vehicle.
Vehicles now have resistance when driving on water.
Vehicles can no longer drive on water.
Added functionality for the player to slide off vehicles when they start moving.
Added functionality for player to receive damage from moving vehicles.
Added functionality for damaging AI when being hit by a vehicle.
Can now enter vehicles pressing interact.
Animations
Fixed issue where flashlights would play turn on animation and attack when pressing right mouse. All flashlight functionality has moved over to "V" input.
Lola handgun jam animation now plays correctly.
Assigned animations for crawling zombies attacking.
Fixed various fps animations that included an empty cartridge/shell that could be seen when slamming doors open.
Weapon Improvements
Reduced firing sound reverb when outside.
Melee weapons now have a shorter time between attacks. This remove,
Holding down attack button now continues to swing weapon.
Ejected shells/cartridges now play sound when they hit the ground. These are specific per weapon and to the surface the player is stood on.
Weapons now eject shells/cartridges.
Decreased and fixed the intensity of the muzzle flash distortion.
Updated and improved all weapon muzzle flashes.
Bullets now whistle as they pass overhead.
Optimisations
Removed cpu overhead that was being caused by zombie checks for traversing objects.
Balance
Axe and hatchet now do more damage to trees.
Axe and hatchet now receive less damage when being used on trees.
UI
Small workbench no longer has multiple hover UI's
Changed the achievement icons in the Guide page. They no longer include the grey backdrop.
[Equip] button for the weapon you currently have selected is now grey.
Fixed issue which caused the kitchen taps and industrial doors to have 2
Fixed issue in the Guide page where the achievement icon would be have incorrect alignment.
Tweaked spacing in the Guide page to allow the help field to have more space.
New day notifications reasons for overall health changes now work again.
Current day UI gets cleaned up when forced disconnect happens.
Added the remainder of the GUI for the guide.
Item hovers now start fading as soon as an item is picked up.
Highlights for cut point on trees that have been cut down are shown from further away so that they are easier to find.
Added highlight to selected item in the inventory to make it clearer what you have selected.
Added functionality for highlighting possible attachments.
Added functionality for viewing and removing attachments in the inventory.
Improved description area layout in the inventory.
Fixed inventory descriptions getting cut off.
Fixed issue which allowed the player to navigate past the last page of the guide.
Progress circle UI when interacting no longer plays if the item doesn't have the action being requested.
Item hovers are now slightly brighter.
Item hovers now fade over distance
Item hovers fade closer at night to simulate limited vision.
Environment
Added environment filler content on terrain 57, 58, 24 and 36.
Added environment filler content on terrain 13, 50 and 49.
Spawn point west of old town moved to make finding guide campsite a bit easier.
Zombies no longer run through large trash piles.
Fixed floating platforms around mount baron.
Road texture in Fishing town improved.
Church no longer disappears when it should still be visible at distance.
Fixed issue with camp zone smoke disappearing and not being loaded again until the area was fully unloaded.
Fixed gab in floor between doorway in Old House variants.
Added environment filler content on terrains 28, 2 and 10.
Added environment filler content on terrains 42 and 47.
Added environment filler content on terrains 35, 36, 43, 44, 12 and 4.
Fixed missing interiors in house variant 3 and 2.
Fixed garage lights that were clipping.
Popovs roof access now has a door and frame.
Added environment filler content on terrains 62 and 54.
Added environment filler content on terrains 14, 22, 37 and 29.
Added environment filler content on terrains 08, 15, 16, 31 and 32.
Added new POI/Campsites guide locations around fishing town.
Added new POI/Campsites guide locations around Sage Creek.
Added 2 new POI/Campsites guide locations around Addersfield.
Added 2 new POI/Campsites guide locations around old town.
Water tower no longer pops in from so close.
Aggressive AI
Increased the visibility range for AI.
Fixed scenario where zombies would sometimes jump through a window and then warp back.
Fixed scenario where zombies could climb through windows that hadn't been smashed.
Zombies now attack player that are inside of a vehicle.
Improved overall player noise mechanic so that it's more reliable when triggering zombies.
Fixed zombie vision (Broken in 0.10)
Tweaked the idle sounds to make them less confusing against the new annoyance mechanic.
Reduced the overall distance that zombies are drawn to the player from. This is intended to stop them aimlessly breaking out of buildings unless they have a chance of reaching the player.
Reduced the overall wander range and frequency for day zombies.
Added zombie annoyance functionality which allow the player to sneak and receive feedback from zombies. They grunt and become agitated as they hear you moving around.
Zombies can now be looted for items. They have a chance of giving a small amount of ammo, rags, nails etc.
6 new attack animations added.
Shorter delay between attacks.
Fixed issue where the zombie would throw errors into the log when inactive.
Zombie attack speed tweaked to make the zombies feel more aggressive.
Animations
Added animal harvesting animations.
Added base set of animations for Cricket vehicle.
Proxy and player driving animations added.
Added all new melee animations for 3rd party characters.
Crafting
Burger Helper canteen variants
Rice canteen variants
Ramen canteen variants
Oats canteen variants
Instant potatoes canteen variants
Props / Drops
Fixed floating nail in broken cabin models.
Added filled canteen variants.
Added new stag.
Added canteen variants of energy drinks.
Updated all broken cabin prefabs so that their doorways are accessible to zombies.
Added water storage container drop.
Removed the resource requirement from antibiotics in all treated crafting recipes.
Removed the resource requirements from Cleaning Kit (wire spool)
Removed resource requirements from Clean Rags (washing liquid and bleach)
Removed resource on antibiotics, bleach, washing liquid and wire spool.
Added ARG15 iron sights.
Added APUG sight Drop
Added Compact sight Drop
Added Reflex sight Drop
Added Suppressor Drop
Added Oil filter short Drop
Added Oil filter long Drop
Added mobile water storage container.
Added all new a2z Cricket vehicle.
Added 4 variants of overgrown vehicles
added 4 rural car park variants.
Added 2 rest stop area variants.
Added 3 variants of shipping containers that have smashed open.
Added 4 new industrial compound variants.
Added 16 new graffiti objects. Predominant use is for guiding the player to useful objects.
Added bunk beds prop.
Added 3 variants of shipping container bunkers.
Added 2 variants of popup refugee camps.
Added 2 variants of rest stops.
Optimisations
Added new culling system to specific objects like window inner frames and electricity circuits.
Removed shadows being cast by various objects that didn't require them.
Reduced view distance of various small props.
Admin
Added benchmark system which spits out a text file with relevant benchmark information.
Added new video permission used for new video tools.
Added /Dronecam command which allows player to fly around with smoothed out movement.
Added /Videomode command which disables unnecessary UI for recording.
Added /Resest achievements command to reset stats and achievements.
Added /PauseStreaming command which allows player to stop any sector loading.
Added /Daylength command which allows player to set the day cycle length in seconds.
Added parameter to /spawn command to allow player to spawn zombies in a circle around them.
Thanks for checking out the update. Stick around for 0.12 devblogs starting again next week! We have a lot of exciting stuff to talk about with vehicles being a big part of that. We've made some really fun progress and look forward to sharing it. As always, thanks for the continued support!
Thanks for checking out our 23rd devblog! We’ve released the initial 0.10.25 build to our experimental branch on Steam. Feel free to check that out, we need some feedback. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes.
We’ll be updating to default once experimental is tested and stable. Please do your best to check against the list of changes below and report bugs to our tracker.
General
Improved the light emitted by fuze burning down on propane tanks.
Small props no longer fall through rugs.
Breaking windows frames is now quieter overall.
Random light flicker tweaked to make it less likely.
Food cooking SFX are now affected by the correct audio slider in the options.
Rifles no longer clip the camera when aiming down the sights.
Shooting tents no longer produces the wood particle effects.
Updated footstep sounds on alternative concrete surfaces.
Fixed errors being caused by the fuel cap at fuel stations.
Added ARG15 weapon.
Fixed issue with harvested items which prevented them from being harvested.
Fixed scenario where the player wouldn't always be marked as in game. This was causing multiple small things to break.
Harvesting from tents now gives cloth.
Searching for items now fixed. Previously it was possible to search an object and find nothing and then be able to search again to immediately find items. Once a search point is depleted it will not give items again for X amount of time.
Fixed issue with audio where it wouldn't always be correctly muted when it was meant to be while in the menus.
Rivers can now be searched and give water.
Added sliding damage when sliding down steep cliffs.
Added sliding when standing on steep cliffs.
Stopped the player being able to stand on thin fences. Players now slide off.
Holding interaction on door handles now opens the door as well as the normal press to open functionality.
Balance
Increased the chance of receiving berries through all seasons.
Cooking cycle adjusted on can variants
Cooking cycle adjusted on canteen variants
Burned variants for canteen drops, turning them into empty canteens
Burned variant for clean water canteen, turning it into an empty canteen
Removed cooking script from Pineapple cans
Removed sickness chances on mixed fruit
Axe and hatchet now do more damage to trees.
Axe and hatchet now receive less damage when being used on trees.
Added new culling system to specific objects like window inner frames and electricity circuits.
Removed shadows being cast by various objects that didn't require them.
Reduced view distance of various small props.
Weapon Attachments
Added support for default attachments like iron sights.
Rolled out base set of attachments to weapons.
Added core functionality for scopes on weapons.
Added functionality for flashlights on weapons.
Suppressor functionality added.
Added core functionality for weapons to have attached objects.
Added functionality for pickups to have visual attached objects.
Proximity/Radio Voice Chat
Proximity chat now working.
Radios now work.
Radios in backpack now receive transmissions.
Player Loot
Dead players can now be looted. Weapons are dropped into the world and the backpack becomes a mobile container.
Tree Improvements
Pieces cut from trees now appear instantly!
Logs cut from trees can no longer be moved using placement mode due to an issue with their pivots that prevents them functioning as expected.
Fixed issues with felled trees where the player could bump into the chop sections.
Passive AI
Added chance based small game hunting traps that can be placed around the world. When the player leaves the area there's a chance they will catch an animal.
Stags now die with a rag doll.
Stags and chickens can now be harvested for items.
Base introduction of Stag and chicken AI.
Chickens now die with rag doll.
Passive AI now flee from noises created by bullets flying past them.
Vehicles (Limited access pre version 0.12)
it's now possible to switch seats while inside a vehicle.
Fixed issue which could sometimes mean drivers/passengers would be invisible inside a vehicle.
Vehicles now have resistance when driving on water.
Vehicles can no longer drive on water.
Added functionality for the player to slide off vehicles when they start moving.
Added functionality for player to receive damage from moving vehicles.
Added functionality for damaging AI when being hit by a vehicle.
Can now enter vehicles pressing interact.
Animations
Fixed issue where flashlights would play turn on animation and attack when pressing right mouse. All flashlight functionality has moved over to "V" input.
Lola handgun jam animation now plays correctly.
Assigned animations for crawling zombies attacking.
Fixed various fps animations that included an empty cartridge/shell that could be seen when slamming doors open.
Weapon Improvements
Reduced firing sound reverb when outside.
Melee weapons now have a shorter time between attacks. This remove,
Holding down attack button now continues to swing weapon.
Ejected shells/cartridges now play sound when they hit the ground. These are specific per weapon and to the surface the player is stood on.
Weapons now eject shells/cartridges.
Decreased and fixed the intensity of the muzzle flash distortion.
Updated and improved all weapon muzzle flashes.
Bullets now whistle as they pass overhead.
Optimisations
Removed cpu overhead that was being caused by zombie checks for traversing objects.
UI
Small workbench no longer has multiple hover UI's
Changed the achievement icons in the Guide page. They no longer include the grey backdrop.
[Equip] button for the weapon you currently have selected is now grey.
Fixed issue which caused the kitchen taps and industrial doors to have 2
Fixed issue in the Guide page where the achievement icon would be have incorrect alignment.
Tweaked spacing in the Guide page to allow the help field to have more space.
New day notifications reasons for overall health changes now work again.
Current day UI gets cleaned up when forced disconnect happens.
Added the remainder of the GUI for the guide.
Item hovers now start fading as soon as an item is picked up.
Highlights for cut point on trees that have been cut down are shown from further away so that they are easier to find.
Added highlight to selected item in the inventory to make it clearer what you have selected.
Added functionality for highlighting possible attachments.
Added functionality for viewing and removing attachments in the inventory.
Improved description area layout in the inventory.
Fixed inventory descriptions getting cut off.
Fixed issue which allowed the player to navigate past the last page of the guide.
Progress circle UI when interacting no longer plays if the item doesn't have the action being requested.
Item hovers are now slightly brighter.
Item hovers now fade over distance
Item hovers fade closer at night to simulate limited vision.
Environment
Added environment filler content on terrain 57, 58, 24 and 36.
Added environment filler content on terrain 13, 50 and 49.
Spawn point west of old town moved to make finding guide campsite a bit easier.
Zombies no longer run through large trash piles.
Fixed floating platforms around mount baron.
Road texture in Fishing town improved.
Church no longer disappears when it should still be visible at distance.
Fixed issue with camp zone smoke disappearing and not being loaded again until the area was fully unloaded.
Fixed gab in floor between doorway in Old House variants.
Added environment filler content on terrains 28, 2 and 10.
Added environment filler content on terrains 42 and 47.
Added environment filler content on terrains 35, 36, 43, 44, 12 and 4.
Fixed missing interiors in house variant 3 and 2.
Fixed garage lights that were clipping.
Popovs roof access now has a door and frame.
Added environment filler content on terrains 62 and 54.
Added environment filler content on terrains 14, 22, 37 and 29.
Added environment filler content on terrains 08, 15, 16, 31 and 32.
Added new POI/Campsites guide locations around fishing town.
Added new POI/Campsites guide locations around Sage Creek.
Added 2 new POI/Campsites guide locations around Addersfield.
Added 2 new POI/Campsites guide locations around old town.
Water tower no longer pops in from so close.
Aggressive AI
Increased the visibility range for AI.
Fixed scenario where zombies would sometimes jump through a window and then warp back.
Fixed scenario where zombies could climb through windows that hadn't been smashed.
Zombies now attack player that are inside of a vehicle.
Improved overall player noise mechanic so that it's more reliable when triggering zombies.
Fixed zombie vision (Broken in 0.10)
Tweaked the idle sounds to make them less confusing against the new annoyance mechanic.
Reduced the overall distance that zombies are drawn to the player from. This is intended to stop them aimlessly breaking out of buildings unless they have a chance of reaching the player.
Reduced the overall wander range and frequency for day zombies.
Added zombie annoyance functionality which allow the player to sneak and receive feedback from zombies. They grunt and become agitated as they hear you moving around.
Zombies can now be looted for items. They have a chance of giving a small amount of ammo, rags, nails etc.
6 new attack animations added.
Shorter delay between attacks.
Fixed issue where the zombie would throw errors into the log when inactive.
Zombie attack speed tweaked to make the zombies feel more aggressive.
Animations
Added animal harvesting animations.
Added base set of animations for Cricket vehicle.
Proxy and player driving animations added.
Added all new melee animations for 3rd party characters.
Crafting
Burger Helper canteen variants
Rice canteen variants
Ramen canteen variants
Oats canteen variants
Instant potatoes canteen variants
Props / Drops
Fixed floating nail in broken cabin models.
Added filled canteen variants.
Added new stag.
Added canteen variants of energy drinks.
Updated all broken cabin prefabs so that their doorways are accessible to zombies.
Added water storage container drop.
Removed the resource requirement from antibiotics in all treated crafting recipes.
Removed the resource requirements from Cleaning Kit (wire spool)
Removed resource requirements from Clean Rags (washing liquid and bleach)
Removed resource on antibiotics, bleach, washing liquid and wire spool.
Added ARG15 iron sights.
Added APUG sight Drop
Added Compact sight Drop
Added Reflex sight Drop
Added Suppressor Drop
Added Oil filter short Drop
Added Oil filter long Drop
Added mobile water storage container.
Added all new a2z Cricket vehicle.
Added 4 variants of overgrown vehicles
added 4 rural car park variants.
Added 2 rest stop area variants.
Added 3 variants of shipping containers that have smashed open.
Added 4 new industrial compound variants.
Added 16 new graffiti objects. Predominant use is for guiding the player to useful objects.
Added bunk beds prop.
Added 3 variants of shipping container bunkers.
Added 2 variants of popup refugee camps.
Added 2 variants of rest stops.
Admin
Added benchmark system which spits out a text file with relevant benchmark information.
Added new video permission used for new video tools.
Added /Dronecam command which allows player to fly around with smoothed out movement.
Added /Videomode command which disables unnecessary UI for recording.
Added /Resest achievements command to reset stats and achievements.
Added /PauseStreaming command which allows player to stop any sector loading.
Added /Daylength command which allows player to set the day cycle length in seconds.
Added parameter to /spawn command to allow player to spawn zombies in a circle around them.
Thanks for checking out our 22nd devblog! Progress is moving along nicely on 0.11.xx. We should have experimental builds out early week. We're currently waiting on a rebuild and a few tweaks. 0.11 introduces a good deal of mechanics and mechanic changes. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.
This weeks devblog will be a bit shorter than normal. We're working on polishing off this initial 0.11 build and we don't want to discuss to much of 0.12 + until we get this build up and live.
Weapon Attachment Work
Weapon attachment work has carried on nicely. You'll see quite a few being introduced 0.11 +. Below is a short clip Jos recorded. You'll see optics, suppressors and sights. We'll expand on attachments in the future including actual attachment animations if the community thinks it's a good fit.
Crafted animal traps will be functioning shortly. Crafted traps can be placed anywhere in the world. Traps must be baited and will require the player or players to vacate trap areas. You'll not catch much if you're around making noise. We'll expand on traps in the future, adding variants and animations. The video below shows the player baiting and setting a small animal trap. When the player returns to a sprung trap they have the option to harvest animal meats. Currently set up are rats, cats, squirrels, opossums and raccoons.
The wiki links in game are functioning again and the official Survive the Nights Wiki has been cleaned up a bit. We'll be asking anyone that's interested to please check in on all drops you come across in game and be sure there's an active wiki link by clicking the wiki logo.
These are only a handful of what has been worked on this week. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .11 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!
Thanks for checking out our 21st devblog! Progress is moving along nicely on 0.11.xx. We hope to have experimental builds out by the end of next week. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.
Shell Ejection and Weapon Improvements
Weapon attachments are only one part of planned weapon improvements. We've spent some time this week working on shell ejection sounds effects and visual effects on current weapons. You can see some shell ejections and sound effects in the video below. You'll see many of these improvements moving forward, including some in 0.11. Checking out the changelog for all current changes.
Some of you may remember the 4x4 from our concept videos. Rik has been hard at work this week reworking models and textures. The 4x4 will be introduced early on in vehicle development. Eventually it will feature the fixed storage and tool holsters seen in the original concepts. Mobile loot and mobile bases are still a number one priority after the basic introduction to the mechanics.
Old 4x4
Improved 4x4
Passive AI Work
Passive AI will soon be introduced. The start of the process will include the stag and chicken. Both animals will be harvestable and both will provide meat. Work continues on passive AI this week. Among other things, Jos has been working on AI ragdolls. Below you can see both the chicken and stag ragdoll. You can expect to see the basic introduction in 0.11 and we plan to greatly expand on both animals and mechanics during the alpha stage.
Stag ragdoll
Chicken ragdoll...poor thing
Ragdoll in action
New Day Notifications
Some of you have reported new day notification issues. These have been fixed for 0.11 and are now a bit more informative. The player is made aware of his current status at the day's start. Just after this new day splash screen, the player is greeted with the new notification. This notification will inform the player on how they can improve their situation or what benefits they're currently receiving.
Notifications
Weapon Attachment Work
James has among other things worked out flashlight attachments this week. Flashlights will attach to most long guns and make night time survival a bit more bearable! Below is a gif of the attachment (in this case a large flashlight) receiving additional battery power. You'll not need to remove the lights to do this.
Powering an attached flashlight
These are only a handful of what has been worked on this week. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .11 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!
Thanks for checking out our 20th devblog! Progress is moving along nicely on 0.11.xx. We hope to have experimental builds out by the end of the month. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.
Player Loot
James has been cracking along on a few features this week, one of the biggies is player loot. As mentioned in last week's devblog, zombies will be harvestable on death now. They will provide low-level loot. The 0.11 update will also include player dropped loot, something that has been missing since our stress tests. Some of you may remember when we first started testing network backend players would literally explode on death. All of their contents would just fly out of the model. It was rather entertaining.
Our new system is a bit more refined. As you can see in the short video below, players now drop their weapons and backpacks on death. Player loot and weapons will also of course spawn on a zombie related death. It's now possible to track down all your hard earned loot!
Radios haven't functioned for quite a few updates now. They'll be making a return in 0.11. Players can find radios in the world and tune to 3 different channels as of now and communicate globally. In previous builds, radio chatter could be heard by all players even if they didn't have handheld radios. This issue is now fixed. Radios will require a good deal of testing.
Additional Weapons and Weapon Animations
We'll be introducing additional weapons in coming builds and have quite a few planned for alpha builds. We'll also be introducing a pump action shotgun shortly. John has been working on quite a few animation improvements, new zombie attack animations and new player animations along with our passive AI. Below is a preview of his pump action shotgun jam.
Pump action jam animation
Continued Design and Design Map
With each update in the foreseeable future we'll be including world design. Jos has been hard at work filling up the world gaps. In the screenshot below you can see his design map. The southern part of the map is filling in very nicely now and there's still a ton of design to be done and work will continue. We'll do our best to fill up the wilderness and we'll soon be introducing additional bunkers, container forts and roadside points of interest.
Additional design and campsite map
RV Rework and Update
The RV is a massive feature that we're very excited to be working on. Rik has spent the week reworking our concept RV which is nearly 4 years old now. A lot of our concept designs need love and a lot of them are getting it. The RV has had a total rework and will be introduced shortly after the introduction of vehicles. We hope to have all of the functionality working right out of the box.
Our old/concept RV interior
Rik's reworked RV Interior as of today
Our old/concept RV dash
Rik's reworked RV Interior as of today
These are only a handful of what has been worked on this week. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .11 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!
Thanks for checking out our 19th devblog! Progress is moving along nicely on 0.11.xx. We hope to have experimental builds out by the end of the month. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.
Vehicle Animations
Vehicles and vehicle physics are progressing nicely. The team is working on animating vehicles along with rebuilding the RV. We'll talk more about the RV in an upcoming devblog. Below you'll see the plan still remains the same. All of the vehicles doors and hatches should function. Eventually storage and a part system will relay on some of these animations.
Vehicle Animations - More to Come!
Player and Zombie Storage (Coming in 0.11.xx+)
Something that has been needed and requested for some time is zombie loot. 0.11 will introduce this mechanic along with the base mechanic for player loot and player created storage! Below you can see a dropped backpack's contents being moved. The addition of zombie loot really provides a loop for killing zombies and adds to the entire experience. Zombies currently drop basic items, nails, a few bullets and simple drops. We opted for a 'harvest' method on zombies simply because it's faster and seemed to make more sense. This can be expanded on as we develop and add in game items through alpha.
Portable storage and player dropped loot
Looting zombies for basic items
Weapon Attachments (Coming in 0.11.xx+)
Weapon attachment progress continues. The system is now in place at its core. Players will be able attach and detach numerous scopes, flashlights and suppressors (including oil filters). Weapons and weapon attachments will expand as we move through alpha. Below you'll see the ARG15 making a return in coming builds along with a few of it's possible attachments.
ARG15 and some attachments
Wilderness Design and Bunkers
As many of you have requested the wilderness, or 'in-betweens' as we call them, are being filled in as design will continue through pre-alpha and well into alpha. Jos has been busy at work creating roadside and forested points of interest. You will likely see world design in nearly every update moving forward. You can see all of the current 0.11 design changes on our changelog.
Structures on the outskirts of towns and roads
New container 'forts' - these 40 foot long box containers can be powered and locked
Powered container interior
Everything a survivor could ever need
Bomb shelter style bunkers (these things will be very secure)
Bunker interior workbench and storage
Thanks much for checking out the devblog. We hope to have .11 in an experimental stage in the coming weeks. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!
We’re moving our experimental branch to default today. 0.9.24 will become 0.10.24. The update below will go over what we’ve been up to along with what has changed in 0.10. Our next devblog will focus on what to expect in 0.11.x.
The 0.10 update focuses on many game improvements and quality of life improvements. We’ve put together a 0.10 showcase video and Jay will take you through the majority of our changes, have a look!
Wiki links now point to item name instead of typeName
Resolved issue with bridge near old town which prevented players standing up from crouched while stood on it.
Default fortifications sounds are now affected by the audio sliders.
Felled trees should no longer disapear after cutting the first piece off.
Overall improvements to the consistency of the felled trees to prevent instances where their position did not align on the server.
Fixed issue with crafting where it would only take 1 of the required consumed objects.
Fixed issue which would prevent the world initialising for some players on first join.
Balance
Item pickup time reduced to make it feel more fluid.
All crafting recipes times reduced proportionality.
General
Removed lag being caused by incorrect physics on the server relating to zombies.
Fixed issue with item relevance which would throw null refs on the server.
Fixed issue which would stop guns being able to be reloaded.
It's now possible to smash off locks that aren't locked.
Attacks can now be performed with melee weapons with left click even when they don't have an alternative attack. It triggers the normal left click attack.
Improved melee hitting accuracy on fortification objects.
Overall loot percentage and spread balance. This is our first attempt at balancing the loot percentages.
Sealed food cans can now be cooked to get them open.
Melee weapons now break through use.
Fixed scenario where sounds would incorrectly start playing even when sliders were turned down. This happened when returning to the menu.
Now possible to harvest water directly into new camping canteen.
Blood splatter now works again when shooring through zombies!
Added scrap metal points to metal junk piles, scrap truck and motorbike.
Melee weapons now take damage and destroy when using them against zombies.
Created new camping canteen pickup and relevant consumables (Works like water bottle).
It is now possible for items to burnt away on a cooking surface.
Picking up item tweaks to make sure the grab animation always plays.
Window frames now include frame interior and 4 individually breakable glass pieces.
Frame interiors respawn on server restart to prevent stagnation.
Tutorial/Guide
Added working Guide page to the inventory which helps new players learn the basics of survival.
Added initial concept campsite.
Added base set of achievements for tutorial.
Crafting
Clean rag recipe now returns clean rags instead of dirty.
Tinder from cloth/rags.
Axe head from scrap metal.
Hatchet head from scrap metal.
Hammer head from scrap metal.
Canteen from scrap metal.
Clean pot from scrap metal.
Machete from scrap metal.
Bear trap from scrap metal.
Sleeping bag from clothes/rags.
Player Vitals UI
Added new player vitals UI that displays appropriate player information when needed. Can also be called up all at once using the inspect functionality.
Ammo now displayed in new UI.
Removed some notifications that are now handled by new UI.
Achievements
Introduced base steam stats and achievements system.
Aggressive AI
Zombie resistance fixed. They can no longer be walked throu
Fix for scenario where zombies could be spawned floating in the air.
Potential fix for scenario where zombies could float away as though they have zero gravity.
Zombies now climb through windows faster.
Zombies no longer exit out of windows unless they can directly see the player during the day.
Zombies should no longer run to the floor above when they cannot reach the player.
Zombies should no longer run outside of a building when they cannot reach the player.
Zombies now have improved path finding and should be able to reach the player easier.
Zombies during the day are now spread more accurately between buildings allowing for greater amounts.
Zombies now sync their movement quicker with less interpolation when they're closer to the player. This causes them to be position more accurately.
Zombies now react more agressively to noise.
Fixed several scenarios where zombies would behave strangely with doors.
Zombies should no longer get stuck inside of doors frames.
Hotkeys Overhaul
Tools added to hotkeys.
Current day now displays on the screen while in the inventory.
Hotkeys in the inv now show the correct hotkey index in the inventory.
Individual hotkeys now scroll through types. Currently 1 melee, 2 handguns, 3 rifles, 4 shotguns and 5 flashlights. (Consumables/medicines will be added later.)
Individual hotkey position has memory so that the player can select their favourite weapon of each type and quickly select between them.
Scrolling with the mouse scrolls through and entire weapon group and moves to the next.
Reduced the switching time slightly.
UI
Locks now display condition in their hover UI.
Sleeping bag [Use] button in the inventory now says [Sleep].
Added new UI to main menu which shows players own total stats and personal bests.
Tab list ping now shows correctly.
Tab list now displays each players nights survived.
Ammo hints now downgraded to small notification in top left.
Small notifications no longer stack together.
Hints now play ping sound again when you get the same hint and also play a small animation.
Improved grammar and capitalisation on various hints.
Some hints have been made unlimited.
Some hints have been changed to a limited amount of plays.
Animation
Added door opening and slamming camera animations.
Axe - Improved melee animation.
Base Ball Bat - Improved melee animation.
Hammer - Improved melee animation.
Hatchet - Improved melee animation.
WoodenClub - Improved melee animation.
Combat Knife - Improved melee animation.
Wind up Flashlight - Improved melee animation.
Flashlights - Improved melee animation.
Machete - Improved melee animation.
Opening/closing doors now player a character animation.
Added fps interact slam open animation for the player.
Slamming open/closed now plays character animation.
Fixed Lola and Garry handgun animations that clipped the camera.
Drops
Jerry can now has base weight.
Fixed cleaning kit drop. No longer looks like firewood.
Added scrap metal drops
Removed tent as a drop. It's now a design prop.
packed test drop disabled.
Optimisations
Added all bullet impact particles and decals to the preload scene.
Item relevance optimisations.
Item spawning and checking optimisations.
Removed exit particle on the blood impact particle.
Added the dynamic blood decals to the preload scene.
Environment
Ai no longer walks through glass store counter.
Redesigned police and fire stations.
Redesigned projects building.
Redesigned grocery store 3.
Redesigned grocery store 2.
Redesigned grocery store 1.
Redesigned stripmalls 3, 4 and 5.
Redesigned stripmalls 1 and 2.
Redesigned Gas stations 5 and 6.
Removed concrete barrier to allow zombie navigation in adders field school
Redesigned Gas stations 3 and 4.
Redesigned house 11 interiors.
Fixed odd tiling on interior gas station wall.
Redesigned cabin variants 1 and 2 interiors.
Redesigned Old house 1.
Redesigned Old house 2.
Redesigned Old house 3.
Redesigned Old house 4.
Redesigned Cabins 3 and 4 interiors.
Redesigned Cabins 5 and 6 interiors.
Redesigned Cabins 7.
Props
Added base set of attachments for ARG15.
Added new ARG15 model.
Stripmall buildings now have security glass windows.
Updated camping grill tripod so that the cooking surface is larger.
Added a2z Cricket concept/testing car.
Added drinking camping canteen.
Added Scrap metal pickup prop.
Admin
Items can now be given by shift clicking their names in the inventory, machines and containers. (Give perm is required)
Items can now be given by clicking grey [Add] buttons in machines. (Give perm is required)