Jaws Of Extinction™ - [KYE] ViviD


Alpha Version 0.2.23.0a
We’ve got guns. Lots of guns. In fact, 0.2.23.0 may be the most rooty tooty FPS shooty patch we’ve released yet with a sweet selection of new first person features in addition to slick new Quad Bikes and luxurious new illumination. Dive on in to check out what’s new this week.

PATCH (HOTFIX) NOTES 0.2.23.3a

= ADDITIONS ============================================
- Implimented body part system for clothing and optimisation
- Added Trystan to the character selection screen ready for next main patch.
- Added Character Pose Display on HUD, will display an icon next to smell icon if player is standing, crouched or in prone (prone not available yet)
- hoodies, Jackets and Sneakers can now be scrapped for resources.


= FIXES ================================================
- Fixed issue with character mesh clipping through clothing, especially when crouching
- Fixed the collision on the humped bridge in the marsh causing the player to get stuck
- Fixed Vehicle HUD not working correctly.
- Fixed Burning torch not having any fire VFX.
- Rebuilt grass maps in main menu level
- Fixed being able to turn on Flashlight when using vehicle (not horse)
- Fixed circumstance causing character to enter First Person ADS instead of jumping
- Fixed extra hands being visible in First Person Perspective
- Fixed body clipping with character when aiming in First Person Perspective
- Fixed vehicles colliding with loot items
- Fixed dismounting Quad in First Person Perspective
- Fixed various clipping issues in First Person Perspective
- Fixed character mesh bending after a Third Person melee attack
- Fixed not being able to exit horse trader window/UI (now use [Esc] or Tab to Exit).
- Fixed Raymond's General Trader stock image showing white boxes.
- Fixed offset right hand on ARs, most visible on AK
- Fixed main menu using incorrect Post Processing.
- Fixed Chem light not turning on when no light source is equipped
- Fixed not being able to turn flashlight or NVGs of when having a weapon equipped
- Fixed not being able to place building parts onto of foundations
- Fixed issue with quad, when being thrown from the vehicle refrences not being set
- Fixed issue where loading a saved game would remove instances of depleted resources or looted containers
- Fixed flashlight being hidden when looking down after ADS with a weapon
- Fixed not being able to transfer items from a container with [Shift] + [RMB], (Using just [RMB] will add to inventory the use the item)


= ADJUSTMENTS ==========================================
- Improved soft tissue physics
- Replaced bridges causing vehicles to act strange.
- Turned infected spawns down to a maximum of 5 infected.
- Optimised collisions on Bald Cypress trees in marshland
- Adjusted position of walls placed on windows to line up with other walls
- Improved the position check of the quad when trying to posses
- Increased AI spawn activation range, so infected do not pop in, in front of the player.
- All trees can now be harvested for wood and sticks.


Player

  • First Person camera FOV now adjusts using player settings.
  • Redesigned weapon handling in first person
    • Camera no longer jumps position when entering Aim Down Sight (ADS).
    • Weapon now is now smoothly raised and lowered to the player's head position when entering and exiting ADS.
    • Improved camera position in ADS so that the ironsight/optics of the weapon are properly usable.
    • Reworked overall weapon visuals in ADS.
    • Player’s hands now grip weapons in First Person.
    • Added slight weapon sway in ADS.
    • Improved weapon rotation while turning.
    • FOV will now smoothly increase slightly when entering ADS.
    • Players can no longer look at their STRV watch while in ADS.
    • Players can no longer start ADS while looking at their STRV watch.
    • Players can no longer select grenades while aiming simultaneously.
    • Player now exits FP when aiming a grenade throw.
    • Redesigned camera movement for melee attacks in First Person.
  • Player now automatically enters Third Person when mounting a horse.
  • Player will remain in First Person if mounting a Quad in First Person.
  • First person camera position is no longer dependent on animation position. This has stabilized the camera position making aiming in first person more viable.
  • Various animation improvements to prevent the player’s body clipping with the camera while doing activities in First Person.
  • ST-RV Watch weighted and rigged to character skeleton instead of being attached as a Static Mesh to the arm. This improves the shaking issue characters have when looking at the ST-RV watch.
  • Improved mechanics which check if an item can be crafted.
    • This should eradicate the bug with tools.
  • Right-clicking an item in the inventory will now use the item instead of transferring it to a container.
  • Workbenches no longer display their container detection area. This will be functional at a later date.
  • Game Hints now auto hide when entering the inventory, containers or building mode.
  • Stamina regeneration can now be increased by taking a knee (crouching).
  • Stamina regeneration now has an impact on hydration and hunger.
  • Character no longer needs to reach a crafting level to craft Heavy Duty Rope (Subject to change when skills are re-enabled).
  • Players can now see all available crafting recipes from the inventory, but not all will be able to be crafted in the inventory.
  • Players can now craft burning torches from inventory.
  • Players can now craft weapon repair kits from the workbench.
  • Increased overall weapon damage for melee weapons.
NPCs

  • Fixed issue preventing NPCs from registering disturbances from unless the player moves in to their line of sight.
  • Fixed issue causing NPCs to bolt in a random direction after spawning.
  • Fixed issue causing NPCs to run at the player after spawning.
  • Infected spawns have been doubled around the map.
  • Infected can now spawn in groups twice the size originally.
  • Infected faces no longer animate after death.
  • Added functionality for infected being notified of building alarms going off.
  • Infected can be knocked down by vehicles (currently does not inflict any damage).
Items

  • Kerosene lanterns have now been renamed to Oil/Kerosene lanterns. This is to show that Oil can be used to replenish them.
  • Replaced old trash container assets with new ones that fit the world better.
  • Halved the proximity character must be to a lootable object before it will shimmer/glow.
  • New field repair system. Repair items on the go without the use of a bench.
    • Balancing for this with items and the repair amount will come over time.
  • The flashlight is back. Equipable in the light slot on the character screen.
    • Flashlight now uses 9v Batteries and will lose condition over time as you use it.
    • Replenish the flashlight condition using 9v batteries in your inventory and clicking repair.
  • Oil/Kerosene lanterns are now equipable and can be used as a holdable light source.
    • Other features to be added (coming Soon):
      • Place lantern on the ground
      • Enable throwing of lantern to cause fire/catch enemy on fire
      • Refill with craftable kerosene
    • Can be refilled with oil.
  • Added payphones as a loot source for bucks and electronics.
  • Added a new lootables highlight system.
    • When the player looks at a lootable object it will highlight green.
    • If it has been looted / when it has been looted it will highlight red.
  • Medium to high tier military containers now have a chance of spawning NVGs.
  • Low to medium tier military containers now have a chance of spawning Weapon repair kits.
  • Bayou traders have a chance of stocking NVGs.
  • The following weapons have now been added to weapon spawns:
    • MP5 Submachine Gun .
    • P90 Submachine Gun.
    • UMP Submachine Gun.
  • Added 9V LED Flashlight to various loot spawns and containers.
  • Birdsnest have had a makeover.
Environment

  • Updated Garnet Lake Campsite with new layout and more to explore.
  • Updated Tammerlane & Daughters Gas Station
    • Building is now enterable.
    • Fuel can be taken from fuel pumps. Use a Jerry can (partly full or empty) in combination with a garden hose or welding hose
    • Added alarm system.
    • Building can be claimed (no additional requirements needed currently).
  • Added a new wind turbine field.
  • Added The Willows Trailer park.
    • Many trailers (caravans) can be entered for loot (currently no interior furniture).
  • Added new lootable payphones.
  • Increase shadow gamma to 1.15 to soften colours.
  • Increased White Balance temperature slightly to warm up the overall look.
  • Softened shadows slightly to make them look less dark.
  • Fuel can now be harvested from all vehicles around the map.
    • Use a Jerry Can (partly full or empty) in combination with a garden hose or welding hose.
  • Building claiming (selected buildings at the moment, Dom’s Hardware & Tammerlane Gas Station)
    • Claiming a building can be accomplished by interacting with the house management panel (aka alarm keypad).
    • This allows players to build on and around claimed building area
    • Players can enable the alarm to alert them to entering infected or humans.
    • Owning players will not trigger the alarm of a claimed building.
    • Players can barricade house windows for resources (if the building is a house and not a commercial property).
Vehicles

  • Reintroduced ATV (Quad) Bikes.
  • Quad uses "Fuel Jerry Cans" as a fuel source.
  • Quad uses "Vehicle Engine Parts" in order to enable use.
  • These will deteriorate the more the player puts the quad through.
  • Deep water will damage parts very fast.
  • The quad should not submerge more than a couple of feet or so in water.
  • Extra power given on hillsides. Vehicle setup has been tweaked to stop sliding around while trying to drive up or down hills.
  • Quads have a speed display, fuel display and engine condition display.
  • Working headlights and brake lights.
  • Inventory for storage and parts (will have its own custom UI eventually).
  • Quad will throw the player off if unable to hold on.
  • Information widget displays will show the player which parts are needed and they are functional.
  • SFX from an actual 400cc ATV Quad Bike used.
  • Water VFX & SFX when in water.
  • Quad will go slower in water deeper than a 2ft.
  • The Quad will knock down humanoids it hits at speed.
System

  • Engine update to Unreal Engine 4.24.3.
  • Introduced minimum aspect ratio to prevent clipping while in First Person. If in an unusually tall aspect ratio, the game will use letterboxing to maintain a minimum aspect ratio to 16:9.
  • Introduced mouse acceleration for improved accuracy while aiming.
  • Setup the GameAnalytics system in preparation for Multiplayer.
  • Added "Enable Game Hints Display" in game settings.
UI
  • Transfer items to containers by holding [Shift] + [RMB] on the item. Just right clicking will now use the item (e.g. single [RMB] consume food).
  • Tools and resources now display tooltips when hovered over in the crafting details panel.
Bug Fixes
  • Fixed game crashing on load (fullscreen crash). - Fix for the following temp solution: https://steamcommunity.com/app/617850/discussions/3/1740013753714885461/
  • Fixed underlying issue with building block zones not working correctly.
  • Fixed issue where removing a building part was not returning resources to the player.
  • Fixed issue where you could place building parts inside each other.
  • Fixed compass not updating when riding a horse.
  • Fixed safezone gates blocking interaction with horse, pickups and vehicles.
  • Fixed tabbing out of containers. Will now run the correct closing logic.
  • Tentative fix for not being able to craft even when resources and tools are available.
  • Fixed Trader not purchasing special items like Cigarettes or Beer.
  • Fixed issue with loot highlight not disabling on container loot items and harvestable foliage.
  • Fixed collision issues with lamp posts, blocking players and projectiles incorrectly.
  • Fixed an issue with looting world containers not removing the loot after ‘Taking All’ by holding the Action button.
  • Fixed various issues associated with reticule fading in and out.
  • Fixed camera movement when throwing grenades in First Person.
  • Fixed issue where character could throw a grenade with a weapon in hand.
  • Fixed issue where player could release an arrow without drawing back the bow first.
  • Fixed arrow shifting position slightly while drawing the bow.
  • Fixed character’s head appears invisible when in the death-camera if the player died in First Person.
  • Fixed primary weapons not animating.
  • Fixed muzzle flash not syncing correctly with position of weapon barrel.
  • Various camera fixes for interacting with a campfire in First Person.
  • Fixed issues causing bow not to automatically reload.
  • Fixed character placing arrow on wrong side of the bow.

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and has been pushed back until Q1 / Q2 2020.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD

Alpha Version 0.2.22.2a - Now live
The hunter crept through the thicket, watching his every step so as not to make the slightest noise that could spook his prey. Looking ahead he sees a clearing in the woods; his quarry in sight. He steadied his stance, raised his bow, drew back, held his breath - for a moment everything went still. It was at this moment that his phone went off with a notification that the 0.2.22.1 patch was now live on Steam. The deer bolted so he rushed home to go check out the sweet updates!

PS. Sorry for the delay in the patch notes on Steam.

Player

  • Partial Gamepad support.
    • Use a gamepad to control the character. This will be extended further in the next update to include UI control as well.
    • KBAG (Key Bindings At a Glance) prompt automatically adjusts depending on your input device.
  • Amy may make grunting/disgust sounds when butchering animals (see NPC updates).
  • Reduced the stamina drain on all wooden baseball bats by 25%. The metal baseball bat causes the least drain due to its weight.
  • Black and white screen saturation removed from damage effect.
  • Removed floating leaves created by the character when walking on a forest floor.
  • Harvesting stone by hand increased by 10x.
  • Harvesting stone with a pickaxe will now give 5x the amount of harvesting by hand.
  • Footwear now determines walk angle, by having a "Grip" value. Barefoot being the worst.
    • Barefoot the character will only be able to walk a 45 degree angle.
    • Trainers have good grip.
    • Boots are the best grip, allowing the character to walk at a 70 degree angle
  • Can now move the camera up and down while riding the horse.

NPCs

  • Introducing huntable deer NPCs. Deer have returned using the AIV3 system.
  • New improved deer visuals.
    • New improved deers meshes and materials.
    • May spawn in a variety of sizes depending on age.
    • Deer may spawn as either doe or stags.
    • New improved deer movement animations.
  • New improved deer sound effects.
    • Stags will make sounds when disturbed.
    • Improved hoof-impact sounds on all deer.
  • Deer are now harvestable.
    • Stand near a dead deer and press [F] to interact. Harvesting will provide meat and hide.
    • Once skinned, deer will become visually skinned and guts will be visible.
  • Deer are very receptive to disturbances and will flee quickly if spooked.
    • Deer will bolt away if they see or hear a humanoid.
    • Deer will flee if they see another deer being killed in it’s line of sight.
  • Deer will patrol and graze large areas of the wildness.
  • Improved line of sight detection mechanism for all NPCs.
    • Humanoids now have a standard vision cone of 120° degrees.
    • Deer have a vision cone of 270° degrees. You have to sneak directly behind a deer to stay out of sight without cover.
  • Traders now have special items that they will purchase for a high price but will not sell (luxuries, home comforts, animal skins)

Items

  • Balanced loot drops from infected:
    • Can now drop all types of ammo.
    • Can now drop foraged foods, mushrooms, berries.
    • Can now drop high amounts of bucks.
    • Can now drop various resources such as feathers, alcohol, etc.
  • Balanced loot from trash bags and small trash containers:
    • Will now no longer spawn any kind of food.
    • Will now only spawn resources.
  • Balanced loot from luggage bag containers:
    • Higher chance of spawning clothing.
    • Lower chance of spawning food and medical supplies.
    • Can now spawn a high amount of bucks.
  • Balanced loot from large trash containers:
    • Can now spawn tinned consumables.
    • Can now spawn vegetable consumables.
    • Can now spawn popular resources such as feathers, alcohol, etc
  • All lootable containers and world items now have a golden shimmer to them when you are standing nearby.
  • Clothing/equipment in face, chest, hands, back, feet, waist and legs will now all deteriorate over time the more you put the character through.
  • Increased the size of bird nests by 50%.
  • All clothing items now impact warmth and cold.
  • Increased max gather amounts on scrap items.
  • Items now display terrain grip and durability value.
    • Durability measures how fast an item will lose condition. The lower the displayed value the faster they will wear down when moving at increased speeds.
    • Terrain grip is how well the footwear will grip terrain, allowing the character to walk at a more inclined slope than normal.

Environment

  • New pathway and radio tower added in Hanouten.
  • New cliff faces, improved hill sides and thinned out foliage.
  • New house models for two styles of houses in Hanouten.
  • New pathway that leads to the marshland trader, starts at Tamerlane Gas station.
  • New cliff faces, walls and foliage outside Tamerlane & Daughter Gas Station.
  • New Waterfall location placed at marshland crossing still needs scene dressing.
  • Added a Pixel Depth Dither to rocks and cliffs to make them blend with the landscape more smoothly.
  • Re-enabled shadows on grass now the density has been lowered.
  • Added additional bird nest locations around the map.
  • Added new Interactable Garage doors around the world.
  • Removed door pausing open/close animation when hitting player.
  • Made another pass at road edges filling any gaps or holes.
  • Both maple sapling and pine saplings are now harvestable.
  • Added single interior to two house variations, more will come in the future.
  • Moved the “Car accident” crime scene to Hanouten.

Performance

  • Implementation of corpse instantiation for deer, improving performance for dead NPCs.
  • Optimised all signposts around the world.
  • Removed unnecessary static meshes across the map.
  • Optimised additional houses in Hanouten, reducing draws thread calls and actor count.
  • Optimised ground clutter on forest floors.

Bug Fixes
  • Fixed right hand door of Doms Hardware store not triggering the quest objective.
  • Fixed door bugging out when opening or closing it.
  • Fixed campfire displaying the incorrect details on the KBAG (Key Bindings At a Glance).
  • Fixed holes on the side of road under Tamerlane crossing near decon area.
  • Fixed landscape coming through building at "Charlie" Base docks.
  • Fixed not being able to take damage from falling impact when having flak vest equipped.
  • Fixed Notifications not displaying on some items being added to the inventory.
  • Fixed bow and arrow not causing correct damage on hits to the body.
  • Fixed not being able to harvest some rocks.
  • Fixed not being able to harvest crates on beaches and lakes.
  • Fixed condition stat not displaying the correct value.
  • Fixed the weight display on the weapon in the character screen not changing from metric to imperial.
  • Fixed grass maps being incorrect and rendering grass incorrectly.
  • Fixed being able to harvest foliage after they have been depleted.
  • Fixed path mesh displaying black when raining.
  • Fixed character equipping weapon when mounting a horse.
  • Fixed horse stats not being removed from the screen when dismounting the horse.

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and has been pushed back until Q1 / Q2 2020.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD
Alpha Version 0.2.21.1a - Now live

It’s patchin’ time! This week’s update is full of new quality of life adjustments, brand-new traders and a new human hostile threat (which shoot back). If you are interested in getting a heads-up on what to expect in the upcoming patches, check out our updated roadmap: http://playjoe.gg/roadmap

Please see the following discussion thread, for any issues we have found with the current build or suggestions we may make to improve things:
https://steamcommunity.com/app/617850/discussions/1/1747895465438120850/

HOTFIX 0.2.21.3a
- Item details panel closing when hovering over items equiped to the player
- Punk boots not show the mesh when equipped
- Fixed clothing covering the ST-RV watch
- Fixed stack sizes not displaying the correct stack amount
- Fixed issue with Infected and player vaulting at low height levels.
- Fixed issue where player would loose stamina while wading in shallow water if [Shift] was held down.
- Tentative fix to prevent NPCs immediately locking on to player and respawning and respawning.
- Doubled the slot count on the inventory from 48 to 96
- Improved look at arm animation and camera transition for ST-RV watch
- Character will now auto holster any weapon equiped when consuming items that play an animation
- Equipping weapons that do not require ammo now do not display an ammo count
- Improved camera view position when throwing throwables
- Made some changes to the damage screen, new blood and effects.

HOTFIX 0.2.21.2a
- Admin menu font rendering incorrectly.
- Fixed incorrect characters displaying in the ST-RV watch display.
- Fixed incorrect materials displaying on Doms hardware truck LODs
- Reduced stamina drain when jumping by half.
- Adjusted the intensity of the screen glimmer on the ST-RV watch.
- Fixed building dissapearing near boat repair yard
- Replaced boat repair garages with two story garage.
- Moved trees from inside trader buildings in Bayou
- Started to add more vehicles around the roads
- Updated cliffs behind Sen's house, enlarged backgardens
- Fixed workbenches requiring storage to be built before you can use then.
- Fixed details panel not closing when items dropped or used in full
- Fix holding shift while wading in water depleting stamina
- Fix text in trader's player sell screen saying "purchase" instead of "sell".
- Fixed missing textures on trader bridge and docks.
- other tweaks and fixes.

Player

  • Halved the stamina drain on all footwear.
  • Changed radio audio to “2D sound” to improve audibility.
  • The character now becomes translucent when the camera gets too close to prevent the player's view clipping with character geometry.

NPCs

  • Added Thanatos Hazmat enemies - watch out, they’ll shoot back.
  • Human NPC enemy features:
    • Human NPCs are armed with firearms and will attempt to shoot you if they find you in their area.
    • Human NPCs will run for cover to prevent you from shooting them.
    • If you are in cover, Human NPCs may decide to push on your location.
    • Human NPCs can sprint between cover.
    • If you get too close, Human NPCs will attempt to hit you with a melee attack.
    • Human NPCs can see and hear you. Use stealth to get around them undetected. If you attract the attention of one, they will alert other NPCs in the area.
    • Human NPCs are susceptible to damage from grenades and other throwables. Headshots deal the greatest damage.
    • Hazmat enemies have a weak spot on their back. Shoot it to release compressed air and disable them briefly.
  • Implemented a new NPC navigation system, allowing NPCs to travel further without needing to generate navigation data for the whole journey at once.
  • Re-enabled Hanouten Safe Zone NPC spawn.
  • Added Trader in southern bayou.
  • Trader features:
    • Can now buy and sell goods with NPCs marked as traders.
    • Press [F] to interact with a trader and bring up the trading UI window.
    • Traders will only trade with you if you have sufficiently high integrity
    • Traders have a limited amount of bucks at any one time. Sell goods to the trader in return for bucks.
    • You can buy/sell single items or in bulk.
    • UI designed with controller support for later compatible with controllers.
    • Traders will markup their items, meaning prices are slightly inflated when buying items.
    • Item rarity will determine the chances of a trader stocking the item.

UI
  • Repositioned the main cursor graphic to be more accurate in selections when using the mouse.
  • Increased the size of menu sliders to improve their usability.
  • Changed temperature display option in Settings to select Celsius or Fahrenheit.
  • Available Recipes and Recycle item’s icons now display a tooltip about the item when hovering the cursor over them.
  • Tooltips now have an auto-destroy function (just incase a tooltip gets stuck on the screen).
  • Players can now change weight display from KG (Metric) to lbs (Imperial) via the game Settings menu.
  • Game tips now have a new design, with images, descriptions and instructions.

Items

  • Many more items are now recyclable, including Zippo Lighters.
  • Added Blackberries, Blueberries and Raspberries as an edible source of food.

Environment

  • Adjusted material brightness on small stones.
  • Adjusted material setup on lotus pads in rivers.
  • Increased the amount of sapling branches acquired from each harvest.
  • Blackberry bushes can now be harvested for fibers and berries.
  • Redeveloped the southern marshland into a bayou.
  • Added raspberry and blueberry bushes around the world.
  • Increased the brightness of shadows slightly.

Performance

  • Improved performance of Hanouten Safe Zone NPC spawn. Performance will still stutter, but not as badly as previous patches. Additional fixes to be made in the near future to fix this issue completely.

Bug Fixes
  • Fixed instantaneous animation blend when entering water.
  • Fixed landmark locations duplicating on the player compass.
  • Fixed compass not showing locations after saving and loading.
  • Fixing building parts not appearing after saving and loading.
  • Fixed occasional issue where the character would not load and the camera would appear behind a horse somewhere else on the map.
  • Fixed issue causing Infected to appear on fire after changing graphics settings.
  • Fixed issues occuring when pressing [space] while crouched sometimes causing character to vault when there is nothing to vault on to.
  • Fixed camera position not raising with character when climbing from a crouched position.
  • Fixed collisions on large military trucks preventing character from clipping when climbing.
  • Fixed issue where the camera would lean to the left when spamming the vaulting action.
  • Autosave settings now save correctly.
  • Fixed harvesting foliage for the first time saying "Depleted Resources".
  • Fixed character flying around the map on death.
  • Fixed death music playing a second time when respawning.
  • Fixed item duplication with arrows and other assorted items, where items would duplicate the first stack and add it to the head slot on the character.
  • Fixed placeables using world mesh materials when placing them down.
  • Fixed issue where arrow projectiles would collide with spawned pickups (such as arrows already fired at the target).
  • Tentative fix for spawned items being added to the inventory as NONE on pick up.


THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and has been pushed back until Q1 / Q2 2020.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD
Alpha Version 0.2.20.9a - Now live

Its patchy patchy day! The Jaws of Extinction 0.2.20.9 update is now out!

It has been a little longer than normal since our last patch so sorry to keep you waiting! The reason is that we’ve had some beefy content elements to implement since the start of the new year which is now ready. This patch includes a complete update of the infected NPCs, new throwable rocks that go bang (also known as grenades), various new UI and menu updates, map improvements and more.

0.2.20.13 HOTFIX
  • Increased arrow velocity.
  • Fixed invisible wanderers (tentative fix).
  • Fixed foliage forcing player to lower their weapons.
  • Fixed instant animation when raising bow standing.
  • Fixed instant animation when raising bow crouched.
  • Fixed unnatural back position when releasing from aim while reloading an arrow while crouched (most noticeable when crouched).
  • Fixed moving faster backwards while aiming.
  • Fixed unusual hand movement when shooting bow.
  • Fixed clothing covering ST-RV watch.
  • Fixed the rate in which armour condition reduces when getting hit.
  • Made changes to the ADS DOF (Depth of Field) optics ADS so it should not be so blurred any more.
  • Improved reticule view when in ADS with optics (feedback required).
  • Added armour display in health bar to show amount of current armour.
  • Added sound effect when stamina hits zero.
  • Added text display when stamina is low or depleted
  • Added muzzle smoke to all firearms
  • M16 now comes with x4 ACOG and Suppressor (This is to test suppressed attachment types) suppressed weapons will not disturbe enemy units.
  • Added Silenced firearm SFX for all firearms (Shared at the moment)
  • Instances mailboxes around Hanouten
  • Instanced pickup trucks around Hanouten
  • Temporarily disabled survivor AI spawn in Hanouten Safe-Zone (while we run tests)
  • Fixed Items spawning with incorrect materials/textures
  • Fixed incorrect reticle material showing on optic attachment lens
  • Fixed holes in cliff faces
  • Fixed collision on marshland swamp
  • Fixed material on sidewalks not showing weather effects
  • Fixed facial animations on Wanderers
  • NPCs now appear red in Focus Mode
  • Removed debug lines when using Focus Mode

Player

  • Added ability to throw grenades, molotovs, smoke grenades and blood bombs.
  • Added Animations and sound effects for using aid and consumables.
  • Added tool tips to vicinity and container items.
  • Using consumables such as bandages, drinks and food now all have a cooldown before the next one can be used. This prevents spamming consumable items.
  • Jogging with zero Stamina will start to decay Energy at 24 times higher than normal. This will quickly degenerate Energy and maximum Stamina.

Items

  • Removed starting flashlight. A flashlight is an item which will now purchased or found. Use batteries to keep it powered.
  • Added Chem Lights (replacing starting flashlight). You will start with a Chem Light when starting a new game.
    • Tap [L] for blue.
    • Hold [L] for Red.
  • All pick up items are now using the "Quest Actor Register System". This allows items to run functionality in response to quest updates.
  • All doors are now using the "Quest Actor Register System". This allows doors to change their state depending on quest updates.

Harvesting/Crafting

  • Bushes will now give 5-10 fiber stacks each time they are harvested.
  • Harvestable foliage now has a maximum number of uses. Eventually, this system will also remove to foliage item once it has been completely harvested.

Clothing

  • Clothing now affects temperatures differently depending on their Thermal Conservation and Heat Resistance. These will increase and decrease the player’s tolerance to heat and cold by adjusting the tolerable temperature range.
  • Clothing will now effect Stamina drain. Mainly footwear will increase or decrease the amount of Stamina which will drain when jogging or walking. Heavy boots may increase the drain while running shoes/sneakers may decrease the drain.
  • Not wearing shoes will now dramatically increase Stamina consumption.
  • Added Tactical Utility Belt. Increases base carry weight to 10kg.
  • Added HighViz Jacket.
  • Added Work Jacket.
  • Added Woodland Camo Jacket.
  • Added Winter Jacket.
  • Added Basic Jacket.
  • Added Hoodie in 5 colour variations: Green, Navy, Pink, Blue & White and Red & White.
  • Added Trainers/Running shoes/Sneakers in four colour variations: Digital, Black & Orange Stripes, Green and White.
  • Added heavy leather Punk Boots.
  • Added three variations of FlakVest used for protection against projectiles, explosions, blunt and unarmed damage.

NPCs

  • Implementation of AIV3 system for Infected. The AIV3 system is a significantly more reliable system for implementing all the game’s NPCs which will be built upon henceforth.
  • Infected are now able to climb over obstacles of various heights in order to chase their prey.
  • Infected visual improvements:
    • New improved meshes with a range of body sizes. Additional variations to be added in the near future.
    • Infected can now spawn with a variety of heights.
  • Infected audio improvements:
    • Adjusted Infected audio overall to be less oppressive and more informative.
    • Infected now make a sound to indicate that they are in the process of attacking.
  • Improved NPC animations:
    • Updated movement animations.
    • Improved directional hit response animations.
    • Improved knock-down animations.
    • Wanderers now react when falling shot distances.
  • Improved combat with Infected.
    • Infected are less spontaneous when attacking. You can now predict their attacks both visually and audibly then move to avoid being hit.
    • Attacks are now somewhat slower but deal more damage per hit.
    • Infected will run up to you and try to stop before attacking (instead of always sticking to their targets like glue while also attacking).
  • Infected can now be set on fire with use of a Molotov Cocktail.
  • Infected can be damaged with grenades.
  • Infected can alternate between exploring the area and scavenging from trash.
  • Improved sneaking around NPCs
    • Avoid NPCs hearing you by crouching to reduce the amount of noise your footsteps make.
    • Running, shooting and landing are all loud activities which can cause a disturbance.
    • Light, Medium and Heavy natural cover can be used to reduce your visibility to NPCs. The higher the density of the cover, the closer you can get to NPCs before they will see you.
    • The density of the foliage you are hiding in will determine if you are in Light, Medium or Heavy natural cover. Try to keep close to thick clumps of plants such as reeds, bushes and wheat to remain hidden.
    • While crouched, you can sneak up behind NPCs.
    • Bumping into NPCs will alert them to your presence.
    • Moving in to an NPCs field of view will let the NPC see you, unless you are hidden behind suitable solid or natural cover.
    • Once alerted, NPCs will alert other NPCs to the disturbance.
    • Use of AIV3 Spawners will remove/reduce cases where NPCs can spawn in inappropriate locations and get stuck.
  • NPCs are now integrated into the quest system, allowing NPCs to do actions in response to changes to the active quest.

Environment

  • Adjustments have been made to world objects that the player or NPCs may get stuck on. Collisions are improved to allow characters to cleanly walk over the top certain assets such as trash and debris. Additional asset improvements to be made in the near future.
  • Added additional grass tufts to increase the variety of foliage in the grasslands area.
  • Adjusted material setup for sidewalks, brightening and increasing AO.
  • Placed additional lootable cash registers inside shops.
  • Modified gravestones to use the correct material setup.
  • When starting a new game the time of day is now 8.30am instead of 6.30am, so the game does not start in the shadow of the cliff.
  • Marbough and Lockcrest Island are currently under heavy development. Please be cautious about navigating around these areas as you may get stuck or fall from areas with no collision.

UI & Display

  • Redesigned the main menu landing widget:
  • Added social media icons and click throughs.
  • Simplified the menu.
  • Modified the code which handles with cursor position for screen tooltips. Tool tip positions should now work on any resolution without issues.
  • Added a "Characters" button to the savegame list display. Clicking this will cancel loading save game and return you to the Characters Select menu.
  • Set up Post Processing to use the new UE4.23 Depth of Field algorithm.

Performance

  • Replaced character mesh to use low poly version.
  • Fixed character runtime errors causing error report spamming.
  • Reduced grass density by 50% to reduce the overall polygon draw count.
  • Consolidated duplicate foliage types.
  • Optimised trash bags by replacing them with the new super low polygon updated assets.
  • AIV3 spawners have a lower runtime cost compared with their AIV2 counterpart spawners.

Bug Fixes
  • Fixed invalid index selection on radar objective component.
  • Fixed currency (Bucks) spawning with an amount of zero. These now spawn with a random value between 10/100 bucks.
  • Fixed Bucks icon displaying a very old version of the icon.
  • Fixed quest items not appearing when enabled by quest objectives (Sen's basement key).
  • Fixed quest doors not unlocking when enabled by quest objectives (Don's hardware store, Welcome to Eden-Nadir quest).
  • Fixed inventory UI closing every time an item is dropped, this was a bug related to the inventory vicinity check system.
  • Fixed not being able to open church doors.
  • Fixed being able to climb through church windows.
  • Players and NPCs should not get stuck on small pieces of foliage anymore.
  • Fixed an underlying issue were stamina would drain at the same rate when running and jogging.

Game Engine
  • Upgraded to Unreal Engine version 4.23.1.

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and has been pushed back until Q1 / Q2 2020.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD


Alpha Version 0.2.19.0a - Now live


Festive greetings one and all! We have one more patch this side of the New Year that we’re ecstatically excited to share. We don’t normally promote dangerous horseplay, but this week it will be hard to avoid with the addition of new rideable horse companions. Just be sure to keep them well fed and looked after and you’ll be able to gallop around to your heart’s content.

So grab a hot chocolate, swipe a mince pie and stick a Santa Hat on your head (if you can one scattered across Eden-Nadir!) before digging in to this most festive of updates.

Happy Holidays from the JoE Development Team!

Horses

  • Added new rideable horses available from the Hanouten Safe Zone.
  • Mounted Horse Controls:
    • Mount/Dismount - [F]
    • Move forward/backwards - [W/S]
    • Direct horse - Mouse direction
    • Jump - [Space]
    • Attack with front hooves (when moving slowly) - [Left-click]
    • Attack with rear hooves (when moving slowly) - [Right-click]
    • Trot (slowest) - Tap [Ctrl]
    • Canter (slower) / Run (faster) - Tap [Shift]
    • Sprint (fastest) - Hold [Shift]
  • Horses can swim on water’s surface.
  • Horses have three vitals: Health, Stamina and Hunger.
  • Horse Health:
    • If you get your horse hurt (you monster), it will slowly regenerate health.
    • The horse will take damage if it falls too far. The higher the landing velocity, the more damage will be dealt.
    • If your horse reaches zero health, it will die permanently. You can however buy a new horse from the Hanouten Safe Zone stables.
  • Horse Stamina:
    • Sprinting will drain your horse’s stamina. Moving slower than a Sprint will allow Stamina to regenerate.
    • Jumping and attacking cost Stamina.
    • When Stamina reaches zero, your horse will drop it’s speed.
  • Horse Hunger:
    • As your horse’s hunger drops lower, it will limit its maximum Stamina (same as how player’s Hunger affects maximum Stamina).
    • Horse’s regenerate health slower the hungerier they are.
  • Added new buildable Hitching Posts and Feeding Troughs for your horse.
    • Can be placed on their own or connected to a Foundation. Hitching Posts and Feeding Troughs can be attached to each other.
    • Bring your horse close to a Hitching Post, dismount, then press [F] to interact with the Hitching Post. This will hitch the horse with a rope.
    • Your horse will automatically unhitch when you mount it.
    • Horse’s will only eat from a Food Trough while hitched.
    • Build a Food Trough nearby the Hitching Post to allow the horse to eat while hitched.
    • Fill a Food Trough with food by opening it with [F]. The horse will regularly eat from the trough while hitched nearby. If your horse is hungry when hitched, it will eat up to it’s maximum quickly, then slowly eat over time.
  • Eligible Horse Foods - the following food items can be placed in a Food Trough and will be eaten by horses.
    • Apples
    • Beetroots
    • Carrots
    • Turnips
    • Pumpkins
    • Pears
    • Parsnips
    • Marrows
    • Cantaloupes
    • Oranges
    • Watermelons
    • Plums

  • Germiya’s Stud - Buying a horse
    • Horses can be purchased in the Hanouten Safe Zone with Bucks.
    • To buy a horse, move in front of a horse in the Stable and press [F] to examine it. You will be able to see the name and statistics of the horse.
    • Use the [A] and [D] keys to look around the horse and press [F] to exit or press [Space] to purchase.
    • Horse names and colours are randomly chosen.
  • Horse data is included in save file. Players can save and load games while mounted on the horse.
  • Added new ‘Mount Sensitivity’ option in the settings, allowing horse mouse sensitivity to be set independently of main sensitivity option.
Player

  • Cold breath now only shows when the ambient temperature is below 45F, (indicating the cold ambient only, not body temperature).
  • Moved Amy's spawn further away from Hanouten beyond the lighthouse.
  • Updated screen effects when taking damage.
Environment

  • Chrismas Trees added around the developed area of Eden-Nadir. They will remain until the first patch in New Year.
    • Harvest a Christmas Tree by hand to gather Santa Hats.
    • Santa Hats will give characters unlimited weight (1000Kg). Happy Holidays!
  • Added new lighthouse cliff face with stone steps.
  • Swapped out various trees to Scotts Pine for improved optimisation and visual quality.
  • Lighthouse now uses generic spawner system with up to 19 items spawning across all floors.
  • Replaced sedans with six new variations.
  • All Jack-o-Lanterns have been removed from house porches.
  • Boots and Camo pants removed from Lighthouse.
  • Expanded the decontamination scene outside Hanouten
  • Added road lines to some areas of roads
Items

  • Added new organic foods which can be found at domestic spawn locations.
    • Potatoes
    • Beetroots
    • Carrots
    • Turnips
    • Pumpkins
    • Marrows
    • Pears
    • Parsnips
    • Cantaloupe Melons
    • Oranges
    • Peaches
    • Plums
    • Watermelons
    • Figs
  • Added Baseball Bat with barbed wire melee weapon.
  • Added Steel baseball Bat melee weapon.
  • Added Shovel melee weapon.
  • Added Crowbar melee weapon.
  • Added additional resources, Barbed Wire, Metal Plate, Metal Springs used in crafting.
  • Added updated sound effects for wooden baseball bat.
  • Added new craftable resource "Waterproof Cloth".
  • Added working workbench, this will enable players to craft additional items and weapons.
  • Characters will now gasp for breath when being underwater for long amount of time when reaching the surface.
  • Weapons and tools can now only be crafted on a workbench.
  • Changed the world model for wooden logs.
  • Wooden logs weight has been halved.
  • Tactical Tent now requires waterproof cloth to craft.
  • Bivouac Shelter (Bivy) now requires waterproof cloth to craft.
  • Added three additional crafting tools, Lump Hammer, Metal File & Hacksaw. These are used as requirements for crafting specific items.
UI

  • Inventory item shortcuts have been moved to the left of the inventory screen, expanding the inventory display.
  • Inventory shortcut slots will now clear when no corresponding items are available in the inventory after use.
  • Added new design and layout to crafting UI.
  • Added new SFX to player inventory.
  • Crafting item details now displays required resource amount on detailed display.
  • Crafting items will be slightly faded out if player is not at required level or a relevant workstation is being used.
Performance

  • Optimised various calculations happening when placing building parts.
  • All cliff faces around Hanouten and surrounding area have now been optimised with LODs and less draws calls on the CPU as well as removing any geometry below the landscape.
  • Add new White Oak trees to replace Holdem Oak, reducing draw calls from seven per tree to four draw calls including billboard. Merging branches and leaves into the same Atlas texture. We will start this process for all trees over time reducing draws on the foliage.
  • Optimisation pass on foliage and world assets around Hanouten Safe Zone.
  • Optimised Hanouten Safe Zone assets to improve performance.
  • Removed random assets that are not required to keep the draws down.
Bug Fixes
  • Fixed issue causing placement visualiser to rotate to match the character’s orientation instead of the players.
  • Fixed issues preventing buildable items from being placed on and nearby player constructions.
  • Fixed player’s Bucks not being saved.
  • Fixed missing collision in Hanouten Weston Park (General) Store.
  • Fixed not being able to pick up items in beach huts.
  • Fixed Stamina drain on melee weapons. The amount of Stamina used per attack is now different per weapon.
  • Stopped breathing sound effects when swimming underwater.
  • Re-added the ‘Favourite’ option back in to crafting items. Click on the star icon to add to Favourites category.
  • Fixed textures not rendering MRAO on safezone lodges.
  • Fixed textures not rendering correctly in roadworks holes.
  • Fixed door unlock sound effect not playing when unlocking a door
  • Fixed crafting Filters/Categories not working.
  • Fixed crafting search not working
  • Fixed shadows in buildings looking flat.
  • Fixed roadside barriers Ambient Occlusion.
  • Fixed junction at blockade and car on bricks which were using an old road material.
  • Fixed the basement door in Sen’s needing its prompt text adjusting.
  • Fixed Ambient Occlusion on roadside walls.
  • Fixed Ambient Occlusion on environment elements such as paths and roads which were too dark.
  • Adjusted shadows on tree Level Of Detail (LODs) to try and prevent shadows popping in and out.
  • Adjusted loot spawners in houses to prevent duping spawned loot.
THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and has been pushed back until Q1 / Q2 2020.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD

Alpha Version 0.2.18.0a - Now live
Is that glimmer of light I see shining through Autumn clouds? Hark, nay, ‘tis Jaws of Extinction patch 0.2.18.0 landing to brighten up the day!

Update 0.2.18.0 features an array of animation amendments, interaction improvements, useful UI updates and barrels of blasted bug fixes - all the meanwhile we’re working on our super secret content in the shadows coming soon™.
Player
  • Fixed several hidden volumes in the world preventing pickup/interaction.
  • Fixed player receiving no items from their death loot sacks when holding [F] to take all.
  • Fixed character moving at sprinting speeds when crouched while holding [Shift] when there is not enough headroom to stand.
  • Fixed jump landing animations briefly playing a running animation after finishing the jump when stationary.
  • Character’s legs now move in the direction of movement while crouched instead of always walking forwards.
  • Improved smoothness of transition between stationary crouch and moving crouch.
  • Adjusted mid-height pickup animation to avoid robotic shoulder movements.
  • Improved animation when opening doors.
  • Smoother animation movement when transitioning between moving and stationary
  • Smoother animation movement when changing motion direction between left and right.
  • Improved leg positioning when switching direction while running to prevent legs overlapping each other.
  • Added torso rotation when looking left to right before body turns on the spot.
  • Characters no longer repeat phrases when closing their inventory after looting.
  • Updated door interaction mechanics.
    - Movement is not locked when opening doors. - New default open/close sounds. - New animation played on unlocking doors. - New screen display for interaction and locked doors. - Doors now always open away from the character when possible. - Both doors in a double door frame can now be interacted with. vDoor now open without any delay. - Kicking open a door has been swapped out for running open, allowing the player to open the door very quickly while running.
NPCs
  • Fixed various errors occurring regarding dropped loot sacks.
  • Wanderer heads can no longer be smashed with melee weapons if the player's stamina is too low.
Environment
  • Added an additional 1000 birds nests around the playable map.
UI
  • Updated Quest/Objective UI.
  • Latest objective now always displays in the top right of the screen.
  • Holding down [J] key allows you to see a full breakdown of active quest.
  • Campfire updated with latest interaction updates, focus outline when focusing and world UI display like doors.
  • Made inventory section buttons more visible for reading.
  • Inventory screen will no longer automatically open when looting a container that is empty.
  • ST-RV Watch (vitals display) is now backlit, meaning it is visible underwater and in the dark.
  • Updated UI Buff display. This is the vertical bar on the side of the inventory showing statistics. Please note - many of these buffs listed do not affect gameplay yet. ( SEE DETAILS BELOW )
Updated UI Buff display
  • Endurance: Controls the rate which Stamina is lost when doing strenuous activities. Additionally reduces rate at which Oxygen is lost while holding breath. (Not yet in effect).
  • Pace: Determines the speed at which you can move while jogging and running. Additionally improves speed of climbing activities. (Not yet in effect).
  • Stealth: Controls the likelihood of being heard by making less noise when moving and doing activities such as looting and opening doors. Additionally reduces visibility when in partial cover such as sparse foliage. (Not yet in effect).
  • Brute force: The power with which you can strike targets affecting damage caused in close quarters combat. Additionally increases how far you can draw a bow for extra damage. (In effect for melee weapons).
  • Armour: Improves the resistance you have to impact related damage types. Blunt, Piercing and Slashing damage you recieve is reduced with higher Armour. (Not yet in effect).
  • Respiratory Protection: Determines the extent to which you are protected from harmful gases and airborne particles such as smoke, spores and toxic chemicals. (Not yet in effect).
  • Eye Protection: The extent to which your sight can be impared or distorted by conditions which affect vision. (Not yet in effect).
  • Thermal Conservation: Determines the rate at which body heat is lost. Conserving body temperature means it will take longer to lose body heat when in a colder environment.You can increase Thermal Conservation by wearing suitable equipment. (Not yet in effect).
  • Heat Resistance: Determines the rate at which body heat is gained. A higher Heat Resistance means you can survive longer before overheating when in a hot environment. You can increase Heat Resistance by wearing suitable equipment. (Not yet in effect).
Items & Placeables
  • Placeable tent now has 42 available inventory slots instead of 21.
  • The water collector now displays how fast it is filling.
  • The water collector can now fill multiple items at the same time (place multiple buckets, water bottles of cooking pots in your inventory to fill at the same time).
  • The water collector now does not have a minimum fill point, the water collector will fill an empty or partially empty container with the water available, even if it fills the container partially.
  • Large water bottles can no longer stack (this may be temporary, while we find a solution for filling stacked partially filled bottles).
  • Removed the three tier shelving unit with multiple storage boxes, these have been replaced with an alternative storage container. This will not destroy already placed shelving, but we would suggest transferring items to other storage, incase we decide to remove these completely at a later date.
  • Three tiers of respirator added. Respirators can protect you from gases, toxic air and spores.
  • Respirator lockbox added. This may need a key card to unlock if it is locked.
  • Added ‘Investigation Point System’ which allows players to get a narrated description of what they are looking at for certain points of interest. For example, a suspicious blood stain on the floor can be investigated by the character you are playing who will comment on what they see. These will be added around to world to open character narratives and unlock lore about the world. These will also be used in quests.
  • Two way camera terminal added. Found at military facilities at the moment but will be available for player crafting upon adding crafting benches.
  • Added extra large storage crate that holds 42 item slots. Can be crafted from the building menu in place of the three tier unit.
  • Added resource Ammonium.
  • Added resource Oil.
Weapons
  • Swinging melee weapons now reduces stamina depending on the weight of the weapon. Hitting with 0 stamina will reduce the attack damage.
Performance
  • Significant reduction in unnecessary character animation processes running.
  • Optimised logic on the STRV system to only run when looking at the STRV watch.
Bug Fixes
  • Fixed turning on the spot animations while holding some weapon types causing the opposite turning animation to play.
  • Fixed jitter occuring when walking backwards.
  • Fixed animations issues causes player's legs to overlap with each other when moving at certain angles.
  • Fixed sliding motion when wading in shallow water.
  • Fixed not being able to light campfires under cover when raining. Campfires will now accept any type of cover including building parts, prefabricated houses and some large trees.
  • Fixed an issue where the container slots were not scrolling in the inventory screen.
  • Fixed an issue where the rear door in the pharmacy in Hanouten would not open.

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD


Alpha Version 0.2.17.0a - Now live

Gather around one and all! Revel with us as we reveal of the most rambunctious yet equally resplendent patch notes in all the realm.

~Note from James ‘Scrub’ B: Figured it was time to give some of the words in the dictionary beginning with R some love. Any and all comments starting with the letter R will earn some Scrub points.

Important Notice
This patch (0.2.17.0) has had some significant improvements to the save/loading system. In light of this it is highly recommended that you start a fresh game. If you use a save file from a previous version some save data may be missing or interpreted incorrectly which can cause problems.
We would be especially grateful if players could ensure that they start a fresh game before reporting bugs to the developers lest we slip further into the dreaded incalculable Lovecraftian void of bug fixing insanity. Thank you.

Player

  • Some inventory items such as water and food can now be used multiple times until the item is expended.
    A yellow bar next to the item indicates the amount remaining of that item.
  • Player’s flashlight is now directed by the camera’s direction.
  • The flashlight no longer casts undesirable shadows from the character’s weapons
  • The flashlight beam can no longer be obscured by clothing
  • Updated flashlight visuals. Character’s now starts with a more basic civilian grade flashlight.

Environment

  • Materials on roads and paths are now slightly lighter to match the environment.
  • Improved materials on all bushes for better lighting and Ambient Occlusion (AO).
  • Adjusted overall world lighting.
  • Improved fog layers.
  • Adjusted various Brightness and AO values on shaders around the world.
  • New Burchett Dam layout and visuals (work in progress).
  • Added new Miller's Lake Camp location (work in progress).
  • Added new water shader to streams and lakes.
  • Added new water shader to ocean.
  • Removed old vehicles from Sen’s car crash site.

Main Menu

  • Improved lighting and environment in the Main Menu background.
  • Added additional protagonists in the character selection menu (currently locked)

Weapons

  • Added Condition and Durability statistics to weapons.
    Each time a projectile is successfully fired from a weapon it will reduce the condition of the weapon. Firearms will not jam until the weapon condition is below a 50%. When below this threshold, there is a chance the weapon will jam. Weapons with a condition of 0% cannot be equipped or fired. If it is a firearm, then weapon will just click as if no ammo is available. Condition rules also apply for melee weapons and gathering resources with tools/weapons.
  • Weapon ammunition now saves and loads correctly. Ammunition will no longer get returned to the inventory or disappear entirely when reloading the game from a save. The amount of ammunition in the magazine is now recorded and will be present in the magazine next time when loading.
  • Additional weapon information is now saved and restored on loading:
    Weapon fire modes (full-auto, burst, etc) are now saved/loaded. Jammed status is now saved/loaded. Holstered/Unholstered status is now saved/loaded. This means that the weapon in your hands when you save will be in your hands next time you load instead of returning to the holstered position.

Bug Fixes
  • Fixed critical issue often causing players to get stuck on the loading ‘initialisation’ screen when loading saved games.
  • Fixed not being able to snap building parts loaded from a save file.
  • Fixed white outline appearing on building parts after loading a save file
  • Fixed window shutters from not being deleted with their parent window frame after loading from a save file.
  • Fixed window shutters open/close status not being saved.
  • Fixed player being able to switch weapons while also in Build Mode.
  • Fixed being able to vault on of of NPC children (we fixed it, but it was kind of funny).
  • Fixed not being able to place placeable items such as sleeping bags, lanterns, tents, etc.

0.2.17.2a HOTFIX
  • Fixed ‘Welcome To Hanouten’ quest objectives getting stuck at various points throughout the mission.
  • Fixed missing NPCs from Hanouten Safe Zone.
  • Fixed occurrence causing NPCs to incorrectly patrol to other areas of the map.
  • Fixed missing items from Loot Sacks dropped by Wanderers.
  • Fixed issue where stacking items with durability condition would share the item’s condition across stack.
  • Fixed issue where picking up spawned stacked items would duplicate when stacking.
  • Fixed dropping items from inventory causing a lag spike.
  • Fixed an issue in the crafting system that would sometimes stop you from crafting an item even if you had all the tools and resources.
  • Fixed issue where text did not show on bow slot telling you what button to use to equip.
  • Fixed issue with loose biker boots and mask having 0% condition, rendering them useless.
  • Scrap metal weight has been significantly reduced.
  • Bottles of water now give empty plastic bottles when consumed.
  • Empty plastic bottles can be recycled into scrap plastic.
  • Large water bottles now have 10 uses per bottle, each use replenishing 25 hydration.
  • Buckets of clean water now have 20 uses, each replenishing 25 hydration.
  • Small water bottles now have 2 uses, each replenishing 10 hydration.
  • Cooking pots now have 10 uses, each use replenishing 25 hydration.
  • Large water bottles and cooking pots can now be used for gathering water at water collector.
  • Items used for gathering from Water Collectors (Large empty bottle, cooking pot & bucket) each reduce water volume to a maximum of 5% of the maximum content of the water collector.
  • When gathering from a Water Collector (using a large empty bottle, cooking pot & bucket), the Water Collector’s contents is reduced by up to 5% of the maximum capacity depending on the item used to collect. Larger capacity containers will take more water.

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Oct 17, 2019
Jaws Of Extinction™ - [KYE] ViviD


SALES STARTS ON STEAM ONLY AT 10.00AM FRIDAY 18TH OCTOBER

All dates/times are in US Pacific.

To celebrate Halloween this year, we are putting the alpha build of 'Jaws of Extinction' on sale at 50% off for a whole 14 days (Untill 1st November 2019).

If you want to join are growing community and help us test and mold JoE into one of the top survival games available, grab yourself or a friend a key, join out Discord server @ http://discord.gg/joegame and jump in.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM
In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you.

Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.
Jaws Of Extinction™ - [KYE] ViviD


Alpha Version 0.2.16.1a - Now live
Ahoy there fellow landlubbers. We’re back with another patch hot on the heels of last week’s update. If this week’s patch notes seem a tad shorter than normal, fear not! Aside from dropping a patch a week earlier than our normal two-week patch schedule, we’re also working on some super secret things in the background which we can’t wait to share. This patch’s update includes a bounty of new building content and improvements, the new building integrity system and new lighting visuals all whilst we work on some top content in the shadowy depths.

Something excitingly equestrian is coming... be sure to check out the Feature Preview section at the end to get a look at the first upcoming vehicle for Jaws of Extinction!

Player Building System (PBS) Updates

  • Added Free building mode to the admin manager
  • Added structural integrity to base building (No more Fortnight building)
  • Added working water collector, this can be snapped to player base building or use standalone (Max capacity = 20 buckets, use bucket in inventory to gather)

  • Added 4 additional wall types
    Boards wall 2 Planks wall 2 Planks & Sheet Metal New sheet metal
  • Added Two new building categories
    Furniture Prefabs
  • Added two prefabricated PBS floors
    Wooden plank Sheet metal
  • Added six types of PBS lights
    Basic ceiling light Gas cap light (Red) Small hanging spot light Wheel ceiling chandelier Small mounted spot light Pulley wall light
  • Added additional snapping points at 45 deg for defensive walls
  • Added two types of shutter to PBS windows (These are auto spawned at the moment).

  • Adjusted snapping points on stairs, ceilings can not longer snap to the top of stairs, you will have to build down from stairs to ensure support is available.
  • Added optional banisters/railings for stairs, found in the stairs building category.
  • Adjusted the snapping positions of walls on foundations and ceilings, so all building parts will form together more tightly.
Environment

Weather manager will now notify actors when they are initially added to the manager system as well as when scheduled
Adjusted lighting in the world, post processing and sky system have both been tweaked for a more desaturated look
Bug Fixes
  • Fixed issue with campfire weather protection reference not being set
  • Fixed an issue not allowing you to walk up PBS stairs in some cases
  • Fixed collisions on PBS windows, players can now shoot out of them
  • Fixed collisions in general store counters
  • Fixed key not being able to be picked up
  • Fixed the moon not showing in the sky after the transparency fix in the last patch
  • Fixed some fences around Hanouten not being aligned correctly
  • Fixed issue with raining sounds on cars when not raining
  • Fixed some floating foliage around Sheriff Sen’s crash site
  • Fixed some assets around shops not having culling data
  • Fixed issue preventing character from picking up items in the Hanouten Safe Zone
Feature Preview: Horse

Youtube video created by Twisited (Official Jaws of Extinction partner)

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
Jaws Of Extinction™ - [KYE] ViviD


Alpha Version 0.2.15.0a - Now live

Two words. Patch 0.2.15.0 is here! Strictly, that’s more like three words and a number, but that’s a far less catchy way to get the ball rolling on this week's rad buffet of updates and fixes, available right now!
In other linguistic news, I don’t think I’ve ever put the words ‘rad’ and ‘buffet’ together before, although all buffets are rad.

Game Play


Admin Manager
  • Added new Admin Manager. Show and hide the admin menu with [Shift + /] key. This allows players to use a variety of debugging tools, such as God mode, Ghost mode, Teleport, Spawn Items and Enable Free Camera Mode.
    God mode - Gives the player complete invulnerability. Ghost mode - Allows the player to move without collision. Teleport - Instantly move to required location (feature in development). Spawn Items - Add required items to inventory/world (feature in development). Free Camera Mode - Explore the map using a floating camera without the restrictions of the character.
  • Some of these features are still in development and may be adjusted over time.
  • These tools are intended for single-player testing purposes and multiplayer admin users. We do not expect most players to use them unless desired.
Interactables & Placeables
  • All types of tool boxes will now contain tools and crafting items. Tool boxes can sometimes contain hammers.
World/Environment[/h1
Hanouten
  • Various parts of Hanouten’s landscape and layout have changed in conjunction with the optimisation pass of the area.
  • Replaced tall fences around Hanouten with a wider variety of fences.
    New fences feature varying levels of damage, allowing players to crawl through in some places. Improved optimised of fence shaders and textures.
  • Added new cliffs to Hanouten.
  • Reduced overall density of foliage around Hanouten.

World Items
  • Re-added missing birds nests from the world. They can be found in any woodlands area. Can be used to collect feathers and sticks.
  • Added new double story garage to locations around Hanouten.
  • Added new hedge rows added to gardens around Hanouten.
  • Added new lootable dresser furniture to some houses.
  • Added new Pumpkin Lanterns which can be picked up and placed. Toggle them on and off to create a source of light.
  • Replaced static scene lights with usable kerosene lanterns.
Player
Swimming
  • Adjusted character collision size when swimming, allow players to swim though tight areas.

Work in Progress
  • Head stomping mechanic, down an infected then [left click] to perform the head stomp. This is very rough and a work in progress.

Camera
  • Re-enabled player auto-focus to automatically focus where the player is looking. This slightly blurs items in the distance or close up depending on the focused object’s distance from the player.
  • Adjusted camera settings to appear more cinematic with player focus and distance.
Visual Improvements

Foliage
  • Swapped out pine trees with Alder trees to match the area better.
  • New Alder trees are slightly more performant compared with their Pine counterparts.
Performance

  • Level of Detail (LOD) and shadow property adjustmentments for improved optimisation.
    LOD distances reduced on buildings around the Burchett Docks (near Outpost Charlie). Improved LODs on crane meshes at the Burchett Docks. Improved LODs and shadows on store buildings. Improved LODs and shadows on beach breakers. Improved LODs and shadows on old broken piers (increasing number of LODs and disabling shadows on low LODs). Improved LODs, shadows and textures on riverbanks to reduce GPU and memory consumption. Improved safe zone walls with LODs and reduced texture resolution.
  • Improved stone wall’s textures and materials for improved optimisation.
  • Improved textures for pathways to reduce memory consumption.
  • Improved distance field texture quality from 16-bit to 8-bit to reduce Video Memory (VRAM) consumption.
  • Changed distance field compression to reduce hitches and lag spikes when loading in world tiles.
  • Disabled Distance Field Data from assets which do not really require it. This should reduce VRAM consumption for improved optimisation.
  • All damaged SUV vehicles have been instantiated to reduce the number of required Draw Calls.
  • Reduced complexity of all road materials to improve GPU rendering time.
  • Replaced sidewalk meshes with performance friendly versions to reduce GPU rendering time.
  • Reduced texture resolution of non-enterable building interiors to reduce memory consumption.
  • Reduced texture resolution of Roof Rack lootables to reduce memory consumption.
  • Distance culling added to all props using "master props" shader. This reduces the amount of memory used on textures rendered at distance at the cost of a slightly more expensive shader.
  • This technique may be replaced with Virtual Texture Streaming after engine version upgrade to UE 4.23 or higher.
  • Optimised remaining houses in Hanouten. Some houses have been rebuilt while removing hidden plains and conducting general maintenance on the assets.
  • Optimised textures for furniture in houses.

Post Processing
  • Changed Anti-Aliasing type back to Temporal-AA to boost performance with a slight quality improvement.
  • Removed distance blur to improve performance but consequently draw distance may need increasing.
  • Changed "Gaussian Depth of Field" to "Circle Depth of Field" as a cheaper method of handling Depth of Field with little visual difference.

Bug Fixes
  • Fixed Amy continuing to have facial expressions and blinking when dead.
  • Fixed camera unintentionally zooming in with [RMB] when using [RMB] to melee attack.
  • Fixed camera not zooming in with [RMB] after holstering a melee weapon.
  • Fixed bug caused by closing the inventory with [Tab] while simultaneously interacting with the campfire resulting in Amy getting stuck in a sitting animation.
  • Fixed situation causing melee weapons not to register hits after the first impact.
  • Tentative fix for issues regarding containers showing the wrong items or no items at all.
  • Fixed collision issues on some varieties of fern plant colliding with the player.
  • Fixed collisions for Mortar & Pestle trucks to fix prevent player from climbing through the roof.
  • Fixed gaps between paths and landscape around the abandoned building near Hanouten.
  • Fixed being able to loot through walls without preventing items being picked up if dropped among foliage or in water.
  • Fixed issues engaging character’s jog/sprint if [Left Shift] was pressed down before the movement key. This would result in not being able to run until [Left Shift] was released and engaged again.
  • Fixed bug causing character to move at normal speed in shallow water when overburdened.
  • Fixed issue with foliage blurring the players vision due to the updated auto focus system
  • Fixed issue not being able to ADS in first person in buildings

THINGS TO REMEMBER BEFORE PURCHASING JOE

We are aware that the game is currently very demanding on performance and bugs can cause problems during gameplay. JoE is in constant development by two developers and a single 3D artists. We are keen to resolve issues as promptly as possible, although please understand that they are to be expected as the game continues into development.Please make sure to read the following statement from our Steam store page before considering your purchase, as always your support is appreciated.

BEFORE YOU PURCHASE: AN IMPORTANT MESSAGE FROM THE DEV TEAM In the spirit of our ethos of transparency and integrity we want you to know that our game is at ALPHA stage in EARLY ACCESS and will therefore contain many bugs and have performance issues on low to mid-end machines. We’re really proud of how it plays so far (it’s a lot of fun!) but if your rig DOES NOT meet the RECOMMENDED spec then the game may not perform well and as much as we appreciate your support we would suggest that you wait until later in development before you invest your money. We don’t want you buying something that’s going to disappoint you. Please also be aware that multiplayer is not yet implemented. This is under development and planned for Q4 2019.

COMMUNITY LINKS

Steam Community Forums
Official JoE Discord Server
Twitter
Facebook
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