Community, jump on in! Developers will be here for another hour or so, and the lobbies are filling up! Come join us in the group chat, simple follow this(http://steamcommunity.com/app/45100) link, and click the "X people in group chat" under the tabs. We hope to see you in game!
“Remember, no matter where you go - there you are.” - Buckaroo Bonzai
After having survived visits to the ER (don’t ask), and travelled to distant Seattle to grow our brains by attending Unite 2014 (and PAX!), the Undead Overlord team is excited to bring you our third update since launching the game on Early Access. We’ve listened to what you, the community, have had to say - and we’ve responded with some key additions. We’re also continuing to explore the world of zombie chaos, of course, with ongoing iterative and experimental tuning.
The big addition is a brand spanking new minimap to help you keep track of where you are in the map, and to help you hunt down those pesky hidden humans with the tingling of your “zombie spider sense”. Just seeing all those tasty human units light up on the minimap would make our mouths water - if we had any saliva left in our shriveled, desiccated maws . . .
“first step for the beginning of the Zombie age” - by Overlord Nekator
Humans will now lose stamina over time when running, and will regain it otherwise. They’ll even start limping away in desperation after enough abuse - making them much easier to catch and kill, especially the civilians. Zombies are also more resistant to gunfire, and only high caliber rounds will be able to stop your Grunt Zombie units in their tracks.
Another addition, and a direct request from the forums - you are now a more powerful Undead Overlord. That is - you can now exert more control over your zombie minions. Want them to stay put, no matter what? Use the new Hold command by pressing the hotkey “H”. Want your zombies to attack anyone that they might encounter on the way to where they’re headed? Just use the new Attack-Move command by holding down the left-ALT key when issuing your regular move command with the right mouse button. Your horde, assuming they survive, will still go where you direct them - but they just might diverge from the path for a tasty snack (or to make some new friends!) along the way.
Last major change - the map for Mission02 has been doubled in size, filled up with a bunch more tasty meat sacks, and that whole mission design has been retuned appropriately.
And, of course, there are some smaller additions, and some additional tuning - and a whole batch of bugs got squashed, too. Check out the forums for the complete release notes.
“Remember, no matter where you go - there you are.” - Buckaroo Bonzai
After having survived visits to the ER (don’t ask), and travelled to distant Seattle to grow our brains by attending Unite 2014 (and PAX!), the Undead Overlord team is excited to bring you our third update since launching the game on Early Access. We’ve listened to what you, the community, have had to say - and we’ve responded with some key additions. We’re also continuing to explore the world of zombie chaos, of course, with ongoing iterative and experimental tuning.
The big addition is a brand spanking new minimap to help you keep track of where you are in the map, and to help you hunt down those pesky hidden humans with the tingling of your “zombie spider sense”. Just seeing all those tasty human units light up on the minimap would make our mouths water - if we had any saliva left in our shriveled, desiccated maws . . .
“first step for the beginning of the Zombie age” - by Overlord Nekator
Humans will now lose stamina over time when running, and will regain it otherwise. They’ll even start limping away in desperation after enough abuse - making them much easier to catch and kill, especially the civilians. Zombies are also more resistant to gunfire, and only high caliber rounds will be able to stop your Grunt Zombie units in their tracks.
Another addition, and a direct request from the forums - you are now a more powerful Undead Overlord. That is - you can now exert more control over your zombie minions. Want them to stay put, no matter what? Use the new Hold command by pressing the hotkey “H”. Want your zombies to attack anyone that they might encounter on the way to where they’re headed? Just use the new Attack-Move command by holding down the left-ALT key when issuing your regular move command with the right mouse button. Your horde, assuming they survive, will still go where you direct them - but they just might diverge from the path for a tasty snack (or to make some new friends!) along the way.
Last major change - the map for Mission02 has been doubled in size, filled up with a bunch more tasty meat sacks, and that whole mission design has been retuned appropriately.
And, of course, there are some smaller additions, and some additional tuning - and a whole batch of bugs got squashed, too. Check out the forums for the complete release notes.
The Tin Minions have been hard at work chasing down bugs and have pushed out a new update today. (we actually published one yesterday too, but wanted to wait till we had more bugs fixed to announce it)
This should fix the issues people are having with combat getting mixed up when using checkpoints or going back from within combat. This should fix the issue of trading cards not being saved between games This adds the ability to change from fullscreen to windowed and set your resolution in game. This also fixes heaps in minor story bugs, although those get updated automatically when you load the game.
We have gotten scattered reports of some linux installs having strange rendering issues, and we are still working on this.
If you have any troubles, don't hesitate to get in touch with us via the contact form on our site and we will try to get you sorted out as quickly as possible!
Good luck and keep Titan City safe! The Tin Minions
The Tin Minions have been hard at work chasing down bugs and have pushed out a new update today. (we actually published one yesterday too, but wanted to wait till we had more bugs fixed to announce it)
This should fix the issues people are having with combat getting mixed up when using checkpoints or going back from within combat. This should fix the issue of trading cards not being saved between games This adds the ability to change from fullscreen to windowed and set your resolution in game. This also fixes heaps in minor story bugs, although those get updated automatically when you load the game.
We have gotten scattered reports of some linux installs having strange rendering issues, and we are still working on this.
If you have any troubles, don't hesitate to get in touch with us via the contact form on our site and we will try to get you sorted out as quickly as possible!
Good luck and keep Titan City safe! The Tin Minions
In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch.
To start off here's my approximate list of things to do before 3.0 testing comes out: - Fully implement the main menu. (Actual resolution options instead of a slider, anyone?) - Finish off existing content. - Add enough assets for a simple test map/town. - Add audio to everything. - Build the test map on stream. - Private tests to find major bugs. - Public tests on the preview branch mid-September.
That said, new things could pop up, but hopefully that gives you a bit of an idea of what has to happen before you can first try 3.0. Here's some of the things I worked on over the last few days:
More assets are available in the editor all with more fidelity to them such as windowsills and crosswalk lines: It'll be nice to have houses with realistic numbers of rooms, and even the possibility of dynamic objects such as lights, windows and doors.
The trees are now much more optimized, tested with 16,000 destructible trees on the 64km² map: The technique used is now an integral part of the networking so that every other aspect of the game can be adopted into it, allowing for much higher numbers of objects!
Most of the other stuff is optimization and infrastructure, but I promise the next post will have more to properly show you! (Perhaps another video?) You can expect news about the 3.0 menu on Tuesday.