inVokeR - 8th Shore
inVokeR patch 0.4.0 is now available! Thanks for the waiting.

In this patch we have added and modified the following contents:
  • -Added Bubble mage: If your enemies don't pop a hole in your plans, their life total is sure to bounce down to zero.
  • -Added Lightning mage: Use precision to quickly zap your foes!
  • -Added Town stage: Take your fight to the streets!
  • -Modified the wardrobe to contain the new mages.
  • -Made some UI improvements.

Enjoy!
Project Zomboid - nasKo


Hey all, here’s the highlights of the last few weeks of Project Zomboid development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.

Here’s a quick video that shows whereabouts we currently are with the internal anims build, with subtitles to highlight work still to be done – which will also hopefully provide an accurate picture of what it’ll look and feel like to play.

https://www.youtube.com/watch?v=q3bLv8Hl_0Y

As you can see there’s a lot of general smoothening of rough edges happening on the build at the moment, and likewise alongside our friends at TEA we still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks.

With that put up top then, let’s have a look at some of the other stuff that’s being introduced into the next PZ build.


BODIES EVERYWHERE
In Build 41 we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone who’s unturned isn’t entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed – meaning you can sneak by or attack without them noticing you as easily. This can be seen in the vid below:

https://youtu.be/bC5LYYJPI8A

Meanwhile, the same event can be added to our growing roster of interesting scenes we can spawn in random houses, which can be seen in the below screenshot– which is also a good example of how neatly ChrisW’s cutaway system will be improving the game.

(Please also note that since this screenshot and video were taken we’ve added in more poses for feeding zombies – so they won’t all be doing the more human-like crouch, and some will be on their knees and pawing at the corpse.)



In the current build the discovery of survivor bodies can be quite crude, with bleach or alcohol bottles scattered around willy-nilly for example. With our new systems we can also quite easily add in bodies that tell a clearer and neater story. Even if it’s as simple, and tragic, as someone who died from self-inflicted gun wounds.

[PLEASE NOTE THIS IMAGE IS WIP - POSES ETC WILL BE MORE VARIED AND IMPROVED]




OTHER NEWLY IMPLEMENTED ANIMATIONS
[Traditional disclaimer: work in progress! Improved/sharper character models seen in previous blogs not yet in main test build!]

Here’s a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source.
Crikey, this game's quite dark isn’t it?

https://www.youtube.com/watch?v=vllCqedCauw

New animations tied into the new system include: applying bandages and taking pills.

https://www.youtube.com/watch?v=qgZwqkchCoc

Also, digging graves and pouring contents from bottles out onto the ground. Allowing you to pour one out for your homies, if you so choose.

https://www.youtube.com/watch?v=66qBOvl8h0g


MODDING POTENTIAL
We will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once they’re available.

For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. Likewise, bodies that have been feasted on may have exposed limb bones where the flesh has been picked clean – and on top of that, there's always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond.

All that’s still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what they’d look like if used in-game in their entirety.

PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE

https://www.youtube.com/watch?v=waiu4dAFEOU

The results are a bit rough still, but we’re sure you’ll agree: Boom, there’s the beginnings of aHarryhausen or fantasy mod. Good times to come hopefully.


SMALLER CARS
We had been waiting for the animations build to resize cars, due to the difference in size between our old and new character models. Yuri has now done some magic, and readjusted the physics – so now the in-game vehicles look like this. Which, we reckon, is a nice improvement.

https://youtu.be/l7_5qWYe_nE

Now Yuri is tweaking his water effects, adjusting the intensity of their outlines and improving the banks of rivers, while also looking to improve the vehicle saving system so (very rare) events of car loss can be eradicated.


WINDOW HOPPING
Something else that might be of worthy of mention, and a quick vid, are some examples of where the new animations system are highlighting ‘in-between’ states that the game could previously get away with – but now either look weird, or have resulted in a show-stopper bug.

A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping – this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations.

PLEASE NOTE: This is a WIP animation, and whatever anyone tells you – the big saucepan is a bug that’s already been fixed and won’t be in the final build. (We’re also working on more 'table against window' polish).

https://youtu.be/1hfDXZbZCtU

On top of this we will be improving this further – perhaps with a zed grabbing and pulling you into the window instead of pushing you out.

Anyway, those are the main headlines. If you’d rather read ‘em on a weekly basis, alongside the smaller details we’re ticking off and issues we’re addressing, then check the website or the Steam forum. Thanks all!

This is the fourth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Our thanks to our good friend Xeonyx for creating the header image using the internal anims build. That’s all for now, keep tabs on our website for more every week!
Aground - David Maletz
If you've been following the Early Access Roadmap, then you're probably aware that we were planning on posting an update with the second to last planet around now. However, The last two planets are strongly linked, so we decided to do both planets in one BIG update at the end of this month, as the current planet felt incomplete alone.


A sneak peek gif of one of the upcoming spellbooks for the next update.

So, what's this update?

This update is mainly small improvements and bugfixes - as making players wait for some of the bugs in 1.6.1 until the end of May seemed too long (the biggest bug being that if you invited an NPC aboard the mobile lab in person instead of via com device - including the professor when the lab is first created, they end up in a weird place and not on the mobile lab). The professor should automatically be aboard the lab the next time you enter it, and for the other NPCs, simply call them with the com device to get them to transfer on board.

There is also one new quest, on the mobile lab, from the professor. This ends pretty quickly, giving you just a hint of the new planet before going to credits. There's a lot of new items/assets for the new planet in this build, but you cannot get there without cheats (and I recommend you don't mess with it unless you're using a cheat/backed up save). I hope you enjoy, and are looking forward to the end of this month!
Rec Room - magglerock
Just a quick patch to fix some bugs with our Permanent Hair Dye release!
  • Fixed a bug where players with lots of friends would sometimes see a blank friend list
  • Fixed a bug where groups were getting split apart at the end of paintball games

Please see here for convenient links to controls, tutorials, comfort options, etc.: https://www.againstgrav.com/community/

Thanks for playing Rec Room! As always, don't hesitate to give us your feedback =]
Train Valley 2 - flazm
Hello friends! It's time to name the best level of April. And it is the triumphal return of Maestro Dudley and all his Planes, Trains and Automobiles!
https://steamcommunity.com/sharedfiles/filedetails/?id=1701586869
Our sincere congratulations to @Mr. Dudley with the second Train Valley Time cover! You rock! The prize is 30€ steam gift card and our Train Valley 2 pin!

Want to see your name on the next cover? It's absolutely real! Express your creativity! Open our level editor and play with it. It can be really fun! Jump in, we are waiting for you! :tv2conductor:

----
:tvhook: Train Valley 2 Discord Server.
:tv2computer: Our Twitter.
May 2, 2019
Don't Look Down - catapultgamesvr
Hello, Don't Look Down fans!



We've got a nice assortment of improvements, tweaks, and bug fixes ready. Here's what we've got for ya:

-Tweaked off-center detection system to be a bit less intrusive and a bit better at differentiating leaning vs. stepping off-center
-Improved user experience with the singing orb keyboard
-You're now invincible right after grabbing a bonus room warp object
-Improved signage in Doombot Crusade and Ropey Romp
-Various audio updates: improved the mix by making several sounds quieter, adjusted some attenuation settings, made the laser sound loop properly, and fixed a couple instances where sounds would layer over each other and get too loud

-Graphics settings are now properly saved and applied when the game starts up
-Checky can no longer be activated when you're dead
-Fixed a bug where recentering didn't behave right if you started the level on a platform and hadn't climbed yet
-Fixed a bug that made the global leaderboard display the entries twice


Stay tuned for all the sweet ways we're gonna keep improving DLD going forward :)

Star Shift Legacy - Galacti-Chron
Thank you to everybody who has alpha tested our game so far. A number of small bugs have been brought to our attention and they are now patched with this update.


1. First level being too hard.
2. Items not disappearing when used in battle.
3. Addition of item drops for enemies.
4. Walking through walls on certain maps.

As a workaround for now, if you experience combat balancing difficulties, there's a difficulty slider in the options menu.

Version 0.4 will be coming out in a few weeks and will have many more improvements added. The 0.39 build fixes the biggest 0.38 bugs.

Thank You,
Psychronic Game Studios

E-Startup - Isaac Bowen
Hi,
What's have been done ?

[New MAP and PLOT is HERE !]

A new map who will make you happy, you are now able to buy plot, small at the start and big at the end !!! Employees are coming randomly from houses. You can buy only one at time, when you move, plot and furniture are sells. Who will buy the biggest one first ?



[Building Mode]

You can destroy all your floor with shift pressed on destroy click ! Wall Bucket is now fix and can paint wall side, 270 angle stopped bucket before ! Add content.

[Wall Hide]

Wall can be hide now, you have 3 settings, always hide or display or auto display by distance.

[Multi-texturing]

Multi-texturing is now available, you have a P key to active paint mode and select which furniture you want to custom if it's possible


[Micro-Management]

You will be able to change the worktime ! Start and end of the day ! Also activate bonus to improve the mood bonus who make mood decline slower !

[Salary and Jobs]

Salary is now hourly, you have to paid at the end of the day the amount of hours spend at the work. Training cost one day now and more expensive. Items to generate have been added to the database.



A lot of others things have been done, new musics and sound, algorithms changes to improve gameplay and minor changes visible on Trello: https://trello.com/b/dAmXoShm/e-startup-2019

If you have to ask me somethings or suggestion, i'm here for you !

Have a good day, peace !
Pandemic Express - Zombie Escape - Alex@tinybuild


Hi all!

Thanks for a very eventful launch day! We just pushed out an update that addressed an issue with lobbies not filling up properly. It should now be fixed.

I wanted to reiterate on our upcoming roadmap. We initially pushed the feature to invite your frirends to a midterm backlog, and quickly realized we made a mistake.

So Friend Invites is now on our top priority list and is coming soon.

Thanks for the love thus far, and see you on the train <3
Animyst - Tarpit


some progress on the Second World. feeling some vastness start to build...
...