Hello! In your feedback, you wrote to us that the text in the game is a bit difficult to read, and also pointed out some typos, so we quickly fixed everything.
In v1.0.1 we:
Slightly increased the text size in the main text window.
Made text boxes twice as less transparent.
Fixed some small flaws in text.
The difference is like:
Yes, the changes are minor, but we just wanted to say that your feedback is very important to us, so feel free to leave it and help us make the game better😊
- maximum money is set to 3000$ - added UI effect and sfx for Frenzy spell - increased cannon tower lvl 3 upgrade cost
Endless Mode
- reduced money per kill scaling - increased enemy health scaling (even more at wave 21 and 41) - score counter starts decreasing when the last enemy has spawned and not the first - removed chaos tower
Petal Crash Online has updated to version 1.1! In addition to lots of polish additions and bugfixes, the game now has a few exciting new features:
A new setting for Board Walls lets each player put a pattern of unmovable walls on their board - each player can have a different pattern, so this can provide a fun challenge for expert players who want to be able to play with less experienced opponents on equal footing!
A brand new Rematch Screen lets players and spectators communicate between matches - negotiate the rules for your next game, or call dibs on the next match from a place in the stands!
The new Player List menu allows you to moderate your lobby, kicking or banning players you don't want in there anymore!
Petal Crash Online is now Steam Deck Compatible! Now you can enjoy online play on the go!
Special thanks to NovaSquirrel for putting in the work to get all these new features in!
Full changelog:
Miscellaneous changes - Game window can be resized at any time - Disconnecting and reconnecting from a server should clean up old state better - Better checking to make sure a server connect attempt actually worked - Fix a bug where controller d-pad presses were getting canceled out on menus
Gameplay changes - When a player disconnects during a match, a notice is sent to their opponent - New option to have the player's board on the right side of the screen instead, intended for touch controls - During a hit, battle bar flashes with the hitting player's color - Arrows on the battle bar should no longer go past the divider - Players can choose a wall pattern for their board to increase their difficulty - New rematch screen, allowing for chat between players and spectators between matches
Menu changes - Music chance slider can be dragged, if using mouse controls - Transition effects when going between menus - Scrolling limit on scroll lobby word pickers and custom blocks pickers - Fixed minor bugs on custom blocks screen - Fixed issue where players using custom palettes may not show up on the lobby list - Hold a click or tap on a picker to cycle through options - Be more consistent with colors on menus
Lobby changes: - Player lobby movement should look smoother - Players joining lobbies are put at a random position instead of the middle - Accepting a match now snaps a player into the correct position at the cabinet - Fixed problem with characters disappearing sometimes after going into the menu - New "player list" menu, allowing lobby owners to kick or ban other players, or make them the new lobby owner
Happy December Thursdoid, and a big hello to all the new survivors who’ve jumped on board in recent weeks. This week we’ll be doing a quick check-in with the various different departments who are at work on Build 42 and providing a little freeze-frame of exactly what’s being worked on.
First though, we would be remiss if we didn’t inform all fans of raccoons, soft toys and ‘both of these things’ that: the Makeship campaign for the Spiffo plush has been EXTENDED for a full extra week due to everyone getting all excited about it.
If you are interested in sliding under a closing door then reaching back for your fluffy Spiffo, like Indiana Jones, then final orders can be made here:
Okay, so let’s go round the Zomboid houses. Starting with… the sound team?
SOUND DEPARTMENT
Formosa (formerly Noiseworks) have a lot of different things on the brew – work on new music and music systems, all the new actions and items for B42 (switchblade, firecracker etc) and clearly all the animal stuff which they’ll be starting on in due course.
Something else they are starting work on, however, are ‘acted’ character noises – pants and puffs recorded by real life actors to add a little more depth and feeling to the game, not to mention a greater feeling of ‘real’ when you are standing next to a character who has exerted themselves or is being injured in MP.
This will likely be an option you can turn off if you find it intrusive, but the Sound team believe they will provide an extra layer of immersion for Knox Event survivors. The sorts of things they’ll be recording will be: effort noises for window and fence climbs, sleeping noises, pain noises when bitten or scratched, vomiting, sneezing coughing etc.
ANIMS DEPARTMENT
As those who read this blog might recall, we’ve been screaming out for a big brain to come in and lend their clever thoughts to some of the movement bugs and issues in our anims system for a while. Previous attempts to find a Chosen One didn’t work out, and as such since the 41 release we’ve had a significant blocker in terms of improving our animation system and our animation tools.
There has been significant rejoicing, then, that our friends at Ever Curious Entertainment have lent us their own big brain Steve North – who has been deep in AnimZed of late, and should be providing a range of changes and improvements that will help out our animator Martin no end.
In terms of a player-facing end result, this means that in B42 hopefully there’ll be better blends between anims to tighten everything up and make things look smoother. It could also, potentially, improve the responsiveness of controls and give gameplay a slightly tighter feeling. We’ll see how it goes when the fixes go in.
FIRE DEPARTMENT
Work on integration of the previously in-dev fire system continues, this week with the introduction of new mechanics like burnable oily surfaces and development of fire spread in save games and MP code.
We are also experimenting with visuals in that a more pixelated fire looks better in-game, and also will be having a VFX artist joining us for a time in January to further improve its appearance in our isometric illustrate-y looking world. It’s already looking a smidge better though.
MAPPING DEPARTMENT
Lots of fun new locations appearing from Xeonyx and Ayrton in the map channel, including this little doozy…
Over to RJ, resident of a country doomed to failure in a World Cup football match this coming Saturday.
“Right now I’m prepping my stuff so it can be put in front of our testers. I’m trying to improve the ‘meta’ part of the system that governs them when you’re not in their direct presence – primarily how the feeding trough and water troughs are managed while you’re away. That’s my main focus at the moment – but also need to add some polish to the genetics when animals breed, and I’ll be moving onto animal sickness soon also.”
Now onto Turbo, a resident of a country who will most likely be getting spanked by Argentina at the moment this blog goes live at some point this evening.
“I’m getting stuff ready so that other team members can jump into the more stable parts of my craft branch and help expand it, and plug stuff in. First, though, I’m going back over my crafting stations, and doing some refactoring – in essence adding a lot more automation to the way the system works in the code.“
“It should be worth the extra thought that’s going into it though, at the bare minimum you should be able to create a new station purely through scripting alone. If a certain station requires it then custom logic or a custom UI panel or element can easily be added – it should be as great for modders as much as ourselves.“
BLAIR ALGOL DEPARTMENT
If you are/were aware of Blair as a prolific PZ modder, it will come as no surprise that on the team he is a WHIRLWIND of cool ideas and always has multiple gameplay tweaks and features on the go – and has struck up an amazing combo team with our ‘Loot Placement Artiste’ Baph.
Here’s some fun stuff that’s recently gone in for testing from the world of KEYS:
Zombies will now only have a key, or a key ring with a key in it, for suitable buildings that they spawn in or near to. Prison Guards can have Prison keys, inmates cannot. Employees of a business can have a key for it, customers cannot.
More keys will spawn in buildings, not just for the building, but also possibly for nearby vehicles. Sometimes those nearby vehicles may also have a key for that building in the glovebox.
When a vehicle spawns a key (in its glovebox, on a zombie, or on the ground) it has a chance of being accompanied by a key for a nearby building as well.
It’s ensured that only cop zombies get the cop car keys – although Survivor zombies could have anything.
Building keys may well come pre-named according to the sort of building or business they unlock.
We are doing more fun stuff with Key Rings in general, watch out rabbits!
So in essence: it will be possible for your survivor to find a locked building, find a key for it in the glovebox of a vehicle parked nearby, and then find a key for that vehicle inside that building. The keys may also be on a Lucky Rabbit’s Foot Keyring.
A Lucky Rabbit’s Foot Keyring may, or may not, have a minimal boost to your Luck. We will never truly let on.
Also: new options to let you mix in your runners with your shambles
OTHER DEPARTMENT
Clearly this isn’t everything – we’ve also got optimizations, basements and other fun stuff lined up for 42 but there’s not a huge amount of news on these beyond ‘it’s all coming along’. Hopefully we’ll have a few more updates on these in our next pre-Xmasdoid.
Fanks all love yus x
This week’s good use of 41 fire from BoinXaysa. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
Now, the Block of Italicized Text demands: go and buy Dwarf Fortress on Steam! The original, best and most brilliant simulation there is – and ever shall be. Its development, and developers, bay12games, are LEGENDARY and built the road that Project Zomboid travels on each and every day. Now DF is finally on Steam, and we implore you all to join in the fun!
Complete all of your Weekly Challenges and the Ultimate Challenge to earn this week’s Ultimate Reward – the Splatter backdrop.
A new Ultimate Reward will become available every week, so be sure to keep an eye on your Challenges and take advantage of these free rewards.
You came, you thaw, you conquered.
Break the ice with the bone-chilling additions of the Frostbite kill effect, Cold Shoulder armor effect, Ski Rack armor effect, and the Verglas Dream mythic effect set.
Tis the season to be jolly, and we think you'll have every reason to smile (or scream!) during this year's DEVOUR Christmas Event, which will run from 8th December at 10am PST until 27th December at 10am PST. We're celebrating by giving players the opportunity to unlock a unique new outfit and a collectable festive robe, and enjoy an EXP boost. Once unlocked, both the outfit and robe will remain available to you after the event has ended.
During the event, players can unlock this chilling new outfit for Zara by beating any map on Hard or Nightmare, while playing as her.
To unlock this robe, you'll need to find and collect the 40 Christmas presents hidden across all 4 of DEVOUR's maps. Once unlocked, the robe will remain available to you after the Christmas event has ended. For players who unlocked this robe last year, they will need to collect the 10 presents on The Town map in order to retain ownership of the robe. (We apologise for any frustration this causes: it's related to some technical issues and not intentional!).
EXP Boost
Who said the holiday season has to be merry and bright? Take on the forces of darkness this Christmas and enjoy a 1.5X EXP boost until December 27th.
V3.3 Changelog
Added Zara unlockable 'Snowball Fright' outfit
Added 40 collectible presents across maps
Added unlockable Christmas robe
Fixed a bug with thunder volume for indoors and outdoors
Added Christmas theme to menu music
As we revealed in our previous post, we're currently working on our upcoming new map The Slaughterhouse, due for release in 2023. Keep an eye out here, on Discord and on Twitter for more details in future. We're moving as quickly as we can with development on it without sacrificing quality. We know you love more info, so here's another asset we've developed. Any ideas? (don't worry, we're not going DBD on you all!)
As we move towards the end of 2022, we'd like to take this opportunity to say how grateful we are for your continued support. For various reasons, this year has been a particularly challenging one for the DEVOUR team and we are grateful to you all for sticking with us. We are as excited as ever about DEVOUR and its future, and committed to bringing you all many more scares!
However you enjoy the holidays, the whole team at DEVOUR would like to wish each of you a very Merry Christmas, and a Happy New Year.
A chance to experience the playing style and mood of the game! If you find it to be of interest, purchase the full version or add it to your wishlist, it can help a lot! Share on the community forums if you have a great ideea about an item, obstacle, enemy or trap that might be a good fit to see in future versions of the game.
iRO Renewal Hardware Maintenance December 8th, 10:00AM - 4:00PM PST
Hardware maintenance will solely consist of IT tasks required to continue smooth operation of the game. From now on, we will be alternating between Hardware Maintenance and Update Maintenance from week to week. Please note hardware maintenance times will be changing starting this week.
Announcement:
The team will be attempting to correct the time change to Chaos WoE 2 to complete the attempted time change from last week's maintenance. We thank you for your patience in waiting for this much anticipated time change.
Chaos WoE 2 Saturday 4pm - 6pm PST
EVENTSThis Week's Gramps Turn-In Monsters12/08/22
Low:Kapha / Skeleton Prisoner
Mid: Anolian / Cornus
High:Dolomedes / Machine Component DR815
Freya, soon...
Rate Up Refine Event!- Ends 12/08/2022 Refine Boxes will remain available for the holiday season
Kachua's HD Bradium Box - 1200 KP
Kachua's Secret Key x 6
HD Bradium x100
Kachua's HD Carnium Box - 1200 KP
Kachua's Secret Key x 6
HD Carnium x100
Kachua's HD Elunium Box - 800 KP
Kachua's Secret Key x4
HD Elunium x100
Kachua's HD Oridecon Box - 800 KP
Kachua's Secret Key x4
HD Oridecon x100
Halloween Event Jakk's Big Adventure continues.
Corridor of Phantoms continues.
Our Homeward Bound Event continues (Ending date is to be determined)!
Enjoy a bonus +50% EXP and +25% Drops as you stay indoors and keep safe!
The progression is back! We've got the full Infinity Pass, as well as the associated Quests and rewards back in the game. Again, we apologize for the delay in your progression, but now everyone has the opportunity to have Lance do his *cough* dances again.
We've also added partial workshop support to the Microsoft Store version of the game. Players can see the cosmetic mods that other players have selected. What does partial support mean? Microsoft Store players aren't able to select or equip mods currently, nor can they play modded maps or campaigns. We'll be adding that in a future update, along with mod support on the Xbox One and Series consoles.
We've also fixed a few bugs and added a few new features to the game.
MC Re-rolls are working properly again. If you've earned them in the Infinity Pass, you'll see the option in the Matter Compiler screen to get a different set of options.
The Holographic Detonator is now available in regular campaign games.
Bots should be less likely to pick up modified weapons they find in the game now. Additionally, they should be less likely to pick up special weapons, healing items, or grenades. Thanks for the feedback on this, we're going to continue to work on tuning this based on comments from players.
We have another update that was just submitted to certification that will return the progression UI to the in-game menu on the Microsoft Store and Xbox versions of the game, so you can track your current quest progress in-game. That update also adds controls for mod options to the Microsoft Store version of the game.
Additionally, with this update, we're going to switch to a straight numbering scheme for updates, rather than a major version.minor version numbering scheme. By our count, this is the 21st update to The Anacrusis since we launched last January, so that's where we'll begin.