Jan 12, 2023
Project Zomboid - nasKo


Hey all, hope you’re all doing well and that thus far 2023 has been kind. Let’s get straight into it.


NEW FACES
First of all we’d like to welcome officially three new people to the full Project Zomboid team.
 
Fenris_Wolf should need no introduction to the old hands of the Project Zomboid community. He took over and maintained the ORGM mod with great aplomb from the original creator ORMtnMan – and will be a name familiar to many.
 
Right now he’s reacclimatizing himself with the PZ codebase, charged with clearing out some of the niggly things that have been on our ‘to do’ list so he gets his fingers dirty in many and various different areas of the game. Clearly his expertise with guns and the firearms code will likely come into play at some point in his time with us, but for now it’s all about bedding down and getting comfy in Spiffo’s hovering mothership.

Also joining us officially, meanwhile, are Amz and Pat_Bren.
 
Amz is another familiar name from the community, and was a great help to us in the days of 41 MP testing. She’s now officially a full-time tester working with Sasha and Yana, and will also be making cool videos for our blogs and improving our (already extraordinarily professional) social media engagements.
 
Pat_Bren, meanwhile, has been writing up a storm for Build 42 on a part time basis – writing new radio and TV channels and content, new lore for what’s going on around the world and much more besides – and will now be working other cool future content in an official and ongoing capacity.


42 STUFF
Right now, we’re probably due an ‘overview’ of Build 42, so everyone is on the same page about its contents rather than skipping about between them each blog.
 
42  boils down to four large chunks of deep-rooted work that we want to all come together: the crafting/animals update, the map expansion, the optimization/lighting/basements engine upgrade, and the weighty job the MP team have taken on to move all inventory interactions over from clients to server.
 
These are all at different stages – for example animals are further ahead than a lot of the elements of crafting in terms of being ready to actively test and play with. Right now with the crafting, the work taking place is on the back-end codeside of crafting stations and component UIs.

Meanwhile with the engine upgrade at this point we’re essentially fixing up various different rendering issues that were broken with our quite fundamental changes to the system up to a point at which it’s ready to be merged into the test build.

The map team meanwhile continue to pump out new towns, interesting locations and fun places to travel to and hold out in.



Around these big ticket items we also have other coders, writers, artists and 3D modellers working to improve aspects of the current game.

So there’s the in-depth fire overhaul, Aiteron’s revamped fishing, better farming, more imaginative and fun items to find and use, better events to come across, improved recipes, new animations and activities, improved music system and deeper soundscape – and general piles and piles of polish and improvement throughout.
 
So with all that firmly held in mind, let’s have a quick dart around some of the different departments of PZ to catch up on a few bits and bobs.
  • Our smashing friend Steve N, who we’re borrowing from EverCurious Entertainment, has been digging into our animation system and working out some longstanding issues that we’ve been desperate to fix. We’re currently jumping into a test build to check nothing else has been broken by his changes, but the result will be a lot more silky smooth turns and 180s in your survival forays.
  • The big debate currently in our work with livestock is how to make it clear to players that you’ll need to designate areas that you want them to occupy and produce within, alongside building them fences they won’t escape through. We’ve got various ideas for this and will be running our experiments past the testers.

    Increasingly we’re realising just how much more ‘life’ these non-human and non-zombie creatures bring to the game. To which end we are also experimenting with some non-interactive beasts that will run before you get near, and give the game a smidge more desolate color…

  • As mentioned before, alongside refinements and improvements to the music system, right now via Formosa/Noiseworks we’re in the process of getting real life human actors (in Los Angeles! In America!) to record some basic bodily noises to give extra life (and pain) to our Knox Event survivors. Imagine how cool it will be in MP when one of your buddies reaches you, having escaped zombies and run in terror, and you can hear their panicked heavy breathing.

    That’s the sort of thing we want to capture, alongside noises of hurt and exertion as you tumble around the landscape. While we’re there we are also going to get a variety of other ‘spoken’ TV and radio noises that we can then obfuscate to improve the entertainment system slightly.
  • Aiteron is back with us and has picked up on his work on fishing. This is its current iteration, which will shortly be mixed into the internal test build. This probably needs some more tweaking with the ‘strain’ animations – and the indications that a big fish is being caught – but is really getting there now. It’ll be mixed into the internal test build soon, which is also the point at which Formosa can start working on the new sound effects and such.

  • About a bazillion new items – some useful (hose now required for gas siphoning, kids) and some more aimed at making the world feel fuller and more ‘real’ are also currently going into the internal test build. Here are a few examples.



This week’s wintry scene from BruceWayne (not the real one). 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. Experienced gameplay coder and want to join Team Awesome? Jobs page here. Thanks to everyone who voted for Spiffo in the Labo(u)r of Love awards. He seemed quite chuffed about it.
Another Crab's Treasure - Neo Solarius
Hey Crab Fans.

It's been a while - We've been working hard to fill Another Crab's Treasure with all your favorite crustaceans, trash, and pretty goated enemies.



That being said, we have a big year ahead of us. So let's just jump right into the deep end!

THE GAME IS LIKE, 75% DONE.

No, this doesn't mean that you can predict the release date. We still gotta do a few other things - like fix that bug that everyone's avoided for months, and a few other boring clean-up chores too. When we're ready, we'll let you know when to prepare your asses for launch.


SHELL AND TELL

As we said, we've been pretty busy. SOOOOO here's a highlights list of our best moments from development. Let us know your favorite!

NEW OFFICIAL SPLASH ART

We felt the promo art needed a bit of a refresh. Thanks to the very talented artist Arthur, we got him to make this REALLY COOL splash art for the game.



It's really starting to all feel real!!!

COOL BOSS FIGHTS



If all you've seen is the trailer back in May last year, you might have missed some of the clips showing off a few characters and boss battles.

Heikea, Intimidation Crab



Polluted Platoon Pathfinder



GUN


TBH, not much to say here. We added a gun.



SHELL DESIGN COMMUNITY VOTE

We ran a community competition to suggest shells that could be added to the game. We picked our top 4, and left it to the community to vote which would be added to Another Crab's Treasure!



The winner ended up being... a weirdly stiff sock. Honestly, that's on us though.

DEMO @ DAY OF THE DEVS

Another Crab's Treasure was lucky enough to be a part of Day of the Devs! An event where players can come along and play a bunch of upcoming indie games. We got a ton of feedback from new players, and it was incredible to get some in-person opinions on the game.



A playable demo might become available again at a later date - but for now, have this cool GIF that's directly from the demo.

WHAT'S NEXT?

This is gonna be an exciting year for Aggro Crab. Another Crab's Treasure is due to launch, PLUS we have plans for a bunch of other events including:

- Merch
- Collaboration news??
- New Community Content
- AAAAAND MANY MORE >:)



Thanks for all the support this past year! Here's to another year filled with crustaceans, Shellposts, and the destruction of crabitalism.

- Paige (Community Manager)
Jan 12, 2023
Luck be a Landlord - TrampolineTales
The game has been patched to fix a bug.

Bug Fixes
  • Fixed a bug introduced in v1.0.19 that could cause item_missing to appear during the boss fight
The Sword That Kills Christmas - Doff
YEESSIRRRR ACTUALLY GOATED PATCHNOTES THAT MAKES THE GAME PLAYABLEEE
Lendas do Pebol: Mythic Football - sardinhastudios
Hello everyone!

It is finally release day! The beta build was substituted by the 1.0 version!
This version is focused on optimization! Some quality of life improvements, like increased controller support, are also included! (you should be able to navigate on the menus using only the controller)
Leave your feedback if you encounter any issue!
Soon we will release the update schedule! Stay tuned, the next update will add local multiplayer support!
Thank you for your attention! See you next time!
Jan 12, 2023
Word Attack - bsagames
Changes to the way boards are lit.
Jan 12, 2023
Critter Crops - Purrgil 1
Hi everyone! We’re back with some developer updates - I’m sure you all will be just as excited as we are about them!

We've added Noodling and Mining to the game! 😀



For those of you who don’t know what noodling is, noodling is a type of fishing where you use your arm as the fishing lure to catch fish. When the meter turns green, if you hit the button then you will get a fish 🐟 (Insert your Animal Crossing flashbacks here…😂)



Yay, noodling! 😀 We’re excited to hear what you think.

We’ve added some really cool minerals for mining, too! Here’s some of our concept art. You can see all of the different rocks you can mine for different minerals. Gotta collect them all 😉 Which one’s your favorite? Let us know in the comments!



One of our Critter Devs will be attending the Game Developers Conference this year! If you see them, don’t forget to say hello 🙋

Don’t forget - if you’d like to snag a plush or some merch, make sure to follow our plush and merch Kickstarter - they’re coming SoonTM! Click here to be notified when it launches!

Our giveaway for a Pumpkitty plush is still live - you can enter the giveaway by clicking here!

Thank you everyone so much for your continued support. If you want to join our community, feel free to pop by our Discord, follow us on Twitter or TikTok. We can’t wait to see you!

That's all for now! Talk to you again soon.

-SkyReach Studio Team 🧡
Jan 12, 2023
Dystopia - urinal-cake
We're releasing a very small hotfix to Dystopia 1.5.4 today. Nothing critical, but we jumped the gun on releasing a feature a tad early.

With this update, Discord Rich Presence is fully supported, with all of its features fully utilized. Additionally, we explored small network console variable changes that should help for those that host servers. Happy graffing!

Changelog
  • Added in a complete Discord Rich Presence
    • Rich Presence will display the current map, round timer, and player class
    • Players can invite each other by clicking + next to chat messages on Discord, or request to join within a user's profile
  • Tweaked rate console variable to improve network responsiveness. If your server has made a change to this historically, it will not be overwritten by the new value
  • Small versioning changes so that version properly reflects the client and server version. This will also prevent players from connecting to outdated servers.
Jan 12, 2023
Nordic Ashes: Survivors of Ragnarok - Noxfall Studios
It’s been a whole month since the Early Access launch! You guys have been amazing, thanks for your support and feedback. Also, a warm welcome to all the new vikings that have just joined this wonderful community!

In this update we want bring some important QoL improvements, better performance, survivors balancing, a few bug fixes and… new Ascensions!

Survivors
Axeldör, Thyra and Hafgrim's Ultimate Abilities have been upgraded. Each time you activate their definite ability, they will also receive a stat boost that will last as long as their ulti.
For example, Axeldör's Infinity Whirlwind will now increase his Relic damage by 25/50/100% and his Relic area by 50/100/150%. These boosts will only be applied to the character’s Relics, not to the Ultimate’s stats.


Hafgrim's Fjölkyngi Staff AI has been improved, being now able to target the same enemy with different projectiles.
In addition, one of his constellation restrictions has been removed. That way, you’ll be able to go to both left and right passive branches.

Thyra also got a rework. Her passives were limited to Bows, Daggers and Bombs, now they are not, making her more flexible and rewarding to create powerful builds. This improvement will also boost the Secret Character’s builds.

Ascensions
Weapons you bought from Gnöki were always a nice addition, but maybe not strong enough, they lacked Ascensions... So, we chatted with the Norse Gods and they finally agreed to add Ascensions to these weapons too!! Can’t wait for you to use Ascension crystals and try them out!
Sadly, winter Relics did not get an Ascension. It’s a secret, but someone told us they will next time they pop up for future winter seasons.


Quality of Life
Settings
We have improved and added new features to the Settings panel. You may customize it as you wish:
  • Choose enemy attacks color.
  • New option to see enemy attacks on the top layer.
  • Visual effects alpha option.
  • Camera shake amount.
  • Move your character using the mouse (this option disables moving with the keyboard).
  • FPS rate.
Glossary
Many of you have been asking for this upgrade! Each time you approach a Relic, you’ll be able to see its description. This way you can know what each Relic does before you grab it.
An option has been added to the settings panel to remove this aid in case you don’t need it.


Others
  • Obelisk cooldown now starts right after you pick up its buff.
  • Active Relics such as the Dancing Spear can now appear in Altars.
  • When collected, every Active Relic will start at Level 5. (In future Yggdrasil updates, you’ll able to increase this level).
  • Once you have defeated a boss for the first time, it will drop some seeds. The amount of seeds you earn will depend on the amount time you take to defeat it.
  • The number of leaves that can be obtained to upgrade Yggdrasil has been increased by 10.
  • Restart button has been added to de Pause menu.
Fixes
  • Overheal was not working properly.
  • XP multiplier stat was not being applied when collecting experience.
  • Tarot Deck now hits elites.
  • Åse's feathers were sometimes not damaging enemies.
  • Fixed a problem with data saving that caused a loss of progress on very rare occasions.
  • Eir's Freezing Path Ascension stopped working when you went to Gnöki’s Realm.
  • RNG Tonic didn’t show which stat was boosted in some cases.

Future update!
Some of you are starting to accumulate too many seeds and they will finally come in handy in this future update! The only thing we can say is that Expert+ mode is nearer and nearer. In this new mode, you’ll be able to decide how strong enemies are and see how far you can go.


If you have any suggestions, issues or any kind of feedback, don't hesitate to contact us:
🔸 Discord.
🔸 Steam Community.

https://store.steampowered.com/app/2068280/Nordic_Ashes_Survivors_of_Ragnarok/
Jan 12, 2023
Tabletop Playground - Plasticity Studios
The January update is here! It comes with a new permission option, scripting UI widgets, important bug fixes and more:

• Add new permission for saving the game on clients. This can be useful to prevent cheating by clients inspecting or loading the save file to access hidden information like hand cards of other players.
• Allow selecting cards in (locked) card holders using drag selection
• Show card tooltips in the on-screen hand
• Show card fronts in object zoom for holders of other players if they are set to show card fronts (instead of hiding cards)
• Add an option for snap grids in addition to rectangular and hexagonal: circular grids can be used to quickly create circles of snap points
• Clearer images for checkboxes, sliders, and selection boxes on UI scales larger than 100%
• Add a warning when exiting template editor while a snap grid hasn't been added
• Log files are now enabled for Linux and Mac (they only existed on Windows before)

Scripting
• Add `RichText`: a text widget that allows BBCode style text to control text appearance. The tags are the same as in the in-game notes and can modify font size, text color, and bold/italic.
• Add `ContentButton`: a type of button where you can add another widget as child (similar to a border)
• Add `WidgetSwitcher`: a widget that can contain multiple child widgets and switch between them, showing only one at a time
• Add `UIElement.zoomVisibility`, allowing you to control whether UI elements are visible for regular or zoomed objects
• Add `Color.toHex()`
• Add `Player.getOwnedObjects()`
• Add `GameWorld.getPlayerByName()`
• Visual elements of `CheckBox`, `SelectionBox`, and `Slider` are now automatically scaled when using large font sizes

Fixes
• Objects in containers were sometimes not visible in container explorer and spawned at the wrong location after the container was repeatedly copied and pasted, or the object was repeatedly taken out of the container
• Widgets from UIs could remain in memory the background in multiplayer games, causing increased processing time and memory consumption over time
• Object zoom could cause glass tables to become brighter for some objects on some maps

---

These new updates we've added are just some of the many features on our early access development roadmap for Tabletop Playground, which you can check out on our Trello HERE.

Don't forget to join our community Discord to chat with the dev team and give us your suggestions for new features for the game!
...