Hope we didn't get you worried as we were a bit silent for the last couple of days. While some of us are baking in the hot sun and getting those tan lines from swimming shorts, some of us have stayed in the office to make sure that all office equipment is still in place.
Jokes aside - we're bringing you something new that's a bit different from what we've usually done. We want to take a moment to highlight the great contributions our community has done for the overall SCUM experience. While the entire SCUM community is awesome in itself, we'd like to showcase the individuals that really outdid themselves and created tools and features that are now almost ubiquitous to players, server owners and even devs alike.
Are you a server owner or a single player enthusiast that wants to make some tweaks to the overall economy of the game? Have no fear - the SCUM trader configurator is here! This simple tool will ease up the process of tuning specific values at in-game traders and will make your prisoner life easier by allowing you to get more bang for your buck!
Want to know where the action's at? With the SCUM server monitoring tool, you have a nice, clean overview of the active servers, as well as their current player count. Just find the server you find most appealing, copy the IP of the server and paste it in the multi play menu in the game and you're set! It's that easy!
If you need help getting around the island, finding POI's, nearby police stations and other locations useful for TEC9 prisoners, the Interactive SCUM map is your go-to tool! Quickly find exact coordinates of villages, known spawn points for vehicles and building materials - you name it, the map has it! You can also find several other useful tools and information on this website, which makes it a must-visit for all prospective and current player alike!
Customizing your favorite boom stick is a deeply personal process and no one wants to botch its look by applying colors that don't match. The camo pattern creator is a simple, yet very useful tool that will help you avoid this problem from the get-go and help players make an informed decision on which color schemes to apply on their weapons.
Once the SCUM admin helper, server owners, admins and single player afficionados released a sigh of relief as this useful tool greatly helps with spawning items that they need in their games for a variety of reasons. It also provides a handy and user - friendly way to see what kind of items are available in the game, which items are paired with one another (like types of ammo and specific weapons, which is helpful for those less versed in caliber sizes)...the list goes on!
___
These fan-made tools are a testament of the sheer passion our community has for the game and it gives us the motivation and drive to continue working on the game and making it as awesome as it can be. While we don't have much to share on the development of the game this week, we'll make sure to brief you with something new next time you'll hear from us. Until then, enjoy your summer and see you on the island!
In Slug Disco Vlog 6, Mike goes over changes to the difficulty settings for EotU and also the map contest that is currently running. We're expanding difficulty to have 5 options instead of 4, with better gradiation between the lower ones - this should help people who want to step up or down to a different difficulty get a better feel for that.
Except for the most difficult, of course, now renamed to 'Impossible'. That's just as punishing a challenge as it ever was!
Dan also gives a brief update about 3 of our other publishing projects - if you want to skip the section about the other 3 games and get straight to the EotU content, the timecode is 1.44.
+ Saint-Branchs map update new houses Completion of the hamlet of "Grandin" (Small village located not far from the pound / remand center) New champions New activity area with several business fields new park New wine estate + Addition of a new item "3 Years Cake" ID -> 1523 (Purchasable at AgroAlim, Products category) (on the occasion of the 3 years of the game) + Addition of a new item "Cake" ID -> 1524 (Purchasable at AgroAlim, Products category) + Added new item "WildLand Mug" -> 1525 (Purchasable at Presto Depot, Kitchen category) + Added new item "Wooden Nightstand" -> 1526 (Produced by auto assembly machine) + Added a new item "Rocks" -> 1527 (Purchasable at Presto Depot, Outdoor Furniture category)
The update focuses mainly on the Saint-Branchs map, which is now ready to be played on the server. note that this map, because of its size, is more stable than that of Amboise. It also allows for easier interactions for servers with fewer players.
The day has finally come. The Discovery update, the latest major update for Distant Worlds 2, is out now and ready for you to discover.
This update brings fixes and improves many long-standing issues with gameplay and system compatibility, but the biggest changes are the addition of Ancients Guardian Vaults and the Pirate Cruisers, and the expansion of the Hive Threat. With these new additions and improvements, players will be able to experience Distant Worlds 2 like never before.
But that's not all. For those of you who want to know every detail of the Discovery update, a detailed changelog is available here. This document outlines all the changes made in the update, from major new features to minor bug fixes.
In case you didn't have the chance to watch Erik's stream on Distant Worlds 2 and its future, you can take a look at it here:
During the stream, Erik Rutins, producer and co-designer of Distant Worlds 2, previewed the Discovery update and talked about the new factions invading the galaxy and the future of the game.
So don't waste any more time. Get ready to experience the latest version of Distant Worlds 2 and discover a new galaxy.
Changes and additions: - New diseases from the Vet DLC are now available regardless if the missions are completed, disabled or enabled (before they were only available if missions were finished or disabled when using the mail box). - We've rebalanced the generation of sick animals: after the changes in the disease system introduced in the Vet Clinic DLC, the chances of encountering a sick animal were far too low at lower shelter reputation levels. Now, the game should offer a more balanced challenge across all reputation tiers. - Further refinements have been made to the system that generates prospective adopters from pet adoption ads. We've enhanced the system that generates interested humans for pets based on ads. Now, if a pet doesn't have any trait considered as "positive", the system will also take into account their "neutral" traits. It's important to note that there's always a possibility of a "difficult" animal (perhaps due to traumatic past experiences, improper care, or lack of training) arriving at the shelter. Such animals might not possess traits seen by the system as either "positive" or even "neutral." Matching such an animal with a human will be more challenging. However, to boost the odds of finding the best possible new owner even more, we've also doubled the number of people responding to adoption ads. This ensures that every furry friend has a greater chance of finding a loving home. - We've enhanced the system that generates visitors coming to the shelter for animals not listed in adoption ads. Now, the generation of potential adopters for available pets should be more precise, ensuring every kind of critter will find someone eager to welcome them into their new home. - We've made significant adjustments to the way inventory contents of both the Warehouse and Medical Cabinet are saved. Some players reported instances of items mysteriously disappearing or moving between the Warehouse and Medical Cabinet after saving. We believe we've pinpointed the root cause, but addressing it required an overhaul of the save system for these elements. As a result of these changes, if players have a Medical Cabinet in their save data, upon the first load after the new patch, all items from the Medical Cabinet should be safely transferred to the Warehouse. This is a necessary step to "reset" incorrectly saved item parameters. After this adjustment, everything should return to normal. Feel free to move items back from Warehouse to the Medical Cabinet, and they should now be saved and loaded correctly. - We've improved using microscopes by disabling exiting the mini-game by using the secondary/alternative interaction button (which happed a lot by accident). Additionally, when the sample is "infected", the chance of detecting an infection while scanning key points in the sample is increased (from 50% to 75%), making it easier to detect an infection using the microscope mini-game. - Occasionally, the wound treatment status was saved incorrectly, causing the wound to load with a dressing applied, yet the Medical Chart would show that the wound needed treatment first (and it was impossible to remove the currently applied dressing). We've added a safeguard to prevent improper loading of wounds on animals, ensuring that healing goes smoothly and your pets remain in tip-top shape. - We've supercharged your shopping experience! The maximum allowed number of items in a shop order has been cranked up from a mere 9 to a whopping 99. Time to stock up like never before! - Horses, by mistake, were given the ability to have the "Wound" disease in the base game. However, they couldn't be treated because it required the Treatment Platform, which is exclusive to the new clinics in the Vet Clinic DLC. To resolve this, we've disabled the possibility of adding this wound to horses in the base game.
Bug fixes: - The bandage wrapping for the paw of the Inu-inspired breed had an incorrect rotation, but it's now fixed and looking proper. - Fixed a bug in the mission involving a dog with a sick paw that needed treatment (a block was applied incorrectly for admitting sick animals, which inadvertently stalling the mission progress). - Fixed a bug causing some of our new decorative items (like the fresh armchairs or coffee tables) saving and loading incorrectly. - Fixed a bug causing the urination sound effect occasionally loop way longer than intended. - Fixed a bug where a disease would save with zero suggested tests during the diagnosis phase, resulting in an empty test recommendation list in the Medical Chart upon loading. - Fixed a bug that prevented changing the type of food in a bowl that's already filled. - Fixed a bug that messed with the pathfinding system near the northern wall of the shelter (ever tried to put your pet in its cage and witnessed it magically teleport out?). - Fixed a bug causing the dog's animation when hopping into the van after adoption looking a bit off.
Known issues and workarounds: We believe we are close to fixing the issue of disappearing animals, but it will still take a bit. Animals are not being removed - they are still in the shelter, but unfortunately due to an error, they might become invisible.
In the meantime, here is a workaround if that ever happens to you: - If, using superhuman tracking skills, you manage to locate such an invisible animal (it should show a tooltip then you look at it - just like with normal animals) please pick it up - Take it to a cage in a building with walls (i.e. not to the enclosures surrounded by a mesh, but e.g. in dog/cat/puppy/kitten buildings or veterinary isolation rooms) - Close the cage door (to prevent the animal from leaving it) - Completely exit that building - not the ROOM, but the BUILDING - and close the door behind you - Upon re-entering the building, the invisible animal should materialize
Why it happens (if you're interested in the details): The disappearance is caused by an error in the system that turns off objects invisible to the player to improve performance, but only in a very specific situation, precisely when the animal has the cage door open and leaves it by itself, while the main building doors are closed (so objects in that building are invisible). In such a situation, upon re-entering the building, the animal that left the cage on its own does not properly turn back on.
This issues can be avoided by closing the cage doors and preventing the animals from leaving them on their own. Sorry for the temporary inconvenience.