#41.78 UNSTABLE Released

1 messages · Page 1 of 1 (latest)

next orchid
brave falcon
#

That's pretty sick

quick burrow
#

WOOOOO

versed locust
#

YEEEEEEEET

quick burrow
#

YEAH BABY THATS WHAT IVE BEEN WAITING FOR THATS WHAT ITS ALL ABOUT

#

nasko, i couldn’t find it in the long list of fixes but was the b41 fog fixed for macs?

next orchid
#

No

noble fable
#

randomized zombies is sure to be chaos

#

also, does this make the ridiculously rare mod obsolete?

#

as a sandbox player, this has so much qol changes, I love it

versed locust
#

Me too

narrow panther
#

very nice

solemn seal
#

WOW. Looking forward to this patch making stable, awesome stuff!

queen hatch
#

And all other mods that go beyond extremely rare

quick burrow
#

the lowest loot spawn which is extremely rare spawns a average of 4-6 items in a container ish

#

with this new loot option it could average 1-3 or something

#

i never tested the loot spawn but i have 1400 hours in the game so i know a thing or two

analog shale
#

LETS GO BABYEEE THE ASSUALT RIFLES ARE ACTUALLY GOOD NOW

#

The M14 is gonna have some fucking nuts crit rate at high levels of aiming. Even at only like 6 thats a 95% crit rate even at 9 tiles out

#

And given that the .308 round actually has decent damage, if youre shooting at the tips of your range youll still be able to crit

bright cliff
#
  • Added a check to prevent items that "weigh" over 50 units from being put in vehicle seats.
    This is an ongoing issue with bags/containers that are modded over capacity, which get stuck once placed in vehicle seats when the bag + contents have an Encumbrance of >50.
#

i maintain that this was a feature that was perfectly usable since you can open doors from the outside and dump the item to the ground to remove it.

ionic cove
#

If Nimble Grinding is gonna be 'fixed', can we atleast get more activities that can raise it?

narrow panther
#

hopping fences to gain nimble skill

ionic cove
#

I thought people shown that was false.

analog shale
#

I think that you should just get more XP for it

narrow panther
#

I not to familiar with nimble skill

#

I just let it accidently level up over time

marble violet
#

Can we get notification before release, not just announcement and deploy update?
My players has to ping me everytime game update.
This happen so many time and i need to wake up at mid night to update my server.

opal pine
#

climbing and jumping fences should give you nimble xp. I once built a track with several fences and walls. Would be fun if you could also crawl under obstacles like barbed wire.

timber cipher
#

Tbh there should be "training dummies" or an mod for it

Build up an sandbag, working gym equipments and even a aiming target to practice skills in the game

#

Stitching yourself stuff or practice carving to farm xp would be pretty nice

noble fable
#

thinking about the option to disable the tainted water tooltip in the sandbox, makes me wonder if it would be good to have the option to force yourself to throw up

#

to reduce the risk of getting sick if you canceled too late

#

bonus if it makes a stain on the environment or cancels out what you ate prior

next orchid
quick burrow
#

little upset that melted ice cream can rot now :(

queen hatch
#

And if im correct the new loot option should also set the loot tables to 1

#

but imma need confirmation on that

queen hatch
main helm
#

Les go 😎

bleak acorn
#

oatmeal without hot water, finally 👍

#

also more propane tanks is nice too

#

and the best: money for tinder. finally some use!

bleak acorn
#

Hot-Wiring a vehicle will have a low chance of causing a car alarm
Ok but why? You're already sitting in the car, so shouldn't the entry disable car alarm if RNG didn't trigger it?

#

Would make more sense IMHO if a failed hot wiring would roll for that

quick burrow
timber cipher
#

Remember, unwanted difficulty and realism doesn't mean fun

#

If you want to make the game harder do not tie it to rng

#

Make that you can cut wire for the alarm or disable it and if you do not check the alarm and try to hotwire you're screwed

#

I hate this side of PZ Playerbase

#

"Nah I think injuries should be 5 hour long, way too unrealistic"

willow otter
#

this is a pretty pog update, thx devs

urban bobcat
#

Hemophobic is better than fear of blood

wide forum
#

Does this patch fix transparent player built walls?

noble fable
quick burrow
noble fable
#

I'm severely disappointed at people

tall acorn
low siren
#

Why does not being able to use a melee weapon in vehicle true for all weapons? I understand like an axe or crowbar but I know I'd be able to stab a zombie out the window with a knife or screwdriver

versed locust
#

Very true. Or at least shove them away from the window.

bleak acorn
#

Did something change with the 'well organized' trait? All containers now have their default storage capacity for me

#

F.e. I used to be able to put 65 into a cupboard, now it's only 50

#

yes, something's bugged. When I quickly click between various containers, their capacity goes to the higher one but then goes back to the usual.~~ How/where file a bug?~~

opal pine
#

lol, same pack of pills show remaining as green when in drawer and as red in player inventory

small shuttle
#

i hope there's some PVP improvements in the next updates

analog shale
#

maybe in b43

#

with npcs and all

safe arch
#

can we set an option to turn off the new container outlining feature plz?

keen flare
# next orchid https://theindiestone.com/forums/index.php?/topic/61213-4178-unstable-released/

- Added "Randomize" options to Zombie sandbox options for Memory, Sight, and Hearing.
It would be amazing if upon selection of the random option for these options, you guys allowed us to adjust the percentage of the randomness..
For example, I want a very rare or somewhat rare chance of a zombie to be smart enough to open doors and not like 5 every 10 to do so.. so an adjustable chance would be nice for all these options.

worthy swan
#

Cant wait for stable

safe arch
#

the clothes ripping has reverted back to ripping everything.. this time even worn clothes ... my character just ripped the leather jacket he was wearing

versed locust
meager burrow
#

What capacity is the new military duffel bag?

safe arch
versed locust
molten phoenix
nova tangle
#

Do we know when the stable's gonna be released?

brave falcon
#

Maybe tomorrow

quick burrow
#

then again it’s most common to see new patches come out on a thirsdoid

brave falcon
#

Exactly

quick burrow
#

indie stone is very unpredicsble … heck i wouldn’t be surprised if b42 comes out this year

brave falcon
#

x to doubt

safe arch
next orchid
#

Hotfix 41.78.3:

  • Further reduced the chance of zombies to injure the groin.

  • Changed back container max capacity display to the adjusted value when Organized/Disorganized traits are used. The previous change ended up being more confusing than what it was aiming to fix.

  • Added logging of player injuries caused by zombies to the console when in debug mode.

  • FileDifferent, FileNotOnServer, and FileNotOnClient errors will now display the absolute paths of both files. This should make it clearer that a mod might just have been using the wrong capitalization for a folder.

  • Fixed incorrect pathing for masks on some clothing items which should fix clipping issues.

  • Fixed spamming the 'manual floor attack' and 'shove' keys while aiming resulting in firing empty firearms and shoving distant zombies.

  • Fixed not-crawler zombies sometimes injuring the feet or legs.

  • Fixed assorted errors in food items' EvolvedRecipe parameters.

  • Fixed error with randomized zombie senses.

  • Fixed the Disable Bleach Poisoning setting in multiplayer causing issues when adding food to Evolved Recipes.

  • Fixed sawing off a Double Barrel Shotgun not changing its weight.

  • Fixed not being able to host locally with a nonsteam server.

  • Fixed zombie hearing radius being too large.

  • Fixed being unable to rip Varsity Jackets.

  • Fixed ripping all clothing unintentionally ripping clothing worn by the player.

quick burrow
#

good patch as always nasko 😄

narrow panther
#

nice

craggy idol
#

Does this fix the broken spawning around the player?

minor anchor
#

Could you make it so that favorited clothing items aren't ripped when you select the rip all function?

woven rune
minor anchor
woven rune
#

favorited items dont get used for crafting recipes, so that's a momentary solution for your problem

minor anchor
limpid gyro
#

Hello devs, can you add an option which turn off this container outline?

limpid gyro
#

and option to hide progress bar on short actions (swap weapons, opening car doors etc.)

runic kelp
#

I'm really not a fan of the green highlight on vehicle mechanics on high condition parts. I prefer the black view.

boreal sedge
runic kelp
#

"realistic"?

#

it's a UI, it doesn't exist in the real world

safe arch
#

Please pretty please can we rebalance those crawlers? I now worry about them more than sprinters! I never lost a run to crawlers until this patch, and it happened twice already! I have 2k+ hours in this game for icecream's sake!

runic kelp
#

did they outrun you?

#

I mean what happened...

#

Are you perhaps talking fake dead?

cobalt cipher
#

what new clothing options were added? I don't have my computer with me and would like to know if that's okay, I would really love if we could wear suit pants from the start, just because of the looks

safe arch
# runic kelp I mean what happened...

no bro I'm talking about crawlers... like when you cripple zombies and they can't walk no more.. since their recent re-balance they are now a lot more trickier. It happens when I'm fighting any number of standing zombies (last time they got me it was the last remaining standing zombie from the horde as well as 2 remaining crawlers) As I'm fighting the standing zombie the two crawlers got a hold of me and injured me once, I try to run away but I get stun locked by multiple attacks and I just die... They can be very dangerous now when mixed in with other zombies... there's little you can do against them when you're busy fighting other zombies

runic kelp
#

ok sounds like they are actually not completely harmless anymore, which seems like a good thing

#

if you have to keep your distance while fighting the still standing zombies, I don't see the problem.

safe arch
#

yea exactly... we never really viewed 'em as a threat... but after my last 2 deaths in a row happening the same way we gotta be more careful

#

yea there would be no problem if you fight the standing zombies away from them... otherwise it's trouble

runic kelp
#

The worst thing a crawler was capable of doing so far was hiding behind a fence and knocking on it, so you kept hearing the sound but couldn't find the zombie who did it.

safe arch
#

yeah I always liked to never interrupt those as they break fences to give me planks

#

i go give 'em words of encouragement every now and then

#

they buffed their chance to inflict groin injuries with the latest patch btw

versed locust
#

I like that they no longer suck.

narrow panther
#

zombies can become crawlers by pushing them without hitting them with a melee weapon.

analog shale
safe arch
#

on a different note, can we hope for making a separation in mods so that they can be server side and client side? for example a zombie HP bar or weapon condition indicator mod are annoying for me when I find them on a server, but maybe those who like them can run them on their side only? this would help A LOT finding people to play with

next orchid
#

Hotfix 41.78.4

  • Added a display option to enable the new outline around highlighted containers.

  • Changed ISCloseVehicleDoor to play the door closing sound when the action is completed instead of its start. This is to provide better feedback for players in cases where they have unwittingly cancelled this action.

  • Increased the spawnrate of Thread and added the chance of Sewing Kits to spawn in gloveboxes.

  • Adjusted duration of the stationary Pistol Whip animation, it's now the same length as the shove animation.

  • Added Checksum logging for MP servers, enabled by default for now.

  • NetChecksum logs are extended:
    blankClient dumps logs into checksum.txt.
    blankClient sends logs to server.
    blankServer dumps logs into checksum.txt.
    blankServer dumps client's logs into checksum-.txt.

  • When sorting the relative paths of scripts and Lua files to determine load order, the relative paths are first converted to lowercase. This is to fix platform differences breaking checksums in multiplayer. It also fixes the issue where the same file might be loaded more than once if mods use different capitalization for the same file or folder.

  • When the Sound.WorldSound.Render debug option is enabled, world sounds are rendered according to the Hearing sandbox option.
    For Hearing=Random (where each zombie may have a different radius) sounds are rendered using the Hearing=Normal radius.
    This does not mean that their hearing radius is not randomized, it only means that a world sound radius cannot be rendered on a per zombie basis in debug mode.
    For Hearing=Pinpoint/Normal/Poor, meta-zombie hearing radius is rendered accordingly.

  • Commented out the GunLight and Bayonnet entries in the foraging definitions; they're currently non-functional and confuse players, and were commented out of the loot spawn tables.

  • Exposed the MediaData.MediaLineData class.

  • Fixed players being unable to fire guns from inside vehicles under some circumstances.

  • Fixed firearm damage being affected by the distance to the target.

  • Fixed the infinite timed-action progress bar being displayed for actions that set useProgressBar=false.

  • Fixed recently introduced bug that caused sounds to attract zombies from too far away.

  • Fixed WorldSoundManager.getSoundAttract() not using IsoZombie.hearing.

  • Fixed masking problems with Hoodie and Poncho being worn together.

  • Fixed transparency issue with trouser texture.

  • Fixed the rate of moodle and the heart (health panel) icon wiggling not handling ui offscreen rendering and uncapped framerate.

quick burrow
#

nice to see the pistol whip being updated

bleak acorn
#

❤️

versed locust
#

More QoL, nice.

analog shale
#

Not just QoL, the gun change is huge

quick burrow
#

wait was that the final patch for 41.78 before it comes out stable?

versed locust
#

Hopefully.

#

The devs initially said so.

limpid gyro
west grotto
#

Would be great if the propane torch hold more gas!!!

bright cliff
#

am concerned about the breadth of mod compatibility issues that will occur due to changing the propane torch delta uses..

#

or more accurately balance issues and suddenly-impossible requirements of propane

bleak acorn
#
  • Fixed infinite Propane Torch glitch when disassembling items.
    TIL there was an issue like this; I would level metalworking to the roof
next orchid
#

still time, go wild on stable

#

😄

analog shale
#

wait that was a glitch? I mean it makes sense lol

next orchid
#

Hotfix 41.78.6

  • Multiplayer clients will now retry the GettingServerInfo request 3 times.
  • Fixed Encoding of Radio and TV content for Chinese languages.
  • Fixed lightbulb lifespan sandbox value error.

Yesterdays 41.78.5 Hotfix:

  • Adjusted Type 3 and 5 Anticheat to reduce false-positives.
  • Fixed zombie Pinpoint hearing not working as intended.
  • Fixed not being able to empty rotten sacks of produce.
  • Fixed infinite Propane Torch glitch when disassembling items.
next orchid
#

Hotfix 41.78.7 - November 9th:

  • DB Viewer userlog will now have the value in the amount field increased for repeated counts of suspicious activity.
  • znet is rebuilt for MacOS 10.12.6
  • Fixed in-game map position of a shed in cell 35,32.
  • Fixed Lacerations and Stitches not becoming infected. Cover stitches with alcohol soaked bandages to avoid them from getting infected.

This is likely going to be the build going out to the Stable branch tomorrow.

quick burrow
#

stable tomorrow 🤩

#

huzzah and horrah!

narrow panther
#

Noice

versed locust
#

Ahh, so bandage + stich combination is intended to be ideal. Makes sense.

abstract dragon
#

I have no one to play this game anyway. lol

bleak acorn
abstract dragon
quick burrow
#

don’t worry you will soon

abstract dragon
next orchid
#

Hotfix 41.78.8 - November 16th:

  • Propane Torch usage rebalanced for Fixing and Repair scripts to accommodate the change in capacity; all reduced to 2.

  • Added "AllowRottenItem:true" parameter to the recipes to Empty Frying Pans; Griddle Pans; and Roasting Pans. This will allow players to reclaim said pans when they let Stir Fries and Omelettes get rotten.

  • Recipes such as the Mildew Spray Cure, and Emptying Sacks of produce now have the field "AllowRottenItem:true" which allows rotten items to be used in that recipe.

  • Fixed the Make Mildew Cure recipe not allowing both regular and Canned Milk; as players were unable to make this cure after all of the normal Milk has gone rotten.

  • Fixed being unable to use Rotten Milk to make the Mildew Spray Cure.

  • Commented out the "Make Pot of Soup" recipes; they're obsolete given the evolved recipe system which handles this matter better.

  • Fixed being unable to use Canned Soup to make evolved recipe soup.

  • Changed the display name of "Canned Soup" to "Canned Vegetable Soup".
    Note: To make Pots of Soup with Opened Cans of Soup you must now add them to a pot of water, as an evolved recipe soup. This fixes the Super Soup exploit and will allow players to also add additional ingredients to the Soup. The other way of making Pots of Soup was an obsolete and in many ways incompatible method from before the evolved recipe system.

  • Added missing SetMelee Delay on Pistol Whip animation.

  • Fixed Hoodie and Vest masks to work properly with base mesh.

  • Fixed JokeKnife, JokeArrow, BunnyEars, FurryEars, Antlers and GodStar Headbopper to work with all hairstyles.

  • Fixed moodle and heart wiggle-speed, now reduced by half.

  • Fixed an issue with forageSystem.lua not accounting for the new loot rarity settings.

  • Fixed the veteran having some duplicate clothing selection options.

  • Fixed in-game map road that was made curved in cell 35,31.

  • Fixed print() statement from JoyPadSetup.lua that resulted in unnecessary messages in the console log.

  • Fixed source files not being loaded in the Lua debugger on Linux.

  • Fixed mod Lua files not being loaded in the Lua debugger.

west grotto
#

Unstable or stable???

next orchid
#

Check the thread you're in

#

(unstable)

bright cliff
#

It amuses me that you had to hotfix for your propane rebalance too. We ended up making a whole patcher to address the unpatched mods/recipes for now.. I have to ask, with all the headache it is causing us, why did you rebalance propane torch capacity? They're fictional "units", so you could have just made propane tanks higher capacity to much the same effect..? Also, is the team aware that while it shows fractional costs if you assign <1 it just is free?

#

It seems to round, so I imagine inbetween costs like 1.5 are rounded up or down too.

#

That means you lose precision vs. the old 100 capacity recipes.

bleak acorn
#

if you are going to complain about changes and rebalances in unstable branch, then you might not be understanding the concept of unstable builds

abstract dragon
#

When we will get anything new like NPC's, new mehanics etc.? But I guess I shouldn't care since I have no one to play with. lol

versed locust
#

There is no official confirmed date, but I think we can expect build 42 in about a year or so.

abstract dragon
zinc kestrel
#

We cannot separate a pot of pasta into bowls anymore, is it a bug with this patch?

versed locust
versed locust
pliant quartz
#

Is there a reason why there is a gap between the legs?
It caused some bugs for me when i made a piece of clothing which covers that gap like a mantle or dress.
As soon as i trigger for example the arm mask the gap between the legs will be activated and hide the mesh part which is overlaying there.
For my mod i am about to change that mask (including the separate leg masks) into a closed version so the invisible gap wont appear anymore.

I know, the optimal way would be not not cover that gap with clothings and keep it the way how vanilla dresses and such are positionated on the UV layout.
But for modders that might be confusing. 🙂

dusky dove
#

Any other updates on the other two directions for staircases?

molten phoenix
#

please, add to the next hotfix the ability to empty sand and gravel bags

abstract dragon
bright cliff