Upcoming versions: Difference between revisions

From PZwiki
m (Update refs, minor)
 
(71 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{Languages}}
{{Header|Project Zomboid|Development|Version history}}
{{Future}}
{{About|Project Zomboid's features that are confirmed and in development|planned features|planned features}}
[[File:Roadmap Jan 22.png|thumb|Development roadmap towards full release as of [https://projectzomboid.com/blog/news/2022/01/2022-and-beyond/ January 2022]]]
The following '''upcoming versions''' contain a list of confirmed features, however some details may be based on speculation with regards to what has been mentioned by the [[The Indie Stone]] on their [https://projectzomboid.com/blog/ blog], [https://theindiestone.com/forums/ forums], [https://www.reddit.com/r/projectzomboid/ Reddit], [https://steamcommunity.com/app/108600/discussions/ Steam], [https://twitter.com/theindiestone Twitter] and [https://discord.gg/theindiestone Discord].


{{Notice|Future}}
Remember that nothing is set in stone leading up to the release of a patch or release candidate.
{{Notice|outdated}}


Remember that nothing is set in stone leading up to the release of a patch or release candidate.
'''Last Updated: {{REVISIONDAY2:{{PAGENAME}}}}/{{REVISIONMONTH:{{PAGENAME}}}}/{{REVISIONYEAR:{{PAGENAME}}}}'''


==[[Build 42]] - Crafting Update==
[[File:Grazing teaser.gif|thumb|Deer grazing]]
[[File:Rabbit Model.png|thumb|Rabbits will roam the countryside]]
;Date:Unstable: TBA
:Stable: TBA


== Upcoming Features ==
'''Features'''
{|class="wikitable" style="width:100%"
*Workstations<ref name="Holy Cow">[https://projectzomboid.com/blog/news/2022/02/holy-cow/ Holy Cow (Dev Blog)]. Posted February 17, 2022.</ref>
|style="text-align:center;background-color:#ffff00"|'''Version Number'''
**Interactable [[Tiles|tile]] required in specific recipes
|style="text-align:center;background-color:#ffff00"|'''Date'''
**Required to make item/subparts
|style="text-align:center;background-color:#ffff00"|'''Features'''
**Upgradable to gain access to more and better items
|-
**Workstations will be constructed by a carpenter/tinkerer
|style="text-align:center"|Build 29
**Some workstations will be lootable, but also constructable
|style="text-align:center"|TBA
*Rebalanced traits, occupations, skills, items, recipes.
*[[Occupation|Professions]]<ref name="Holy Cow" />
**New post-apocalypse professions that’ll unlock as the apocalypse progresses.
**Pre-apocalypse professions will have an expiry date, and no longer selectable after a certain time period.
**Post-apoc professions:
***Butcher
***Leatherworker
***Herbalist
***Brewer
***Stoneworker
***Potter
***[[Carpenter]]
***Tinkerer
***[[Blacksmith]]
***Tailor
***[[Farmer]]
***[[Fisherman|Fisher]]
***Hunter
***Scavenger
***Militia
*Affinities<ref name="Holy Cow" />
**A [[Occupation|profession]] or [[Traits|trait]] may grant affinity with various other [[skills]] that tangentially relate to the profession chosen. Likely providing skill XP bonuses.
**Will only relate to crafting related skills
**Learning a skill that’s not the character’s affinity will suffer sever XP gain debuff.
**This will allow a character to perform several jobs within a community, however no one person will be max skill at everything.
[[File:Cattle.png|thumb|In-game bovine entities]]
*Hunting and animal husbandry<ref name="Holy Cow" />
**[[Animals]] with basic AI (improved further in build 43)
**Basic hunting mechanics (improved at a later date)
**Wild animals roaming the countryside
**Livestock that can be leashed and put in an enclosure
**Cows, Sheep, Pigs, Chickens, Rabbits, Deer, and Rats
*[[Fishing]] minigame<ref name="Holy Cow" />
**Aim at a place to fish (RMB) then cast out (LMB).
**Control the fishing rod with RMB to pull/release, leading the float towards the player.
*Diminishing returns on modern technology
**Over time objects will no longer become usable, and break quicker the more it’s repaired, with the maximum condition slowly reducing. For example: [[Generator|generators]] can only be repaired so many times.
*New [[Game Modes#Challenges|challenge map]]: 'Many Years Later'<ref name="Holy Cow" />
**A rundown village many years after the collapse of civilisation, requiring the player to utilize the new crafting systems in order to survive and thrive.
*Medical System update
*Lockpicking
**Not confirmed for build 42, maybe build 43 or for 42.x patches
**Implemented by the creator of the lockpicking mod
**Locks vary in types and lockpicking difficulty, tools required may differ
**locked doors, chests and cabinets containing valuables inside houses
*Performance improvements<ref name="42 Techdoid">[https://projectzomboid.com/blog/news/2022/02/42-techdoid/ 42 Techdoid (Dev Blog)]. Posted February 17, 2022.</ref>
**Caching of pre-rendered chunks and storing as VRAM
**Utilising z-buffers
*Variable chunk heights
**Height limit defined per chunk, rather than globally.
**Height limits can be greater than 8 stories.
*Four-way [[Stairs Piece|stairs]]<ref name="42 Techdoid" />
*Negative location coordinates, allowing for map expansion further North or West
*Light propagation<ref name="42 Techdoid" />
**Light will propagate into adjacent rooms
**Rooms in complete darkness possible (no windows)
[[File:ManyYearsLater Map.jpg|thumb|'Many Years Later' challenge map]]
*Map improvements<ref name="42 Techdoid" />
**New locations: telecom tower
**Electricity pylons
**[[Brandenburg]]
**[[Ekron]]
**[[Irvington]]<ref>[https://projectzomboid.com/blog/content/uploads/2022/12/irvington_14.png irvington_14.png] from [https://projectzomboid.com/blog/news/2022/12/departments-of-the-damned/ Departments of the Damned - Project Zomboid] Posted December 8, 2022.</ref><ref>[https://projectzomboid.com/blog/content/uploads/2023/01/irvington_18.png irvington_18.png] from [https://projectzomboid.com/blog/news/2023/01/walk-in-the-woodz/ Walk in the Woodz - Project Zomboid] Posted January 12, 2023.</ref>
**Town formerly known as Ekron erroneously will be called [[Fallas Lake]] in build 42 by a sign that will be found at the entrance.
*Soundscape improvements<ref name="42 Techdoid" />
**Ambience, to assist with knowing when electricity and water supply are shut off
*New [[CD]]s and [[VHS]] tapes. <ref name="42 Techdoid" />
*Improved fire graphics and mechanics.<ref name="Sunstar Snaps">[https://projectzomboid.com/blog/news/2019/03/sunstar-snaps/ Sunstar Snaps (Dev Blog)]. Posted March 28, 2019.</ref>
*Basements
**The same house can have different basements across multiple playthroughs. A random basement will be selected from a list of all possible basements and assigned to the house.
**Super rare extensive underground complex
**Unique, hardcoded basements for specific key buildings that will be the same on every playthrough
**max 32 levels underground
{{Clear}}


| style="text-align:center"|N/A
==[[Build 43]] - NPC Stage 1 (Autonomous NPCs and groups)==
;Date:Unstable: TBA
:Stable: TBA


|-
'''Features'''
|}
*[[Survivor]] [[NPC]]s that can play the game, group with player and be ordered around.<ref name="Where's The NPCs?">[https://steamcommunity.com/app/108600/discussions/0/405692224235441345/#c1652171126125786005 Where's The NPCs?]. Posted 25th May 2019.</ref>
*Survivor stories
*Events experienced by the NPC can be recounted later
*Incorporate new AI code into [[animals]]
{{Clear}}


== Planned ==
==[[Build 44]] - Intermediate Update 1==
;Date:Unstable: TBA
:Stable: TBA


[[Planned Features|''See Planned Features''']]
'''Features'''
*''No features currently hinted for this build, see the [[planned features]] for a list of features that may be included in this build''
{{Clear}}
 
==[[Build 45]] - NPC Stage 2 (NPC Group/Faction mechanics)==
;Date:Unstable: TBA
:Stable: TBA
 
'''Features'''
*Personalities.<ref name="Where's The NPCs?" />
*Group politics.
*Inter-group conflicts.
*[[Metagame]].
*Story interactions.
{{Clear}}
 
==[[Build 46]] - Intermediate Update 2==
;Date:Unstable: TBA
:Stable: TBA
 
'''Features'''
*''No features currently confirmed for this build, see the [[planned features]] for a list of features that may be included in this build''
{{Clear}}
 
==[[Build 47]] - NPC Stage 3 (NPC Scenarios/Encounters)==
[[File:K&B Story.jpg|frame|The continuing adventures of Kate and Baldspot]]
;Date:Unstable: TBA
:Stable: TBA
 
'''Features'''
*Non persistent NPC set pieces and events.<ref name="Where's The NPCs?" />
**[[Kate]] and [[Bob]] reintroduced.
::Kate and Bob's story will begin where it left off, in a tutorial style where Bob has to tend to Kate's wounds whilst also venturing out looking for supplies. Kate and Baldspot will go on a long journey over the map (to an as yet undisclosed location) and the stories told will cover the people they meet and the places they'll go on their travels.<ref name="The Continuing Adventures Of..">[https://www.indiedb.com/games/project-zomboid/news/the-continuing-adventures-of The Continuing Adventures Of..]. Posted 28th Jan 2013.</ref>
{{Clear}}
 
==[[Build 48]] - Version 1.0==
[[File:Knox_County_Prospect_Map.jpg|thumb|link={{filepath:Knox_County_Prospect_Map.jpg}}|Prospect map for Project Zomboid (''click to enlarge'')]]
;Date:Unstable: TBA
:Stable: TBA
 
'''Features'''
*[[NPC]]s.<ref name="March to 1.0">[https://projectzomboid.com/blog/2014/06/march-to-1-0/ March to 1.0 (Dev Blog)]. Posted June 23, 2014.</ref>
**[[Kate]] and [[Bob Smith|Bob]]'s [['Til Death Us Do Part|story/tutorial]].
*New location.<ref name="March to 1.0" />
**Fort Knox.
*Wilderness 2.0.<ref name="APZDTISA II">[https://projectzomboid.com/blog/news/2013/10/apzdtisa-ii/ APZDTISA II (Dev Blog)]. Posted 21 October, 2013</ref>
**Proper trees with canopies.
**River banks.
**Hills and sloped terrain.
*More intuitive User Interface.<ref name="UI revamp">[https://steamcommunity.com/app/108600/discussions/0/3160848559790468622/ Any chance on a UI revamp again?]. Posted 17 Jul, 2018.</ref><ref name="Reloaded">[https://projectzomboid.com/blog/news/2019/07/reloaded/ Reloaded (Dev Blog)]. Posted July 11, 2019.</ref>
*[[Farming]] improvements/overhaul.<ref name="Kitchen Sink Drama">[https://projectzomboid.com/blog/2018/04/kitchen-sink-drama/ Kitchen Sink Drama (Dev Blog)]. Posted April 19, 2018.</ref>
{{Clear}}
 
==See also==
*[[Planned features]]
*[[Version history]]
 
==External links==
*[https://projectzomboid.com/blog/2017/02/buildstatus/ Status and Build History]
*[https://theindiestone.com/forums/index.php?/forum/35-pz-updates/ PZ Updates (forums)]
 
==References==
<references/>

Latest revision as of 23:20, 22 April 2024

PictureKate.png
This is a future feature.
This article is about an item or mechanic that is currently unimplemented and planned for a future version.
It has either been previewed or found in the game files and does not exist yet.
PlushSpiffo.pngThis article is about Project Zomboid's features that are confirmed and in development. For planned features, see planned features.
Development roadmap towards full release as of January 2022

The following upcoming versions contain a list of confirmed features, however some details may be based on speculation with regards to what has been mentioned by the The Indie Stone on their blog, forums, Reddit, Steam, Twitter and Discord.

Remember that nothing is set in stone leading up to the release of a patch or release candidate.

Last Updated: 22/04/2024

Build 42 - Crafting Update

Deer grazing
Rabbits will roam the countryside
Date
Unstable: TBA
Stable: TBA

Features

  • Workstations[1]
    • Interactable tile required in specific recipes
    • Required to make item/subparts
    • Upgradable to gain access to more and better items
    • Workstations will be constructed by a carpenter/tinkerer
    • Some workstations will be lootable, but also constructable
  • Rebalanced traits, occupations, skills, items, recipes.
  • Professions[1]
    • New post-apocalypse professions that’ll unlock as the apocalypse progresses.
    • Pre-apocalypse professions will have an expiry date, and no longer selectable after a certain time period.
    • Post-apoc professions:
  • Affinities[1]
    • A profession or trait may grant affinity with various other skills that tangentially relate to the profession chosen. Likely providing skill XP bonuses.
    • Will only relate to crafting related skills
    • Learning a skill that’s not the character’s affinity will suffer sever XP gain debuff.
    • This will allow a character to perform several jobs within a community, however no one person will be max skill at everything.
In-game bovine entities
  • Hunting and animal husbandry[1]
    • Animal with basic AI (improved further in build 43)
    • Basic hunting mechanics (improved at a later date)
    • Wild animals roaming the countryside
    • Livestock that can be leashed and put in an enclosure
    • Cows, Sheep, Pigs, Chickens, Rabbits, Deer, and Rats
  • Fishing minigame[1]
    • Aim at a place to fish (RMB) then cast out (LMB).
    • Control the fishing rod with RMB to pull/release, leading the float towards the player.
  • Diminishing returns on modern technology
    • Over time objects will no longer become usable, and break quicker the more it’s repaired, with the maximum condition slowly reducing. For example: generators can only be repaired so many times.
  • New challenge map: 'Many Years Later'[1]
    • A rundown village many years after the collapse of civilisation, requiring the player to utilize the new crafting systems in order to survive and thrive.
  • Medical System update
  • Lockpicking
    • Not confirmed for build 42, maybe build 43 or for 42.x patches
    • Implemented by the creator of the lockpicking mod
    • Locks vary in types and lockpicking difficulty, tools required may differ
    • locked doors, chests and cabinets containing valuables inside houses
  • Performance improvements[2]
    • Caching of pre-rendered chunks and storing as VRAM
    • Utilising z-buffers
  • Variable chunk heights
    • Height limit defined per chunk, rather than globally.
    • Height limits can be greater than 8 stories.
  • Four-way stairs[2]
  • Negative location coordinates, allowing for map expansion further North or West
  • Light propagation[2]
    • Light will propagate into adjacent rooms
    • Rooms in complete darkness possible (no windows)
'Many Years Later' challenge map
  • Map improvements[2]
  • Soundscape improvements[2]
    • Ambience, to assist with knowing when electricity and water supply are shut off
  • New CDs and VHS tapes. [2]
  • Improved fire graphics and mechanics.[5]
  • Basements
    • The same house can have different basements across multiple playthroughs. A random basement will be selected from a list of all possible basements and assigned to the house.
    • Super rare extensive underground complex
    • Unique, hardcoded basements for specific key buildings that will be the same on every playthrough
    • max 32 levels underground

Build 43 - NPC Stage 1 (Autonomous NPCs and groups)

Date
Unstable: TBA
Stable: TBA

Features

  • Survivor NPCs that can play the game, group with player and be ordered around.[6]
  • Survivor stories
  • Events experienced by the NPC can be recounted later
  • Incorporate new AI code into animals

Build 44 - Intermediate Update 1

Date
Unstable: TBA
Stable: TBA

Features

  • No features currently hinted for this build, see the planned features for a list of features that may be included in this build

Build 45 - NPC Stage 2 (NPC Group/Faction mechanics)

Date
Unstable: TBA
Stable: TBA

Features

  • Personalities.[6]
  • Group politics.
  • Inter-group conflicts.
  • Metagame.
  • Story interactions.

Build 46 - Intermediate Update 2

Date
Unstable: TBA
Stable: TBA

Features

  • No features currently confirmed for this build, see the planned features for a list of features that may be included in this build

Build 47 - NPC Stage 3 (NPC Scenarios/Encounters)

The continuing adventures of Kate and Baldspot
Date
Unstable: TBA
Stable: TBA

Features

Kate and Bob's story will begin where it left off, in a tutorial style where Bob has to tend to Kate's wounds whilst also venturing out looking for supplies. Kate and Baldspot will go on a long journey over the map (to an as yet undisclosed location) and the stories told will cover the people they meet and the places they'll go on their travels.[7]

Build 48 - Version 1.0

Prospect map for Project Zomboid (click to enlarge)
Date
Unstable: TBA
Stable: TBA

Features

See also

External links

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Holy Cow (Dev Blog). Posted February 17, 2022.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 42 Techdoid (Dev Blog). Posted February 17, 2022.
  3. irvington_14.png from Departments of the Damned - Project Zomboid Posted December 8, 2022.
  4. irvington_18.png from Walk in the Woodz - Project Zomboid Posted January 12, 2023.
  5. Sunstar Snaps (Dev Blog). Posted March 28, 2019.
  6. 6.0 6.1 6.2 Where's The NPCs?. Posted 25th May 2019.
  7. The Continuing Adventures Of... Posted 28th Jan 2013.
  8. 8.0 8.1 March to 1.0 (Dev Blog). Posted June 23, 2014.
  9. APZDTISA II (Dev Blog). Posted 21 October, 2013
  10. Any chance on a UI revamp again?. Posted 17 Jul, 2018.
  11. Reloaded (Dev Blog). Posted July 11, 2019.
  12. Kitchen Sink Drama (Dev Blog). Posted April 19, 2018.