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|[http://theindiestone.com/forums/index.php/topic/12795-released-build-31/]|| 23rd March 2015 || | |||
'''[NEW STUFF]''' | |||
Keys: | |||
You'll now spawn with a key ring and key of your house. | |||
You can find additional keys inside containers and zombies who spawned in this house. | |||
If you destroy a door corresponding to a a key you have, take the door knob and rebuild a door with it, you have the key! Perfect for your safe house! | |||
You can mouse over a key to highlight surrounding doors that correspond to this key | |||
Padlocks, 2 types: | |||
"Mechanical", need a key, can be put on hand made wooden crates | |||
Combinaison, you setup a 3 numbers code for your padlock. | |||
[MP] Added a /noclip command for admins, if you set it to true, the players won't collide on anything | |||
[MP]Added a NoFireSpread server option, if true, fire won't spread (but still trigger) | |||
[MP]Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) | |||
[MP] Admin now able to add xp and teleport to a player. | |||
[MP] Added a DropOffWhiteListAfterDeath server options, if true when a player die, he's removed from the whitelist. | |||
[MP] Added ConstructionPreventsLootRespawn server option. | |||
Player will now revive as a zombie after being infected and dead. Follow your character becoming part of a new horde and slaughter other poor players! (or being killed... Again.. Urg.) | |||
You're now able to clean blood, you'll need bleach and a dish towel or a bath towel | |||
You now have an option to craft all the stacks of something (having 7 logs? Right click, "Saw Logs" -> "All" :) ) | |||
Splatter blood in a radial pattern when stomping a zombie. Might change it back to directional, blood tended to fly for 100 feet though. | |||
Added a key binding (default F8) to hide/show the ping (top left corner) | |||
Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake) | |||
Added Melee command (Spacebar or left trigger) to shove/stomp. | |||
[MP] Server "-adminpassword XYZ" command-line option bypasses the enter-a-password prompt when creating a server. (Issue #001481) | |||
Added translation support for challenges. Made it easier to add challenges via mods. (Issue #001483) | |||
Added "Rack Firearm" keybind, X by default. Only for Hardcore reloading. It used to be spacebar, but Melee uses spacebar now. (Issue #001494) | |||
[MP] Added MinutesPerPage server option. This is the number of gameworld minutes it takes to read one page. The default is 1.0. | |||
The user can choose starting clothing and colors when creating a new character. | |||
Recipes can use "OnGiveXP:MyLuaFunction" to award XP when a recipe is used. MyLuaFunction should take 4 arguments. See the top of media/lua/server/recipecode.lua for an example. | |||
Mods can add their own media/lua/shared/Translate/ files. | |||
Fixed shoving zombies through closed windows. (Issue #001403) | |||
Add some translations. The translationProblems.txt file (which is created when using the -debugtranslation option) now lists all missing translations in a form you can copy/paste into your translation files. It also reports different numbers of % substitutions. | |||
Added new 16 foods item | |||
Added Frog in foraging | |||
Added tainted water: | |||
You can now gather water from the river but it'll be tainted. | |||
Same for rain collector barrel water. | |||
Tainted water can still be drink but cause some food poisonning. | |||
Boil it (only in pot or bowl) to remove the tainted | |||
New Traits/Professions/Last Stand/Level system: Explained by the one and true Lemmy: | |||
You have now 10 levels instead of 5, the level 10 correspond to the level 5. | |||
Professions | |||
Professions now often give skill points, and these tie in directly to the learning speed in those skills as well as the starting skill level. This is to further diversity character creation and make the professions feel like an actual previous experience exists instead of starting characters as blank slate. | |||
Also professions are not all necessarily free, so there is the potential for some more powerful start professions to require negative traits to balance. Unemployed gives 8 points to start. This is very important for reasons that will be clear when we talk about the new traits. | |||
So you may pick the Carpenter profession, and right out of the bat this gives you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill. | |||
The scaling goes as follows, based on the starting skill level: | |||
0) 0.25x speed (eek) | |||
1) 1x speed | |||
2) 1.25x speed | |||
3) 1.5x speed | |||
4) 1.5x speed | |||
5) - | |||
This multiplier is permanent for the entire game. Even when you get to level 1 in a 0 level skill, you retain the x4 time to learn it. | |||
The idea being that now, a carpenter with skills ONLY in carpentry may advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. So this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP and ultimately NPCs. However a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in trouble, so enter: | |||
Trait Revamp | |||
A few big changes to traits | |||
1) Currently non relevant traits have been removed until NPCs go in. Light Drinker and all the other cheesable traits. | |||
2) We've added a ton more. Some need better names and others may be OP/UP and may need nerfing or point values changing. | |||
3) To counter the fact that a profession may only allow leveling up a single skill. Specifically, a range of traits now act as hobbies. Say you pick 'Gardener' trait that says the character enjoyed gardening in their pre-apocalypse life. This will give a single point in farming, for example, and while this doesn't seem like a huge deal in itself, since its a character creation skill point, it DOES mean that they are now learning farming at a 1x speed rate instead of just 1/4th speed. This makes farming a viable skill to train up during a run. Think Morrowind minor / major skills. So now the player is encouraged to pick a few hobbies or other traits that round out their character with skills they intend to use, and now with little in the way of exploits with negative traits they will have to build some bigger disadvantages into their character to compensate. This is why unemployed gets extra points to start. They have the time to invest in hobbies, and need them to have any skills they can train at a decent speed at all. | |||
I haven't done the descriptions for the professions / traits yet (want to run them through Will) or any UI elements to convey the starting skills or training speeds etc, but here is a list of professions and traits: | |||
New professions list | |||
Unemployed | |||
Fire Officer (3 blade, axeman) | |||
Police Officer (3 aim, 2 reload, 1 nimble) | |||
Park Ranger (2 trap, 2 forage, 1 carpentry) | |||
Construction Worker (3 blunt, 1 carpentry) | |||
Security Guard (night owl, 2 sprinting, 1 lightfoot) | |||
Carpenter (3 carpentry) | |||
Burglar (2 nimble, 2 sneak, 2 lightfoot) | |||
Chef (3 cooking, 1 blade maint, 1 blade) | |||
Repairman (1 carpentry, 2 blade maint, 2 blunt maint) | |||
Farmer (3 farming) | |||
Fisherman (3 fish, 1 forage) | |||
Doctor (3 doctor) | |||
Veteran (desensitized, 2 aiming, 2 reload) | |||
Traits | |||
Not going to list them all, just the ones that may not be completely obvious. | |||
Adrenaline Junkie - Can run faster when in top level of panic | |||
Inconspicuous - Just naturally better at not standing out. | |||
Packmule - Raises amount that can be fit into bags. | |||
Disorganized - Lowers amount that can be fit into bags. | |||
Self Defense Class - 1 blade guard, 1 blunt guard | |||
First Aid (1 doctor - should be unselectable with doctor prof really. same with a few others) | |||
Fishing (hobbie - 1 fishing, should be excluded for fisherman) | |||
Gardener (1 farming, should be excluded for farmer) | |||
Jogger (1 sprinting, better endurance) | |||
Illiterate (can't read skill books at all) | |||
Dexterous (Faster loot speed. should impact other things too in future) | |||
All Thumbs (opposite of Dexterous) | |||
Pacifist (slower at learning combat skills) | |||
Brawler (1 blade, 1 blunt. Don't like this name, but basically someone who gets in fights regularly) | |||
Plays Baseball (faster swing with baseball bat) | |||
Hiker (1 forage, 1 trapping) | |||
Hunter (1 aiming, 1 trapping, 1 sneak) | |||
Gymnast (1 lightfooted, 1 nimble) | |||
Insomnia (fatigue recharge when asleep very very low. Will likely wake up tired) | |||
Challenges | |||
Also in this version is a modified version of Last Stand menu that allows for challenges using the last stand challenge system but playing in survival game mode. I discussed this in an earlier thread that it's important to make this feel a more complete game, a way of unlocking additional challenges, a feeling of progression, and also providing some goals for players that may have none. Now the framework is there, so if RJ , EasyP, Turbo want to add any challenges, or for that matter everyone on here with some lua skillz chance to contribute. Want a fun challenge to be in the game? Make something and put it on this forum, and get it past the community and us and its in there. | |||
Also there may be another challenge in there called 'A Really CD DA' which may be fun! :P | |||
More stuff will be added as we confirm/finish test | |||
'''[BALANCE]''' | |||
Reduced a lot the dmg of fire on zombies | |||
Zombies should less group when they follow you. | |||
Reduce the damage done by panic in melee | |||
Reduce the knockdown chance with panic | |||
'''[BUG FIX]''' | |||
Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) | |||
Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) | |||
Show Unhappiness change in Literature tooltip. (Issue #001342) | |||
Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. | |||
Allow adding/removing weapon upgrades on broken weapons. | |||
Prevent zombies spawning behind stairs or in pillars. | |||
Right Shift works same as left Shift to select multiple items in the inventory view. | |||
Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) | |||
Stop all sound effects before exiting to the main menu. (Issue #001322) | |||
Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. | |||
Do the "smooth scrolling" listbox-thing with the controller. | |||
Replace existing parts of zones when adding new zones (to support custom maps better). | |||
Fixed some controller issues in the main menu. | |||
Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. | |||
Remove reanimated-player zombies when doing a server soft reset. | |||
Fixed LosUtil.lineClearCached() oscillating between visible/not-visible. | |||
Skillbook now train 2 levels of skills (so still 5 books). | |||
Can't play with curtains from the outside. | |||
Display name of food items that have no hunger reduction (canned food, cigarettes, etc). | |||
Draw progress bar in Health window when bandaging a deep wound. | |||
Added a background under moodle tooltips to make the text readable on snow days. (Issue #001451) | |||
Fixed the Pause key (F2 by default) unpausing the game in the main menu. (Issue #001447) | |||
Wrap long server descriptions in the server browser. | |||
Fixed long text being drawn outside text entry controls. | |||
Fixed player-death related NullPointerException when joining a server. (Issue #001463) | |||
Fixed a multiplayer multithreading bug. (Issue #001465) | |||
Fixed some wounds bleeding when the health panel reported they weren't. | |||
Fixed losing XP when the trait multiplier was < 1.0 for a partially-read book. | |||
Fixed thump sounds playing when zombies were on fire in multiplayer. (Issue #001467) | |||
Fixed other players displaying the wrong equipped weapon in multiplayer sometimes. (Issue #001471) | |||
Fixed all items in a stack being unequipped when only the first was equipped. (Issue #001474) | |||
Fixed table lamps turning back on after loading. (Issue #001473) | |||
Fixed "You survived for" time being 0 minutes 0 seconds when player survived less than 1 hour. | |||
Sleep dialog appears after walking to a bed/seat, goes away if player moves. (Issue #001420) | |||
Drink Milk, don't Eat it. (Issue #001476) | |||
Fixed being given Aiming XP for all potential targets instead of only the few that a weapon could hit. | |||
Fixed zombie gibs causing tree-rustling sounds. | |||
Fixed typo with has-a-cold moodle. (Issue #001482) | |||
Fixed map-corruption bug (base overwritten by another part of the map). (Issue #001318) | |||
Fixed fire-sprite syncing on burning characters in multiplayer. (Issue #001429) | |||
Move items to main inventory before drinking or transferring water from them. (Issue #001427) | |||
Fixed endurance loss from shooting guns. (Issue #001415) | |||
Fixed toggle-safety action being interrupted by attacking. (Issue #001433) | |||
Fixed reanimated player inventory syncing in multiplayer. (Issue #001418) | |||
Fixed /addxp server command. (Issue #001416) | |||
Fixed "panic" sound playing for reanimated players. | |||
Fixed reanimated player walk animation being broken 1 time in 40 (caused gliding zombies). | |||
Fixed map objects.lua files being loaded in reverse order. | |||
Fixed graphical glitch in "Major skills" list (bars overlapped the text). | |||
Fixed Strength/Fitness not decreasing due to laziness. | |||
Fixed crazy-high XP Multiplier sandbox option causing infinite loop and sound spamming. | |||
Fixed Disorganized trait breaking inventory management. (Issue #001374) | |||
Fixed uncooked/rotten/alcoholic foods having no effect sometimes. (Issue #001408) | |||
'''[Translation]''' | |||
Updated the translations! (FR, DE, NL, RU, ES.... Everyone who posted in the official translation thread, thanks again guys, you're all a piece of heaven in awesome land) | |||
|- | |- | ||
|[http://theindiestone.com/forums/index.php/topic/11292-released-build-30/ Build 30 (stable release)]|| 29th December 2014|| | |||
'''[NEW STUFF]''' | |||
*New sandbox stuff ! | |||
**You can now save/load sandbox presets and share them ! Files will be saved in C:/Users/YOU/Zomboid/Sandbox Presets. | |||
**New sandbox options : Starting Erosion, Characters stats decrease (hunger, thirst and fatigue), Locked houses/Alarms rarity, XP Multiplier and more! | |||
*The big return of the COOP ! Still need to do some things for the joypad but you can now play again in COOP ! (understand 2 or more players on a same splitted screen) EasyPickins rules! <3 | |||
*The Erosion mod is integrated in the vanilla game with several new things! TurboTuTone's awesome Erosion mod is now part of the game. Erosion introduces seasonal changes to the look of the world, as well as increasing the growth of vegetation over the environment as time passes. Stuff you can expect to see includes: | |||
**11 types of tree. Each tree comes in 4 different sizes. Some trees lose their leaves in the fall. | |||
**11 types of bush. | |||
**17 types of plant. Some plants have flowers that bloom depending on the season. | |||
**Wall vines creep up some outside walls, sometimes growing over windows. | |||
**Wall cracks appear on some outside walls. | |||
**Cracks in street pavement slowly appear. Some cracks will have grass growing out of them. | |||
**Snow covers the world on below-freezing rain days. Snow slowly melts away on days when the temperature is above zero. It's Kentucky though, so only expect about 12 days of snowfall per year. | |||
**All the new objects will appear over the first 100 days, although some may continue to develop after 100 days. There is a sandbox setting that allows you to choose the initial amount of growth (from Never to 100). Each world has its own erosion configuration file that can be edited to change the rate of growth (more or less than 100 days) as well as other variables. | |||
*Added a "only server that match your version are shown" text on public server list. | |||
*New cyrillic fonts. | |||
*Reduced heal time a lot. | |||
*Added a debug file for translation, add a -debugtranslation options to have it (http://theindiestone...files/?p=147525). | |||
*New farming tile by Mash. | |||
*Added remove grass/bushes. | |||
*Tweaked brightness and colours to make it a bit more realistic. | |||
*Fixed flickering shadows bug. | |||
*Changed endurance system, it now take longer to get exhausted, but take longer to recover from it. | |||
*Added auto zoom on joypad. | |||
*Zombies now clump together into groups more. | |||
*You can now add/remove curtains on self made windows frame. | |||
*[Farming] Increased time needed for a plant to grow. | |||
*[Farming] Decreased water/health point loss for plants. | |||
*Potatoes will now last longer but give a bit less hunger reduction. | |||
*Added a "Beginner" mode (it take the sandbox presets "Beginner"). | |||
*Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar + Jar Lid (lost when reopened), cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now: | |||
**Tomatoes | |||
**Bell peppers | |||
**Red radishes | |||
**Leeks | |||
**Eggplants | |||
**Potatoes | |||
**Carrots | |||
*Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked :P | |||
*Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) | |||
*Scavenging for food during winter will be impossible, or really hard in cold months | |||
*Plants now loose health during cold temperature | |||
*The new health system! | |||
'''[BUG FIX]''' | |||
*Can't add infinite item in an evolved recipe anymore | |||
*Can't add cooked food to a trap anymore | |||
*Fixed player getting cooking XP when another player cooks food. (Issue #001005) | |||
*Fixed player corpse not being created in singleplayer. | |||
*Fixed bug which caused black screen after death. | |||
*Fixed still gaining some blunt xp while bare handed | |||
*Fixed "put into 2/4 bowl" for soup/stew not returning the cooking pot | |||
*Fixed the "Soap" item (it was a Rubber Duck.. Hence why you found so much Rubber ducky :D) | |||
*Fixed allowing a broken sledgehammer to be used to destroy stuff. | |||
*Fixed a bug when barricading something with a stone hammer. | |||
*Fixed fertilize and shovel farming actions not stopping when player walks/runs. | |||
*Don't add ping time to GameTime.geTimeOfDay() in GameServer.syncClock(). | |||
*Fixed Core.bLastStand not getting set to false after backing out of a Last Stand game. | |||
*Fixed sandbox options resizing. (Issue #001067) | |||
*Fixed 3D corpse texture background not being cleared due to stencil test. (Issue #001016) | |||
*Fixed mod clothing item icons not loading. | |||
*Fixed farming problems (translations issues) (Issue #001053) | |||
*Fixed barricade issues. (Issue #001030) | |||
*Give the bowl back when you put a cake batter in a baking pan | |||
*Fixed some farming bugs. | |||
*Fixed some loot distributions (like books in the fridge in the motel) | |||
*[http://theindiestone.com/forums/index.php/topic/11292-released-build-3012/?p=154618#entry154618 Full bug list fixed so far via our Bug Tracker] | |||
|- | |||
|[http://theindiestone.com/forums/index.php/topic/10536-released-build-29/ Build 29 (stable)]|| 14th October 2014|| | |||
'''[NEW STUFF]''' | |||
*Tons of new sounds (74 so far and counting !) | |||
**Ambient sounds: scream, dogs, wolves, owls... Depending on your current zone and day time. | |||
**New crafting sound: saw logs, duct tape, slicing food... | |||
**New foot step sounds. | |||
**And much more... | |||
*New Scavenge skill (does not require any tools, usefull for MP !): | |||
**Go into the forest and right click "scavenge", you'll find berries, mushrom, worms and other edible plants/insect. | |||
**The number and the type of food found will depend on your skill. | |||
**Plants/insect aren't unlimited in a zone, if after a while you don't find anything, go elsewhere and try again, they'll be replenished after a while. | |||
*Little revamp of the melee skill: | |||
**Blunt and blade now have 3 sub skills: | |||
**Accuracy: Influences hit chance, damage done, critical chance.. | |||
**Guard: Helps you to avoiding being scratched when wearing a weapon. | |||
**Maintenance: Helps you to not lower the condition of your weapon when using it. | |||
**Accuracy and reloading skills are now part of the sub skill : Ranged. | |||
**Balanced how the weapon knock down a zombie (basically, a bit less knock down if the attack is not fully charged). | |||
*New crafting: make axe and hammer from stones, tree branch and ripped sheet. | |||
*The stone hammer condition decrease when you build things with it (like walls, floor..) | |||
*Build log walls with 0 in carpentry skill, they are strong but really expensive (4 logs and 4 ripped sheets/twine/rope), usefull when you don't have a saw and you want to build things ! | |||
*Added a sub menu "Wall" in the construction menu. | |||
*Chopping trees can drop branches and/or twigs. | |||
*Panic will decrease faster if you have survived for a while (you get used to zombies, but still get jump scare). | |||
*Fishes aren't unlimited anymore, after fishing in a zone for a while, you won't find anything, go fish elsewhere, the fishes will be replenished after some time. | |||
*The items Bandages (the one you get from rip your clothing) is now call Ripped Sheets, still can act as bandage. | |||
*Added trapping skill books. | |||
*Traps won't catch animal if a player is around. | |||
*Renamed Scavenge in Forage. | |||
*Push a zombie on a fence won't make it climb it, but return in attack mode. | |||
*Added more chance to hit with a ranged weapon if the target is really close. | |||
*No auto age for item being respawned by the server. | |||
*Added a 15 mins day length options in sandbox. | |||
*Added wine in loot distribution. | |||
*Now render the dead body in 3D. | |||
*Tweaked "Customise Character" screen to allow choosing skin color, chest hair and stubble. Use comboboxes instead of left/right buttons. | |||
'''[BUG FIX]''' | |||
*Fixed issue #000751 | |||
*Fixed rain barrel and trap data not being updated on the server when IsoThumpables were destroyed on a client. | |||
*Fixed cases where lighting + vision weren't updated when objects were added/removed. | |||
*Fixed zombies continuing to thump destroyed objects in multiplayer. | |||
*Fixed traps not being updated if the map area containing the trap was never loaded. | |||
*Fixed issues placing and interacting with traps. | |||
*Remove grass blend tiles when taking sand/dirt/gravel with the shovel. | |||
*Fixed corpses sharing inventory with a zombie. | |||
*Fixed no zombies spawning after a server soft-reset. | |||
*Fixed soft-reset exception with traps. | |||
*Fix for missing zombies in Last Stand challenge 2. | |||
*No more tree chopping with a frying pan, baseball bat etc. | |||
*Sometimes there were 2 trees on the same grid. | |||
*Lighting fixed for sand bags. | |||
*Fixed issue #652 | |||
*Fixed issue #769 | |||
*Fixed issue #761 | |||
*Fixed issue #784 | |||
*Fixed issue #775 | |||
*Fixed issue #773 | |||
*Fixed issue #838 | |||
*Fixed issue #841 | |||
*Fixed issue #850 | |||
*Fixed issue #852 | |||
*Fixed issue #830 | |||
*Fixed issue #840 | |||
*Fixed issue #842 | |||
*Fixed issue #844 | |||
*Fixed issue #839 | |||
*Fixed issue #827 (even if I can't change the tracker status.. :() | |||
*Fixed 100% CPU on Linux server. | |||
*Fixed high lag issue on multiplayer. | |||
*Lowered fire sound. | |||
*Added a heart beat volume option. | |||
*Stop hammer/sawing sounds when interrupting a carpentry action. | |||
*Update the loot window after cutting down a tree (so the logs/twigs/branches appear). | |||
*Framerate fix for food warming/cooling. | |||
*Don't do ambient sound when the game is paused. | |||
*Removed some debug output. | |||
*Fixed zombies thumping carpentry window frames instead of climbing through them (unless barricaded). | |||
*Fixed some reloading issues. | |||
*Fixed an issue with attacking a zombie that was climbing over a fence. | |||
*Fixed player corpse inventory sync in MP. | |||
'''[BALANCE]''' | |||
*Increase the drop rate of petrol can. | |||
*Decrease the spawn rate of paintings and farming seeds inside crates. | |||
*Increased the water bottle loot rate. | |||
*Some change on melee combat : no more always 50% chance knock down, endurance used tweaked (it'll prob need more balancing, need feed back ;)). | |||
*Modified some experience needed for level on some skills. | |||
|- | |||
|[http://theindiestone.com/forums/index.php/topic/9298-released-build-283/ Build 28,3 (stable release)]|| 2nd September 2014|| | |||
'''[NEW STUFF]''' | |||
*Weapon overhaull (more things in the info post will come). | |||
*Multiple text lines editor. | |||
*You can now write a note and read them (more of a multiplayer thing), you can lock them so they'll be editable only by you. | |||
*Semi-3D Sound ! Sound will now go left to right, fade away, etc.. | |||
*Burn zombie corpses ! It'll need some petrol and a lighter/matches. | |||
*Windows can now perma lock if you try to open them for too long. | |||
*Bandages will now be removed after a certain amount of time. | |||
*Disabled the corpse decay. | |||
*Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I'll need feedback on it. :) | |||
*[MP] Added experimental loot respawn, you have to setup the serverOption "HoursForLootRespawn", if you set it as 48, it mean the zone will have to be unseen for 48 in game hour before loot respawning, same as zombies respawn, I'd LOVE to have feedback on it :) | |||
*I'm also working on (idk if it'll be done for this build tho..) the ability to paint letters/text on wall. | |||
*New crafting : Bookcase, shelves, bed... | |||
*Map fixes (no more falling through Mall stairs, etc...). | |||
*Weapon upgrades (fully moddable), they'll come alone at the gunstore, or directly mounted on some weapons, you need a screwdriver to put them in/out. | |||
*Firearm need to be held with 2 hands (except pistol). | |||
*[MP] You will be now instant disconnect if trying to join a server with a different build version than yours. | |||
*Added paintable signs (skull, arrows..) over wall or post sign (new crafting) for every in game painting color (you need a paint brushe and the color you want). | |||
*Zombies who die by fire will now continue to burn/spread fire after their death. | |||
*[MP] If you have a dice you can now do /roll 6 (number up to 100) to roll a random number, this will be shown to every near players. Picture | |||
*[MP] If you have a card deck you can now do /card to draw a random card, this will be shown to every near players. Picture | |||
*The zombie migration have also a server option : HoursForZombiesRespawn, same as the one for loot respawn. | |||
*[MP] Chat is now locally logged : you can press up or down while in the chat text entry to review your last entered message (saving the 20 last messages), then you can enter them again or modify them. | |||
*Some new items : Thread, Needle, Tarp etc... | |||
*Tent will now require a tarp (instead of the sheets) to be crafted. | |||
*You can now craft a mattress with some sheet, pillow, thread and a needle. | |||
*Another server option for the loot respawn : MaxItemsForLootRespawn = 4 // For the loot respawn, if a container have more items than this number, it won't respawn loot (use it to limit respawn in safe house for example..) | |||
*You can now type admin commands directly in the console, no need to log as admin, for example do a : additem "rj" "Base.Axe" directly in the console to add this user an Axe, more admin commands are coming (probably for this build, will do it while testing), like broadcasting message and.. Well.. Idk yet :P (I'll update the "how to administrate your server" post today) | |||
*You can now add game meat (I mean rabbit, birds, squirrel.. from trapping) inside soup and stew. | |||
*Loot respawn can't happen in a zone where the player have built (or barricaded) stuff (to avoid spawning in/near safe house). | |||
*This is for Serrate Bloodrage (aka combat-medic badass :D) : You can now make your own bread ! Make a bread dough from flour, yeast, salt and a bit of water, cook it : become a true French today. | |||
*Cleaned the server console a bit (less messages). | |||
'''[BUGFIX]''' | |||
*Fixed some incorrect map zone. | |||
*Fixed some incorrect loot distribution. | |||
*Fixed tent/campfire couldn't be build on tall grass. | |||
*Fixed some world filler. | |||
*Map exported with multiple fixes from Mash. | |||
*Zombies can't jump over closed/barricaded windows anymore. | |||
*Hammer will now correctly be equipped (if required) before crafting something. | |||
'''[BALANCE]''' | |||
*Increased the difficulty to open windows when you're not strong. | |||
*Increase a bit the spawn of twine (specially inside the sewing shop). | |||
*Bait for trapping will now use only 5 hunger reduction from the food you use as bait, also fixed minors things on trapping. | |||
*Lowered a lot the time required to cook bacons. | |||
|- | |||
|[http://theindiestone.com/forums/index.php/topic/8467-released-build-27/ Build 27 (stable release)]|| 20th May 2014|| | |||
*New world filler for Gun store and Trash can. | |||
*Updated translations : Polish, Czech, Spanish, European Portuguese, Russian, Italian. | |||
*Trapping | |||
*Added Spanish-Argentina translation. | |||
*Added a public server list in-game. | |||
*West Point gets additional cells, including a theater and a mall. | |||
*MD5 Checksum for Multiplayer. Anytime a player connects to a server, his lua files will be compared to the server's. This will detect modified lua files and potentially prevent hackers from joining the server. | |||
*New World Filler Sprites have been added (e.g. books on bookshelves) | |||
*New Items : | |||
** Dead Animals | |||
** Earplugs | |||
** Rings | |||
** Various Toys | |||
*Adds a Propane Tank for making a BBQ. | |||
*Adds ability to drag and move corpse. | |||
*Corpses now only have 8 capacity (from 50) | |||
*New container icons (microwave, vending machine). | |||
|- | |||
|Build 26 (stable release)|| 12th May 2014|| | |||
*Online Multiplayer! | |||
*3D Models have been added for characters! (Some very old computers may need to turn them off) | |||
*A new cooking system has been implemented | |||
*Fishing has been added. | |||
*New food types, including : | |||
** Pickles | |||
** Bell peppers | |||
** Mustard | |||
** Peach | |||
** Cake batter | |||
*New icons for some items. | |||
*A new stabbing weapon, the hunting knife! | |||
*You can now choose to split a pot of soup or stew into 2 or 4 bowls. | |||
*Added a hunger reduction selection in recipe, for example now Butter;15 mean you gonna use 15 hunger reduction of the butter (and not all the butter). | |||
*Change on food poisoning : | |||
**Poisoned food will now have varying levels of toxicity (bleach is more deadly than poison ivy, etc.) | |||
**By drinking bleach you'll feel pain pretty fast, with a slight health loss, then sickness accompanying you after 1-2hrs. | |||
**After the sickness, you'll start to lose health, a full bottle of bleach will kill you. | |||
**But if you have some food poisoning from a recipe, you can try to eat a lot, stay well fed and you can make it! | |||
*Added context-menu command to chop down trees. | |||
*Sledgehammer will lose condition when used to destroy things. | |||
*[MP] Password will now be hashed in the data base. | |||
*A ton of other stuff we've forgotten. We'll make a more comprehensive changelist from 23->26 soon. | |||
'''[BALANCE]''' | |||
*The weight of some items have been changed : | |||
**Frying Pan from 2 to 1. | |||
**Pot of soup from 6 to 4. | |||
*Benefits from food will now last longer. | |||
*Lowered the chance of finding a Spiffo. | |||
'''[BUGFIXES]''' | |||
*Fixed the cabbage icon. | |||
*Some fix in the crafted item sprite (sometime they bug when reload). | |||
*Fixed the help text in admin command (if you misstyped something, now the help text will be correct). | |||
*[MP] You can now use the character ' in your username. | |||
*[MP] Fixed zombie corpse with no items on them. | |||
*[MP] Fixed safety toggle from sometimes not synced. | |||
*[MP] Even if DisplayUserName is off, you can now see the safety skull. | |||
*Disable stencil buffer in 3D model FBO. Added checkGLError() calls to get more info about what fails when creating FBOs. It seems Intel GPUs often don't support the combined depth/stencil images. | |||
*Set SandboxVars (Lua variable) from SandboxOptions after loading map_sand.bin. (Issue #000325). There is a Lua function SandboxOptions.load() but it only loads some of the variables. | |||
*Fixed fire issues. When an IsoThumpable was destroyed by fire, it could still be interacted with. | |||
*Print an error if there is no spawn-point table for the current map. | |||
*Fixed female pants/skirt glitch when not wearing a top. | |||
*Fixed RecipeManager bug calculating the age of created items. | |||
*Fixed 3D animation glitch when weapon attack animation finishes. | |||
*Fixed a big hitch when first seeing a large group of 3D zombies. Borrow the OpenGL context from the RenderThread only one time when setting the zombie models. | |||
*Fixed an old map-streaming bug. It's possible to have a chunk scheduled to be saved/reused and loaded at the same time. This can happen if you step over a chunk boundary and then back again quickly. What was happening was the chunk woul... | |||
*Make walking in GhostMode approx 1/2 slow as sprinting. This is used in multiplayer. Always moving at warp speed makes it hard for admins to walk along ledges etc. | |||
*Reduced garbage creation and with 3D models. Don't update model lights in the render thread. | |||
*Change current animation after switching weapons while aiming. (Issue #000315) | |||
*Fixed smash-a-window becoming open-a-window when initially in attack stance. (Issue #000314) | |||
*Added custom maps in multiplayer. Since custom maps are handled through the modding system, mods are needed in multiplayer. In serverOptions.ini, "Mods" is a semicolon-separated list of mod id names. Mods=BedfordFalls;AnotherMod;YetAn... | |||
*Fixed IsoGridSquare.EnsureSurroundNotNull() not respecting the map bounds. | |||
*Mods can load custom .pack and .tiles files. | |||
**In a mod's mod.info file: pack=NAME : means load media/texturepacks/NAME.pack tiledef=NAME NUMBER means load media/NAME.tiles There may be multiple pack= and tiledef= lines in each mod.info | |||
*Walk next to a tent before sleeping in it. | |||
*Fixes to ISBuildingObject. | |||
*Added "Destroy Floors" command. Only allowed at z > 0. People wanted this to correct carpentry errors (and fight griefers who block stairs with floors). | |||
*Fixed LastStand bugs. | |||
*Fixed tents. ISBuildingObject changes. Tents use both front and back tiles and can face either direction. | |||
*Increase the distance that Shift-clicking toggles curtains. | |||
*Darkened localToBuilding lights a bit. | |||
*Call GameClient.getCustomModData() when needed. | |||
*Fixed RecalcAllWithNeighbours() not recalculating all the squares it needed to. Stumbled upon this while doing the chop-down-tree action. | |||
*Added chop-down-tree timed action. | |||
*Fixed 'hours survived' getting reset in MP. | |||
*Throw an exception when loading IsoWorldInventoryObjects when the item type is unknown (same as ItemContainer.load() does) | |||
*Discard IsoWorldInventoryObjects that use obsolete item types. | |||
*Fixed not being able to sprint N/S/W/E in GhostMode (Issue #000297) . If the amount of movement is > 1 in any direction then testCollideAdjacent() returns true. | |||
*Fixed GhostMode not being set when admin joins a server. Don't drawDebugChunkMap() unless Core.bDebug is set. (Issue #000296) | |||
*ISDestroyStuffAction: sync the breakdoor sound with the sledgehammer swing animation. Sync sound in MP too. | |||
*Fixed ambient door/window lights "popping" when turning. | |||
*Fixes to ISTakeWaterAction. | |||
*Save the game after converting to a new world version. | |||
*Redid the food-aging system. | |||
*Don't print "timeout downloading zip" in console once the download has finished. | |||
*Free 3D model slots before return-to-menu. There seemed to be stale zombies and players in ModelManager.Contains. | |||
*Display the weapon condition, cooking progress, and drainable-amount-remaining as progress bars. Also moved the "Contains:" recipe line below the item name, and fixed images *overlapping the Contains: label. Also fixed the InventoryPane co... | |||
*Fixed AdjacentFreeTileFinder not handling diagonals (Issue #285). | |||
*Fixed fridge/stove temperature being off by 1 day wrt electricity shutoff. | |||
*Fixed teleporting through wall when using 'E' to climb a sheet rope on the other side of the wall. | |||
*Add support for obsolete script items. This is needed since savefiles cannot be loaded if there are unknown items. The type of item (Food, Weapon, etc) needs to be the same so the InventoryItem (or subclass) load() method reads the correc... | |||
*Fixed some issues with destroying windows. | |||
**1) A wall with a window couldn't be destroyed with the sledgehammer. ISWorldObjectContextMenu now checks for a wall if there is a window. | |||
**2) Removing a window leaves the wall behind, but there i... | |||
*Fixed adding sheetrope on the server. The client calls canAddSheetRope() which calls getOrCreateGridSquare(), but the server doesn't. | |||
*Fixed ISInventoryPage using invalid container with ItemPicker. Also set IsoGameCharacter.inventory to "explored". | |||
*Fixed local/global chat not using the desired key bindings. | |||
*Fixed typo in SuburbsDistributions.lua (affected mechanic shop) | |||
*Fix #2 for IsoCell.getOrCreateGridSquare on the server. | |||
*Added GLBufferObject to hide whether the ARB or core version of glGenBuffers etc is used. Some people get a "glGenBuffers unsupported" error with the 3D models, which is odd *since that is part of the OpenGL 1.5 API. | |||
*Allow spawnpoints at z > 0. Fixed return-to-menu bug that spawned new players at z > 0. IsoChunkMap.WorldZA wasn't getting initialized between sessions, so if the previous player was loaded at z > 0, the next new player would spawn at z ... | |||
*Fixed IsoCell.getOrCreateGridSquare on the server. | |||
*Fixed ServerList.txt file stream not being closed. | |||
*Fixed mod.info file streams not being closed. | |||
*MP time sync: server sends clock time to clients every 10 game minutes. | |||
*Fixed missing 3D female hair. SurvivorFactory.setHairNoColor uses F_Hair_Bob, F_Hair_Long, F_Hair_Long2, F_Hair_OverEye and F_Hair. But there is no f_hair.txt so I used f_hair_kate.txt | |||
*IsoObjectPicker scores IsoThumpable doors the same as regular doors. | |||
*Prevent zombies thumping on crafted door frames. Someone reported a door frame was destroyed before the door. | |||
*Farming/campfire fixes. | |||
**1) The LoadGridsquare event on the server is happening before the square's properties are updated, so the 'exterior' check fails. | |||
**2) After a server soft-reset, the farming clock is reset to zero, so last-time-water... | |||
*Fixed lighting not being updated immediately when opening/closing doors. | |||
*Allow doors to be built inside regular door frames, not just IsoThumpable door frames. | |||
*Fixed destroying IsoThumpable container destroys contained items. When destroyed with the sledgehammer context menu command, items were not destroyed. | |||
*Fixed campfire sprite not getting set properly in MP. | |||
*Fixed soft-reset bug with campfires. | |||
*Fixed ISFarmingInfo bug on client. | |||
*Fixed excessive memory usage during server soft-reset. | |||
*Fixed campfire object not updating on load. | |||
*Campfire rewrite | |||
**Added ISCampfire object. | |||
**Got rid of campfire ID#. | |||
**Use nested modData tables instead of "campfire:N:...". | |||
**Don't extinguish campfires instantly when rain starts. Instead, reduce the fuel twice as fast as long as it is r... | |||
*Synced removing build material from the ground. | |||
**Seems like there was a bug in the loop as well, since it removed items without decrementing 'm'. | |||
*Update ISFarmingInfo on the client when plants change. | |||
*Farming: plants that are not outside don't get watered when it rains, get less health from sunny days. Some plants (carrots and radishes) suffer when there is too much water, so people grow then inside. | |||
*Changes to Core.setDisplayMode() | |||
**1) Fixed RenderThread.returnContext() not getting called if the display mode couldn't be set. | |||
**2) Only accept isFullscreenCapable() display modes when asking for fullscreen. | |||
**3) Set fullscreen + displaymod... | |||
*Fixed running out of file handles on Linux (too many open files). | |||
**Looking at Resource Monitor I saw many open files: | |||
**1) All the .lotheader files | |||
**2) Many duplicate ambient stream .ogg files (windy day, windy night etc); more as time passed... | |||
*Fixed see-through-walls on z > 0 along chunk boundaries. | |||
*It was possible to see through the west walls of the 3-story grey office building in Westpoint. This was due to there being no squares on the other side of the wall. | |||
*Fixed chunky lighting. | |||
*I set out to fix non-smooth lighting on exterior walls at z > 0. Turns out this fixes chunky lighting inside rooms as well. | |||
*Fixed quoting problem with projectzomboid.sh (Linux demo won't launch). | |||
*Fixed IsoWindow properties. | |||
*Allow right-clicking on IsoThumpable walls that are s or e of the player. | |||
*When thumpable walls are "transparent" it wasn't possible to interact with them via the right-click menu. No plaster, paint, etc was possible. | |||
*Fixed rare exception in SpeedControlsHandler | |||
*Fixed garbage creation in ModelCamera | |||
*Fixed issues with windows on chunk boundaries. Issue #000237 | |||
*Fixed a rare crash in SwipeStatePlayer. The code I commented out already happens near line 331. | |||
*Fixed 3D player not facing the direction of movement when walking a path. | |||
*Fixed light sources not being removed when out of bounds. | |||
*Fixed pistol clips disappearing on Normal/Hardcore reloading difficulty. | |||
*Prevent item duplication in MP due to delaying grabbing items from the ground. | |||
*Fixed 3D animations not being the same duration as the sprite animation. If you chopped a tree with an axe with the 3D player model, you could hear that the chopping wasn't in sync with the animation. IsoSprite.update() does "def.Frame +=... | |||
*Improved blood splatter rendering / logic . | |||
*Server handles the -debuglog commandline option. | |||
*Taking/spilling dirt removes blend_grassoverlay tiles and attached sprites (blend tiles). | |||
'''[TRANSLATION]''' | |||
*Korean language is back ! | |||
*Japanese language ! (thanks a lot Katzengarten !) | |||
|- | |- | ||
|2.9.9.17 build 25 v3|| 25th March 2014|| | |2.9.9.17 build 25 v3|| 25th March 2014|| |
Revision as of 02:47, 17 May 2015
Version History
PLEASE NOTE that if you have bought Project Zomboid that you can download and try the latest (and sometimes unstable) releases. The most recent versions can be found by using the links to The Indie Stone Announcements forum below. We also try to make sure that the links on the Main page of PZWiki point to the latest builds/release candidates. Different branches on Steam and Desura may be using different versions of the game. Depending on what branch you are using, you may not have the most recent version of the game.
For verified planned additions, see Planned features.
Alpha
[1] | 23rd March 2015 |
[NEW STUFF] Keys: You'll now spawn with a key ring and key of your house. You can find additional keys inside containers and zombies who spawned in this house. If you destroy a door corresponding to a a key you have, take the door knob and rebuild a door with it, you have the key! Perfect for your safe house! You can mouse over a key to highlight surrounding doors that correspond to this key Padlocks, 2 types: "Mechanical", need a key, can be put on hand made wooden crates Combinaison, you setup a 3 numbers code for your padlock. [MP] Added a /noclip command for admins, if you set it to true, the players won't collide on anything [MP]Added a NoFireSpread server option, if true, fire won't spread (but still trigger) [MP]Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) [MP] Admin now able to add xp and teleport to a player. [MP] Added a DropOffWhiteListAfterDeath server options, if true when a player die, he's removed from the whitelist. [MP] Added ConstructionPreventsLootRespawn server option. Player will now revive as a zombie after being infected and dead. Follow your character becoming part of a new horde and slaughter other poor players! (or being killed... Again.. Urg.) You're now able to clean blood, you'll need bleach and a dish towel or a bath towel You now have an option to craft all the stacks of something (having 7 logs? Right click, "Saw Logs" -> "All" :) ) Splatter blood in a radial pattern when stomping a zombie. Might change it back to directional, blood tended to fly for 100 feet though. Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake) Added Melee command (Spacebar or left trigger) to shove/stomp. [MP] Server "-adminpassword XYZ" command-line option bypasses the enter-a-password prompt when creating a server. (Issue #001481) Added translation support for challenges. Made it easier to add challenges via mods. (Issue #001483) Added "Rack Firearm" keybind, X by default. Only for Hardcore reloading. It used to be spacebar, but Melee uses spacebar now. (Issue #001494) [MP] Added MinutesPerPage server option. This is the number of gameworld minutes it takes to read one page. The default is 1.0. The user can choose starting clothing and colors when creating a new character. Recipes can use "OnGiveXP:MyLuaFunction" to award XP when a recipe is used. MyLuaFunction should take 4 arguments. See the top of media/lua/server/recipecode.lua for an example. Mods can add their own media/lua/shared/Translate/ files. Fixed shoving zombies through closed windows. (Issue #001403) Add some translations. The translationProblems.txt file (which is created when using the -debugtranslation option) now lists all missing translations in a form you can copy/paste into your translation files. It also reports different numbers of % substitutions. Added new 16 foods item Added Frog in foraging Added tainted water: You can now gather water from the river but it'll be tainted. Same for rain collector barrel water. Tainted water can still be drink but cause some food poisonning. Boil it (only in pot or bowl) to remove the tainted New Traits/Professions/Last Stand/Level system: Explained by the one and true Lemmy: You have now 10 levels instead of 5, the level 10 correspond to the level 5. Professions Professions now often give skill points, and these tie in directly to the learning speed in those skills as well as the starting skill level. This is to further diversity character creation and make the professions feel like an actual previous experience exists instead of starting characters as blank slate. Also professions are not all necessarily free, so there is the potential for some more powerful start professions to require negative traits to balance. Unemployed gives 8 points to start. This is very important for reasons that will be clear when we talk about the new traits. So you may pick the Carpenter profession, and right out of the bat this gives you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill. The scaling goes as follows, based on the starting skill level: 0) 0.25x speed (eek) 1) 1x speed 2) 1.25x speed 3) 1.5x speed 4) 1.5x speed 5) - This multiplier is permanent for the entire game. Even when you get to level 1 in a 0 level skill, you retain the x4 time to learn it. The idea being that now, a carpenter with skills ONLY in carpentry may advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. So this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP and ultimately NPCs. However a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in trouble, so enter: Trait Revamp A few big changes to traits 1) Currently non relevant traits have been removed until NPCs go in. Light Drinker and all the other cheesable traits. 2) We've added a ton more. Some need better names and others may be OP/UP and may need nerfing or point values changing. 3) To counter the fact that a profession may only allow leveling up a single skill. Specifically, a range of traits now act as hobbies. Say you pick 'Gardener' trait that says the character enjoyed gardening in their pre-apocalypse life. This will give a single point in farming, for example, and while this doesn't seem like a huge deal in itself, since its a character creation skill point, it DOES mean that they are now learning farming at a 1x speed rate instead of just 1/4th speed. This makes farming a viable skill to train up during a run. Think Morrowind minor / major skills. So now the player is encouraged to pick a few hobbies or other traits that round out their character with skills they intend to use, and now with little in the way of exploits with negative traits they will have to build some bigger disadvantages into their character to compensate. This is why unemployed gets extra points to start. They have the time to invest in hobbies, and need them to have any skills they can train at a decent speed at all. I haven't done the descriptions for the professions / traits yet (want to run them through Will) or any UI elements to convey the starting skills or training speeds etc, but here is a list of professions and traits: New professions list Unemployed Fire Officer (3 blade, axeman) Police Officer (3 aim, 2 reload, 1 nimble) Park Ranger (2 trap, 2 forage, 1 carpentry) Construction Worker (3 blunt, 1 carpentry) Security Guard (night owl, 2 sprinting, 1 lightfoot) Carpenter (3 carpentry) Burglar (2 nimble, 2 sneak, 2 lightfoot) Chef (3 cooking, 1 blade maint, 1 blade) Repairman (1 carpentry, 2 blade maint, 2 blunt maint) Farmer (3 farming) Fisherman (3 fish, 1 forage) Doctor (3 doctor) Veteran (desensitized, 2 aiming, 2 reload) Traits Not going to list them all, just the ones that may not be completely obvious. Adrenaline Junkie - Can run faster when in top level of panic Inconspicuous - Just naturally better at not standing out. Packmule - Raises amount that can be fit into bags. Disorganized - Lowers amount that can be fit into bags. Self Defense Class - 1 blade guard, 1 blunt guard First Aid (1 doctor - should be unselectable with doctor prof really. same with a few others) Fishing (hobbie - 1 fishing, should be excluded for fisherman) Gardener (1 farming, should be excluded for farmer) Jogger (1 sprinting, better endurance) Illiterate (can't read skill books at all) Dexterous (Faster loot speed. should impact other things too in future) All Thumbs (opposite of Dexterous) Pacifist (slower at learning combat skills) Brawler (1 blade, 1 blunt. Don't like this name, but basically someone who gets in fights regularly) Plays Baseball (faster swing with baseball bat) Hiker (1 forage, 1 trapping) Hunter (1 aiming, 1 trapping, 1 sneak) Gymnast (1 lightfooted, 1 nimble) Insomnia (fatigue recharge when asleep very very low. Will likely wake up tired) Challenges Also in this version is a modified version of Last Stand menu that allows for challenges using the last stand challenge system but playing in survival game mode. I discussed this in an earlier thread that it's important to make this feel a more complete game, a way of unlocking additional challenges, a feeling of progression, and also providing some goals for players that may have none. Now the framework is there, so if RJ , EasyP, Turbo want to add any challenges, or for that matter everyone on here with some lua skillz chance to contribute. Want a fun challenge to be in the game? Make something and put it on this forum, and get it past the community and us and its in there. Also there may be another challenge in there called 'A Really CD DA' which may be fun! :P More stuff will be added as we confirm/finish test [BALANCE] Reduced a lot the dmg of fire on zombies Zombies should less group when they follow you. Reduce the damage done by panic in melee Reduce the knockdown chance with panic [BUG FIX] Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Show Unhappiness change in Literature tooltip. (Issue #001342) Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. Allow adding/removing weapon upgrades on broken weapons. Prevent zombies spawning behind stairs or in pillars. Right Shift works same as left Shift to select multiple items in the inventory view. Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) Stop all sound effects before exiting to the main menu. (Issue #001322) Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. Do the "smooth scrolling" listbox-thing with the controller. Replace existing parts of zones when adding new zones (to support custom maps better). Fixed some controller issues in the main menu. Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. Remove reanimated-player zombies when doing a server soft reset. Fixed LosUtil.lineClearCached() oscillating between visible/not-visible. Skillbook now train 2 levels of skills (so still 5 books). Can't play with curtains from the outside. Display name of food items that have no hunger reduction (canned food, cigarettes, etc). Draw progress bar in Health window when bandaging a deep wound. Added a background under moodle tooltips to make the text readable on snow days. (Issue #001451) Fixed the Pause key (F2 by default) unpausing the game in the main menu. (Issue #001447) Wrap long server descriptions in the server browser. Fixed long text being drawn outside text entry controls. Fixed player-death related NullPointerException when joining a server. (Issue #001463) Fixed a multiplayer multithreading bug. (Issue #001465) Fixed some wounds bleeding when the health panel reported they weren't. Fixed losing XP when the trait multiplier was < 1.0 for a partially-read book. Fixed thump sounds playing when zombies were on fire in multiplayer. (Issue #001467) Fixed other players displaying the wrong equipped weapon in multiplayer sometimes. (Issue #001471) Fixed all items in a stack being unequipped when only the first was equipped. (Issue #001474) Fixed table lamps turning back on after loading. (Issue #001473) Fixed "You survived for" time being 0 minutes 0 seconds when player survived less than 1 hour. Sleep dialog appears after walking to a bed/seat, goes away if player moves. (Issue #001420) Drink Milk, don't Eat it. (Issue #001476) Fixed being given Aiming XP for all potential targets instead of only the few that a weapon could hit. Fixed zombie gibs causing tree-rustling sounds. Fixed typo with has-a-cold moodle. (Issue #001482) Fixed map-corruption bug (base overwritten by another part of the map). (Issue #001318) Fixed fire-sprite syncing on burning characters in multiplayer. (Issue #001429) Move items to main inventory before drinking or transferring water from them. (Issue #001427) Fixed endurance loss from shooting guns. (Issue #001415) Fixed toggle-safety action being interrupted by attacking. (Issue #001433) Fixed reanimated player inventory syncing in multiplayer. (Issue #001418) Fixed /addxp server command. (Issue #001416) Fixed "panic" sound playing for reanimated players. Fixed reanimated player walk animation being broken 1 time in 40 (caused gliding zombies). Fixed map objects.lua files being loaded in reverse order. Fixed graphical glitch in "Major skills" list (bars overlapped the text). Fixed Strength/Fitness not decreasing due to laziness. Fixed crazy-high XP Multiplier sandbox option causing infinite loop and sound spamming. Fixed Disorganized trait breaking inventory management. (Issue #001374) Fixed uncooked/rotten/alcoholic foods having no effect sometimes. (Issue #001408) [Translation] Updated the translations! (FR, DE, NL, RU, ES.... Everyone who posted in the official translation thread, thanks again guys, you're all a piece of heaven in awesome land) |
Build 30 (stable release) | 29th December 2014 |
[NEW STUFF]
[BUG FIX]
|
Build 29 (stable) | 14th October 2014 |
[NEW STUFF]
|
Build 28,3 (stable release) | 2nd September 2014 |
[NEW STUFF]
[BUGFIX]
[BALANCE]
|
Build 27 (stable release) | 20th May 2014 |
|
Build 26 (stable release) | 12th May 2014 |
[BALANCE]
[BUGFIXES]
[TRANSLATION]
|
2.9.9.17 build 25 v3 | 25th March 2014 |
|
2.9.9.17 build 25 v2 | 21st March 2014 |
NO OFFICIAL CHANGELIST |
2.9.9.17 build 25 | 17 February 2014 |
[BUGFIX]
[NEW STUFF]
[OTHER]
[CLIENT]
[SERVER]
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2.9.9.17 build 23 | February 4th, 2014 |
[PERFORMANCE]
[BUGFIX]
[[NEW STUFF]]
Campfires are a bit nicer. They have an actual animated fire sprite and will set the player/zombies on fire if stepped on. Light cast by the fire goes on/off as it should. Adding fuel to a campfire increases the amount of time it will burn as well as the light radius. A new file camping_fuel.lua lists the different fuel types and how much burn-time each is worth.
[BALANCE]
[EASTER EGGS]
[TRANSLATIONS]
[OS X CHANGES]
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2.9.9.17 build 21 | December 20th, 2013 |
Bug Fixes:
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2.9.9.17 build 20 | December 11th, 2013 |
Bug Fixes:
New Stuff:
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2.9.9.17 build 19 Hotfix | December 10th, 2013 |
Bug fixes:
New Stuff:
Balance:
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2.9.9.17 build 19 | December 6th, 2013 |
Bug Fixes:
Performance:
New Stuff:
Balance:
Modders:
Translations:
Bug Fixes:
New Stuff:
Balance Stuff:
Modding:
Translations:
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2.9.9.17 build 14 | November 9th, 2013 |
Bug Fixes:
Performance:
New Stuff:
Balance:
Modders:
Translations:
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2.9.9.17 build 11 | November 8th, 2013 |
Change list :
Fixes:
A tons of change in the loot spawn:
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2.9.9.17 | September 4, 2013 |
Steam version for existing customers [3] Link to Forum Post for 2.9.9.17 [4]. Currently this version is only available with a Steam Key. [New Stuff]
[Bug Fix]
[Balance]
[Known Issues]
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2.9.9.16 | August 23, 2013 |
[New Stuff]
[Bug Fix]
[Balance]
[Modding]
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2.9.9.15 | August 13, 2013 |
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2.9.9.14 | August 13, 2013 |
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2.9.9.13 | August 11, 2013 |
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2.9.9.12 | August 11, 2013 |
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2.9.9.11 | August 11, 2013 |
Bug Fixes
- Now display "Fresh" on tooltip when the food is Fresh (full hunger reduction, no chance to get ill). - "Fresh" will disapear when the "DaysFresh" (item.txt) variable is outdated. (half hunger reduction, some boredom and unhappiness adding, no chance to get ill). - And finally "Rotten" when the "DaysTotallyRotten" (item.txt) variable is outdated (same malus as not fresh food, but you can become ill, the texture change to warn you before the tooltip does).
New Features
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2.9.9.10 | July 3, 2013 |
New Features
Bug Fixes
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2.9.9.7 | July 3, 2013 |
New Features
Bug Fixes
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2.9.9.6 | July 3, 2013 |
New Features
Bug Fixes
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2.9.8 Test 003 | June 26, 2013 |
New Features
Bug Fixes
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2.9.8 Test 002 | June 26, 2013 |
New Features
Bug Fixes
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2.9.8 Test 001 | June 26, 2013 |
New Features
Bug Fixes
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RC 2.9 Build 0008b | May 15, 2013 |
Go to Indie Stone for more release info and download Released on Desura New Features
Bug Fixes
Bugs Introduced
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RC 2.9 Build 0008a | May 15, 2013 |
New Features
Bugs Introduced
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RC 2.9 Build 0007 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
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RC 2.9 Build 0006 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
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RC 2.9 Build 0005 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
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RC 2.9 Build 0001 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
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0.2.0r or RC2.5 | July 24, 2012 |
Go to Indie Stone for full release info and download
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0.2.0r RC2 | June 29, 2012 |
http://theindiestone.com/community/viewtopic.php?f=21&t=8991
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0.2.0r RC1 | June 29, 2012 |
http://theindiestone.com/community/viewtopic.php?f=21&t=8988
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0.2.0q | March 27, 2012 |
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0.2.0p | March 27, 2012 |
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0.2.0o | March 26, 2012 |
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0.2.0n | March 26, 2012 |
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0.2.0m | March 25, 2012 |
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0.2.0l | March 24, 2012 |
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0.2.0k | March 23, 2012 | |
0.2.0j | March 22, 2012 |
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0.2.0i | March 22, 2012 |
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0.2.0h | March 22, 2012 |
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0.2.0g | March 15, 2012 |
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0.2.0f | March 13, 2012 |
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0.2.0e | March 13, 2012 |
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0.2.0d | March 12, 2012 | |
0.2.0c | March 12, 2012 |
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0.2.0b | March 12, 2012 |
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0.2.0a | March 11, 2012 |
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Pre Alpha
Version Number | Date Added | Features/Fixes Added |
---|---|---|
0.1.5d | September 7, 2011 |
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0.1.5c | September 6, 2011 |
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0.1.5b | August 28, 2011 |
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0.1.5a | August 28, 2011 |
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0.1.4с | June 19, 2011 |
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0.1.4b | June 10, 2011 |
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0.1.4a | June 6, 2011 |
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0.1.3a | May 31, 2011 |
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0.1.2a | May 29, 2011 |
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0.? | May 28, 2011 | * Pre-alpha tech demo is released to all pre-orders. |
0.0.0 | March 15, 2011 | * Project Zomboid is officially announced |