Version history: Difference between revisions
Solokill72 (talk | contribs) (→Alpha) |
Jessicabalu (talk | contribs) m (→Alpha: removed duplicate new items) |
||
(5 intermediate revisions by 2 users not shown) | |||
Line 9: | Line 9: | ||
{| border="1" style="border-collapse: collapse; border-color: #666666; background-color: #dedede; width: 100%" cellpadding="5" | {| border="1" style="border-collapse: collapse; border-color: #666666; background-color: #dedede; width: 100%" cellpadding="5" | ||
|[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|| | |[http://theindiestone.com/forums/index.php/topic/9298-released-build-283/ Build 28,3 (stable release)]|| 2nd September 2014|| | ||
[NEW STUFF] | '''[NEW STUFF]''' | ||
*Weapon overhaull (more things in the info post will come). | *Weapon overhaull (more things in the info post will come). | ||
*Multiple text lines editor. | *Multiple text lines editor. | ||
Line 42: | Line 387: | ||
*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. | *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). | *Cleaned the server console a bit (less messages). | ||
[BUGFIX] | '''[BUGFIX]''' | ||
*Fixed some incorrect map zone. | *Fixed some incorrect map zone. | ||
*Fixed some incorrect loot distribution. | *Fixed some incorrect loot distribution. | ||
Line 50: | Line 395: | ||
*Zombies can't jump over closed/barricaded windows anymore. | *Zombies can't jump over closed/barricaded windows anymore. | ||
*Hammer will now correctly be equipped (if required) before crafting something. | *Hammer will now correctly be equipped (if required) before crafting something. | ||
[BALANCE] | '''[BALANCE]''' | ||
*Increased the difficulty to open windows when you're not strong. | *Increased the difficulty to open windows when you're not strong. | ||
*Increase a bit the spawn of twine (specially inside the sewing shop). | *Increase a bit the spawn of twine (specially inside the sewing shop). |
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]
|
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]
|
2.9.9.17 build 21 | December 20th, 2013 |
Bug Fixes:
|
2.9.9.17 build 20 | December 11th, 2013 |
Bug Fixes:
New Stuff:
|
2.9.9.17 build 19 Hotfix | December 10th, 2013 |
Bug fixes:
New Stuff:
Balance:
|
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:
|
2.9.9.17 build 14 | November 9th, 2013 |
Bug Fixes:
Performance:
New Stuff:
Balance:
Modders:
Translations:
|
2.9.9.17 build 11 | November 8th, 2013 |
Change list :
Fixes:
A tons of change in the loot spawn:
|
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]
|
2.9.9.16 | August 23, 2013 |
[New Stuff]
[Bug Fix]
[Balance]
[Modding]
|
2.9.9.15 | August 13, 2013 |
|
2.9.9.14 | August 13, 2013 |
|
2.9.9.13 | August 11, 2013 |
|
2.9.9.12 | August 11, 2013 |
|
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
|
2.9.9.10 | July 3, 2013 |
New Features
Bug Fixes
|
2.9.9.7 | July 3, 2013 |
New Features
Bug Fixes
|
2.9.9.6 | July 3, 2013 |
New Features
Bug Fixes
|
2.9.8 Test 003 | June 26, 2013 |
New Features
Bug Fixes
|
2.9.8 Test 002 | June 26, 2013 |
New Features
Bug Fixes
|
2.9.8 Test 001 | June 26, 2013 |
New Features
Bug Fixes
|
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
|
RC 2.9 Build 0008a | May 15, 2013 |
New Features
Bugs Introduced
|
RC 2.9 Build 0007 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
|
RC 2.9 Build 0006 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
|
RC 2.9 Build 0005 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
|
RC 2.9 Build 0001 | April 29, 2013 |
New Features
Bug Fixes
Bugs Introduced
|
0.2.0r or RC2.5 | July 24, 2012 |
Go to Indie Stone for full release info and download
|
0.2.0r RC2 | June 29, 2012 |
http://theindiestone.com/community/viewtopic.php?f=21&t=8991
|
0.2.0r RC1 | June 29, 2012 |
http://theindiestone.com/community/viewtopic.php?f=21&t=8988
|
0.2.0q | March 27, 2012 |
|
0.2.0p | March 27, 2012 |
|
0.2.0o | March 26, 2012 |
|
0.2.0n | March 26, 2012 |
|
0.2.0m | March 25, 2012 |
|
0.2.0l | March 24, 2012 |
|
0.2.0k | March 23, 2012 | |
0.2.0j | March 22, 2012 |
|
0.2.0i | March 22, 2012 |
|
0.2.0h | March 22, 2012 |
|
0.2.0g | March 15, 2012 |
|
0.2.0f | March 13, 2012 |
|
0.2.0e | March 13, 2012 |
|
0.2.0d | March 12, 2012 | |
0.2.0c | March 12, 2012 |
|
0.2.0b | March 12, 2012 |
|
0.2.0a | March 11, 2012 |
|
Pre Alpha
Version Number | Date Added | Features/Fixes Added |
---|---|---|
0.1.5d | September 7, 2011 |
|
0.1.5c | September 6, 2011 |
|
0.1.5b | August 28, 2011 |
|
0.1.5a | August 28, 2011 |
|
0.1.4с | June 19, 2011 |
|
0.1.4b | June 10, 2011 |
|
0.1.4a | June 6, 2011 |
|
0.1.3a | May 31, 2011 |
|
0.1.2a | May 29, 2011 |
|
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 |