Version Number
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Date Added
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Features/Fixes Added
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RC 2.9 Build 0008b
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May 15, 2013
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Go to Indie Stone for more release info and download
Released on Desura
New Features
Bug Fixes
- Fixed an occasional crash with zombie walks that occurs after staggering back.
- Fixed issue with crafting not creating correct number of items.
- Fixed problem with error dump causing lag by character trying to 'interact' with rain drops with joypad.
Bugs Introduced
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RC 2.9 Build 0008a
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May 15, 2013
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New Features
- Add aiming XP when you fire a ranged weapon.
- Add reload XP when you reload any weapon.
- Added "Pause" to the key binding option (default key "Escape")
- Added Erasmus Crowley's new Crafting system ! A big thanks to him ! :)
- Added name/surname/color to MainCreationMethods.
- Added the use of the "Handy" trait (construction worker) in every wood craft (including buildings)
- After placing a tent/campfire, it'll disapear from the mouse cursor.
- Alarms on buildings now saved with world.
- Changed the Lightfoot/Sneak xp gain : Now you can gain Sneak/Lightfoot xp only if you're sneaking with zed around you and they not see you (if just one see you, you not gain xp)
- Clothing will be unequipped if transferred.
- Containers now saved out in the map properly and will never jumble up.
- Context menu/Inventory tooltip won't show if game paused .
- Context sensitive object click detection, takes facing angle, range, shared room and tile usefulness to determine the best of any possibilities of clicks for that screen point, what is highlighted and what is ignored. Mouse clicking much more accurate.
- Copied all save data to _crash directory on crash saves.
- Curtains are no more clickable from outside.
- Disabled UI key binding while the game is paused.
- Experimental joypad support.
- Experimental split-screen support.
- Flipping dead bodies graphical glitch fixed.
- Memory usage drastically reduced.
- Now all weapon give either blunt or blade xp (except pen and pencil).
- Now destroy the modal dialog if you click outside it (deleting saved game for example).
- Now display the reduce fatigue in tooltip (for mug and vitamins).
- Now use the real color for character creation.
- Numerous fixes we've forgotten that are probably not mentioned here.
- Placing a campfire/tent took twice time needed, it's now fixed.
- Rebalanced food / thirst to be much quicker - BUT - readjusted levels so peckish etc happen for a long time and the higher levels ramp up closer to death, instead of a flat gradient between them as hunger increases. Also removed negative strength effects from tier 2 moodles, so no severe strength reduction for just being hungry but ramped up the very hungry to get the extra one we lost.
- Stop displaying "Weight.." in top-left corner when pressing space.
- Take water will now work after loading.
- Toggle Skill panel shortkey fixed.
- Trees wont slow you down if chopped down.
- Unequipped clothes now saved.
- Unlimited clothing colours.
- Vitamins now reduce fatigue (acting like pills).
- You can now open/close doors you built by pressing 'e' (interact button).
- You can't run while sneaking.
- You can't walk/run/sneak during sleep no more.
Bug Fixes
- Fixed a bug on skill panel tooltip.
- Fixed a crash when chopping trees.
- Fixed Carpentry stuff (Thanks Onkeen !) + Now destroying (you or zed) carpentry stuff will give you back some material.
- Fixed character screen (your character won't facing SE anymore when opening the character screen).
- Fixed constructor worker male clothes (now can be empty).
- Fixed the randomized item used when crafting (for example rip bandages on your skirt and finally it's on your shirt...)
- Now save the damage done to trees.
- You can't climb through barricade window.
- Well now still work after water cuts off.
Bugs Introduced
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RC 2.9 Build 0007
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April 29, 2013
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New Features
- Further balances to zombie spawn.
- Moved all spawn points to lower density side of Muldraugh.
- Stopped unbarricade loop problem.
- Tweaked some item weight/cooking time
- Fixed a tooltip bug
- Now unequip the item you wear if dropped.
- New migration system using meta-game events.
- Up the hot moodle trigger
- Removed the ranger starting items (previous camping mod)
- Added a modal dialog on the delete save
- Added -safemode param to help getting into game on badly supported graphics cards.
- Other stuff we've likely forgot.
Bug Fixes
- Fixed full barricade crash.
- Fixed open/close door context menu
- Fixed read magazine/books bug
- Fixed recipe craft bug
- Fixed container saving issues.
- Fixed indoor zombie spawning bug. HURRAY this was a bitch! (thanks DimiDusk and Katalist for the upstairs clue which led us to solution.
- Fix food cooking (thanks Erasmus ! )
Bugs Introduced
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RC 2.9 Build 0006
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April 29, 2013
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New Features
- Salmon will take less time to be cooked.
- Passive skills gain and lose XP slower (no more going from strong to stout within 2 days)
- Crafting changes : Now clicking on 1 item will open all the crafting possibility, it'll display a tooltip where you can see the needed item for recipe.
- Fixed stout trait description.
- Disappearance of trait descriptions after being added and then removed fixed.
- Lowered the weight of cooking pot.
- Lowered weight of shotgun shells / pistol bullets.
- Zombie awareness reduced a bit in daytime.
- Zombie memory reduced slightly.
- Much less chance of being spotted when stood next to walls / full tile vision blocking stuff, extra bonus when sneaking. Sneaking around buildings and fences now the most valid strategy for avoiding attention. Will have sneak anims put in around this philosophy.
- Balanced loot times for small items. Stacks of nails / seeds etc now transfer super fast.
- Packing / unpacking time made longer by pack being near full.
- Inventory panes will never remain scrolled more than items exist in window. (Fixes 'disappearing container items' bug which is actually it being scrolled beyond the bottom of the last item.)
- Now saves sandbox options out properly.
- Low density zombies on sandbox is now set lower.
- Zombie density on survival edged down a smidge more.
- Optimizations.
- Removed the tooltip in inventory when right clicking in it for better visibility.
- Balanced fitness/nimble xp gain.
- Removed some recipe who missing textures (farming stuff)
Bug Fixes
- Fixed barricade crash.
- Zombie spawning bug potentially improved a lot.
- Fix to reloading (thanks Stormy!)
Bugs Introduced
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RC 2.9 Build 0005
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April 29, 2013
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New Features
- Lowered zombie spawn rate a bit
- Drink out of taps.
Bug Fixes
- Fixed death anim for zombies
- Fixed crash on death.
Bugs Introduced
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RC 2.9 Build 0001
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April 29, 2013
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New Features
- 20x20 cell map-size covering entire of Muldraugh and surrounds
- (largely incomplete but explorable with stuff to find, and several finished inner town cells)
- Balanced and expanded combat and zombie behaviours to make one easy to dispatch but 3-4 at once deadly.
- Streaming world. No load screens once in-game.
- New UI system / inventory / front-end
- In-game login and resolution options.
- In-game chat (optional)
- Multi-map support for multiple maps.
- Multi-world save functionality. (Still save on quit)
Bug Fixes
- New item distribution system. Higher population areas have more loot, but also...
- New zombie system manages hordes across the entire map, that focus initially on heavy populated centres.
- Reintroduced fire and rain.
- Weather and temperature. Survive the winter with fires and warm clothes, or risk sun-stroke in the heat of summer.
- Farm food, if you think you'll survive long enough to harvest the crops! (using the seasons system.
- Longer days.
- Music re-introduced.
- Changed endurance system to be less annoying and feel more fluid.
- Tweaked zombie grabs and endurance effects.
- New carpentry system.
- New crafting system.
- Camping (fire pit + tent).
- Female Zombies.
- New character hair / beards.
- Additional animations.
- A whole bunch of new tiles.
- Lots of 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
- NPC tweaks to hopefully make them less hopeless (though don't expect them to be Bear Grylls):
- Why are you trying to pathfind through trees, you fools?!
- Tweaked flee behaviour to avoid 'stand there looking stupid getting eaten' issues. Will now favour a close range pathfind instead of opposite side of map, for quicker results.
- tweaked pathfind manager to put pathfind jobs on empty threads to reduce wait time for NPCs to get long pathing results
- Factored in danger rating of tiles for short range fleeing.
- Found intriguing bug where NPCs stand waiting for a pathfind to complete that's not in the system any more (must have failed or completed) no known cause yet but intriguing and may help a LOT if fixed.
- Fixed bug with 'obtainitem' behaviour where character would go to all the buildings he plans to search before actually searching any of them.
- NPCs no longer collide with pushable objects (for now) so they don't get stuck on them.
- changed zombie spawn. If it still goes weird I literally have no clue what's up.
- Fixed hammer sound glitch.(This is still not fixed)
- Modders: ZombRand(a, b) now changed to ZombRandBetween(a,b) due to conflict issue.
- Zombie start density closer to q levels (though a bit higher and still looking for spawn bugs)
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0.2.0r RC2 |
June 29, 2012 |
http://theindiestone.com/community/viewtopic.php?f=21&t=8991
- Re-enabled character customization. (No character sprite atm though)
- Fixed a few weapons that have issues.
- Added frying pan as weapon properly. (no special sound yet can't seem to find a free one)
- Fixed bug that meant some weapons never have a 'hit' frame and thus never hit zombies.
- Planks stack once more.
- Add 1366x768, 1920x1200 and 2560x1440 resolutions
- Fixed issue with clip reloading. Remember HOLD R to load bullets, let go to put clip back in.
- Fixed death anim.
- Lowered initial zombie count. Still plenty though! Feedback welcome (It's hard since half want lots, half don't )
- Fixed tree/door chopping (although the damage needs adjustment)
- Fixed hordes appearing indoors.
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0.2.0r RC1 |
June 29, 2012 |
http://theindiestone.com/community/viewtopic.php?f=21&t=8988
- Added new zombie sprites
- Added New survivor sprites
- Added new animations
- Added new aiming mechanics
- Added shoving with certain weapons
- Added new stabbing combat with certain weapons
- Removed Character customization
- New Running system
- Added shovel, frying pan, and pistol
- Added 9mm ammo
- Removed tutorial
- Increased zombie count
- Tweaked Knife and Axe weight
- Axe has durability
- Music temporarily removed
- Still a couple of things in R not in this build, primarily the wheelie bin between cells and stopping 'lost in the woods syndrome' but they will be relatively quick to add so bear with any 'lies' on the R changelist for a day or two while we clean up any loose ends.
- This first version will be in good ol' batch format. Soon after will add the launcher, and finally (once I figure out how it works since I didn't make it) will add the win/linux/mac installers.
- As stated in another thread, this version does not have music. Sadly the music skipping issue became 1000x worse since the optimizations, and could barely get through the first ten seconds of a track. We'll fix this when we figure out a solution.
- The new blood system had to be removed until it can be optimized memory / speed wise.
- Be gentle. The game's engines have undergone a massive massive rewrite and hopefully the benefits will be obvious. Optimizations are bastards for causing bugs, and this has undergone some massive changes in the name of optimization. We may have new bugs to quash or a few teething problems on certain graphic cards.
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0.2.0q |
March 27, 2012 |
- Banished the stair death! If it is not gone (which hopefully it is) stair death should be MUCH less common now. This does not include falling from high floors through careless walking near edges, perhaps unfairly in certain buggy circumstances like missing bannisters.
- Main menu + stories back in. K&B is a little broken now no need to report bugs on it.
- Compatible with saves down to M only!!
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0.2.0p |
March 27, 2012 |
- BLOODY WINDOW/CURTAIN FIX BY GODS WE HOPE.
- Compatible with saves down to M only!!
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0.2.0o |
March 26, 2012 |
- Fixed bug with ovens not working.
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0.2.0n |
March 26, 2012 |
- Fixed shift click on curtains on west facing walls.
- Added some other important stuff that will be invisible to player but setting foundation for some future stuff. And that.
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0.2.0m |
March 25, 2012 |
- NOT SAVE COMPATIBLE WITH 0.2.0l!!
- Load/save sheet ropes.
- Load/save crates.
- Load/save full tile barricades.
- Rope sheets can be used one after the other to eventually reach the ground.
- Significantly lowered load/saving time. (doesn't include first time ever for map cell in a saved game)
- Sledgehammered walls should work properly on load now. Unconfirmed.
- Increased nail stack sizes a bit.
- Enforced straight running up and down stairs. Let us know if this improves/eliminates stair death problems.
- Fixed dropping dupe bug.
- Modding: Unrecognised params in item definitions will be put into lua moddata on any new inventory item. As a number if possible otherwise as a text string.
- Modding: UserModData for objects/inv items now loaded and saved in save file. Only numbers + strings tho.
- Modding: Added hook for cancelled timed actions.
- Modding: Exposed GameTime + InventoryItemFactory classes
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0.2.0l |
March 24, 2012 |
- More zombies in buildings.
- Added workaround error trapping around saving containers with something faulty in them, to cause *the world cut in half bug. This will still happen but should now just not load the contents of faulty container.
- Some other critical fixes don't want to list until they are confirmed fixed.
- Added ways of getting Strength XP.
- Stage 1 in UI nicefication. Quick 'put in container' / 'put in inventory' hover buttons for *inventory items in containers.
- Hotfix - Fixed double click crashes on containers.
- Hotfix - will no longer add random zombies on loading a map cell.
- A few more zombies on game start.
- "Quick grab" in containers to help with the fiddly double click. One click on a arrow to the left of the icon will straight away put items in your inventory
- Added game launcher, simple and easy to use.
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0.2.0k |
March 23, 2012 |
- Slowed down zombies in line with performance increase.
- Significantly lowered zombie spot chance.
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0.2.0j |
March 22, 2012 |
- Reduced starting zombies in town area further and slowed zombie migration speeds from outer cells.
- Zombie less likely to see you on upper floors.
- Fixed broken athletic / overweight traits.
- True directional zombie migration across a 100x100 grid of cells. Town full of zombies? Go north to the farm, will likely be quieter.Though zombies may migrate in on the south of the map the longer you're there. As more residential areas are added these will become game start hotspots of zombies.
- Possible fix to invincible zombies. Unconfirmed.
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0.2.0i |
March 22, 2012 |
- WARNING: Not save compatible with 0.2.0h.
- Added loading / saving text so people don't think it's crashed..
- Disabled fires completely. No more invisible fires.
- Proper zombie migration.
- Fridges and ovens ACTUALLY fixed this time.
- Fixed blood splat issues on reload.
- Food temps, cooked/uncooked, age etc saved out properly.
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0.2.0h |
March 22, 2012 |
- WARNING: Not savegame compatible with 0.2.0g!
- Fixed clicking when dead to restart game. Until this release always close game and rerun.
- Fixed floor items in saves.
- Fixed light switches on reload.
- Fixed XP / skills on reload.
- Fixed traits on reload.
- Fixed bin on reload.
- Fixed cooker / fridges.
- Fixed tree yield on reload.
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0.2.0g |
March 15, 2012 |
- Shift click open / closes curtains instead of windows.
- Fixed issues with apartment block stairwell / walls.
- Smashed windows cannot be opened.
- Saving on quit. EXPERIMENTAL.
- Surprise! 'Take the high road.' EXPERIMENTAL.
- Fixed zombie obsession with commercial district area.
- Fixed bug where zombie spawn points were missing resulting in zombies spawning at random map positions instead of map edges.
- (Hopefully) fixed freezing dying survivors whose legs fall off.
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0.2.0f |
March 13, 2012 |
- Fix bug where thirst isn't actually killing you.
- Fix to broken 'you survived for' time.
- Enabled character creation.
- Added temporary loading text to stop people thinking it's crashed.
- Same floor roofs turning off when inside.
- Fixed the buggy farm.
- Fixed barricading sticking / blocking bug.
- Increased container opening distance slightly to help with top diagonals.
- Because we figured out a quick fix. Blood splatter! (may be some mild bugs in this):
- Batteries fittable / removable for flashlights.
- Super powerful lua driven recipe system needed for above. Can do some really interesting recipes with this.
- You now get cooking XP from any crafting involving food items.
- M mutes music.
- Clicking window no longer open/closes curtains. Warning this may make certain open curtains more fiddly to click on. Not sure of a solution to this.
- Stopped right click doing carpentry building when carrying wood etc.
- Moddable professions and traits.
- Removed gamma correction as it caused problems on some people's particularly other platform machines.
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0.2.0e |
March 13, 2012 |
- NPCs will now favour doors over smashing windows.
- Bug causing NPCs to be able to run too far without tiring fixed.
- NPCs generally a bit braver.
- Clicking an item on an NPC will give them that item (or one off a stack)
- Changed endurance to be linked to actual speed not desired speed.
- NPCs better at staying fed.
- Fixed problem with placed stairs collision not working properly.
- Zombie use spawn points at side of map.
- Much fewer zombies at start. Extra zombies per day until they reach current (pre 0.2.0e) levels on day 5. May need balancing. Try the defines.lua in the media/lua folder if you want to play.
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0.2.0d |
March 12, 2012 |
- Opening / closing windows will no longer repair them.
- Fixed missing icons.
- Increased NPC dialogue speed.
- Fixed double size mode.
- Double size mode still has single size UI.
- Direction changer no longer interferes with double size toggle.
- Inconsistency between endurance on mouse and keys fixed.
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0.2.0c |
March 12, 2012 |
- Sleeping on couches
- Fixed invisible door syndrome
- Slower boredom increase.
- A few new recipes / item balancing.
- Fixed error where all but the tut house wheeliebin were not pushable.
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0.2.0b |
March 12, 2012 |
- Lowered zombie count some to tone down difficulty and help performance.
- NPCs chance of being 'loners' lowered a tad.
- Fixed bug where player's random 'loner' stat was used instead of NPCs, meaning if player rolled a high loner stat they would not likely find any NPCs who would join them.
- Increased priority follow behaviour.
- Multiplied bravery effect, and removed debug capping to 50% max bravery. Cowards will still run away rather than follow, but brave people are more likely to stick with you.
- Barricading / Sheet Rope fixed. Sheet ropes only work out of diag forward facing windows for now tho.
- Numerous map fixes.
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0.2.0a |
March 11, 2012 |
- Added crafting of Stairs, Walls, Door Frames, Window Frames, and Crates.
- Added ability to chop down trees with Axe to get Logs.
- Added ability to place wood floor tiles using one Plank, Hammer and Nails.
- Added mouse-only movement.
- Running now takes a couple of seconds to reach full speed and a second to slow down.
- Moodles system added along with ability to fill any container with water.
- Zombie and players can now travel through open windows.
- Players take fall damage based on how high a window they jump out of.
- Sheet Rope added to climb down buildings safely.
- Boredom moodle re-added.
- Stress moodle added.
- Unhappiness moodle added.
- Mood moodle added, and being in angry mood disables happy interactions with NPC's.
- NPC AI Overhaul including player-NPC interactions.
- Support for LUA scripting added.
- Added skills that level up with use.
- Pushable objects added.
- Wheelie Bins added.
- Map size quadrupled.
- Multi-cell map support.
- Map now consists of series of .lot files, which represent chunks of a map that can be inserted into any map.
- Lighting system and graphics overhaul.
- Functional lights/lamps added in most buildings.
- Weapons Added: Pencils, Pens, Kitchen Knife, Butter Knife, Sledgehammer, Spiked Plank
- Ability for sledgehammer to break through walls.
- New music and ambient sounds.
- Many more items and features added.
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