Version history

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Revision as of 00:21, 26 March 2015 by Kirrus (talk | contribs) (→‎Alpha)
For the list of upcoming features for future versions of Project Zomboid, see Planned features

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.
   You now have an option to craft all the stacks of something (having 7 logs? Righht click, "Saw Logs" -> "All" :))
   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.. Make sense? I'm not even sure what I'm saying, duh.)
   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]

  • 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)
  • Full bug list fixed so far via our Bug Tracker
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.
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.
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
  • Temporary reset to 2D sprites for player if graphic card does not support FBOs. Just until we can get the remaining compat issues fixed. This will be removed as soon as we get 100% compatibility. As stated before having 2D + 3D for player characters will hold us back terribly in future.
  • Optimization of FBOs. Only uses one for every 3D character in the game.
  • Fixed some colour tint issues on 3D models so they match 2D counterparts more closely, which improves the switch from 2D to 3D for zombies, tho some issues still remain (momentary flick to different direction on occasion, as well as turning a 3D model to a 2D sprite constrained the 8 compass directions). I did notice that in full daytime they looked a little muddy but can't say if that's a new thing or was the case in previous build. Will look to fix that.
  • Lowered default # models in 3D since some of those who did have FPS issues often didn't occur to them to lower the 3D model count in options themeselves. :( looked into an FPS driven auto system but found its results a little unpredictable and weird.
  • Other stuff, will get the others to fill out.
2.9.9.17 build 25 v2 21st March 2014

NO OFFICIAL CHANGELIST

2.9.9.17 build 25 17 February 2014

[BUGFIX]

  • Remove plant action is now synchronised.
  • Some fix on farming (plant was here but unusable, ...).
  • Added a warning message if you try to type and unknown command in the chat (like if you type "/al Hello!" you'll have a "Unknown comman /al Hello!" warning in the chatbox.
  • Now trim the /all message (understand you can't just write "/all").
  • Rain barrel are now loaded on player correct.
  • Fixed missing pillar sprites when building stairs (and also made them destroyable).
  • Fixed tomato instant growing.
  • Fixed building walls problem with a controller plugged.
  • Bleach is Unhappiness +99 instead of -10 (used to make you happy?)
  • Craftable doors could be opened from far away by clicking on them.
  • Synced burning players and zombies. The player might be burning on the server but not on the client before.
  • Fixed never-wake-up from sleep bug.
  • No more barricading crafted walls, or adding sheet ropes to crafted walls.
  • Fixed Survival Guide contents being drawn over the title bar.
  • When a player died in multiplayer, all the other players would equip the dead player's stuff.
  • The "Climb through window" context menu command now works if you are trapped in a piece of furniture next to a window. Holding 'E' already worked.
  • Fixed moodles sometimes overlapping.
  • Fixed animation speed of rain and fire at different FPS.
  • Fixed save folders with spaces not loading. Although the game converts spaces to underscores when creating a savefile, there is nothing from stopping the user from renaming the folder.
  • Fixed sheet rope climb speed not being affected by the speed control setting.
  • MP: Scratches from weapons would cause infection.
  • Fixed water remaining in sinks/toilets not being remembered properly.
  • Make sure tooltips get hidden when windows are hidden.
  • Stopped zombies thumping crafted stairs, so they can climb them now.
  • Fixed path separators in the joypad directory on Linux.
  • Fixed the Caps Locks key breaking savefile names etc.
  • MP: Less weirdness with blood/animations when fighting zombies.

[NEW STUFF]

  • Added the number of players connected in the PLAYERS list (press escape and click "PLAYERS").
  • You now can't join a server with an empty user name.
  • Added a "QUICK JOIN" button in the server list, allowing you to join the server without save it in the list.
  • Safety System : [2]
  • Added key binding for Local chat, Global chat and Toggle safety.
  • The on/off state of stoves is saved.
  • The inventory window font size can be changed between Small, Medium and Large fonts.
  • Set Disabled=true in a game controller *.config file to ignore that device.
  • The Heavy Load moodle now has 4 different settings (only 1 was shown before). The player is slowed down more with increasing weight up to 2x maximum carrying capacity.
  • MP: Synced zombie appearance. Ditto for zombie corpses.
  • Added "Remove sheet rope" command. You get the sheets back but not the nail.
  • Added "Climb through" command to crafted window frames, same as normal windows.
  • MP: Reduced book reading time by 1/2.
  • MP: Synced thunder and lightning.
  • MP: Synced weather-related stuff such as temperature, phase of the moon, and nighttime brightness.
  • Return to menu. After death or exiting, the game returns to the main menu.
  • Mods are loaded/unloaded as soon as the Mods window is closed.
  • MP: Added player slow-down when zombies grab.
  • MP: Sync zombie sounds.
  • There's a -nosound option that disables audio.

[OTHER]

  • Changed the calcul in the eat 1/4, 1/2 food option (it's now always based on the base hunger reduction).

[CLIENT]

  • Map choose + Character creation + Random spawn point added. Note : Random spawn point can be changed by the admin so everyone could spawn at the same point, but by default it'll be random (just like single player).
  • Servers in ServerList will be pinged, so you can see if they are online, the number of players connected...

[SERVER]

  • The server welcome message is now in the server options (Users/Zomboid/Server/ServerOptions.ini only on server side) ready to be customized.
  • Soft world reset. Will remove zombies, bodies, loot, reset all containers in world. Will leave all construction in place.
  • Database will now be created if not found on the server.
  • Added a LogLocalChat server option, used to log the local chat ("t" key) in all the client chat box.
  • Added AutoCreateUserInWhiteList Server option : If you server is open, this option will allow the server to create the user in whitelist if they entered the server with a password, so his username will be *protected.
  • DisplayUserName : False = you won't see another players username on top of their head + their name won't be logged inside the local chat (true by default).
  • Added administration tools : http://theindiestone.com/forums/index.php/topic/5813-how-to-administrate-a-server/
2.9.9.17 build 23 February 4th, 2014

[PERFORMANCE]

  • Big improvements to multithreaded rendering performance.

[BUGFIX]

  • Fixed a bug in the thunder : The system roll a dice each day, and you have 1/20 chance of having a "thunder day", though a bug made every day is a thunder day ! So yeah, I know some of you loves thunder, but *you'll have much less of them now.. :P
  • Fixed some farming bugs (mainly plant disapear though you could still water them etc. Thanks Twiggy for the saved game ! :)).
  • If you have an item equipped in both hands (e.g. baseball bat) and unequip it, the BOTH hands will now be unequipped.
  • Light switches and lamps should Just Work ™ now. Whether a light switch is on or off is now saved (which required the world version to be bumped). Plus, turning a lamp on or off in a room will no longer turn *all the room's lights on/off. Light switches have a higher priority than other objects so they're easier to click on (I figure that's ok since they're so tiny, they won't block you clicking on important stuff *usually). Also street lights don't mysteriously shut off after you leave an area or reload your game. And Mash has been busy adding missing switches and lamps to the map.
  • Fixed not being able to click the scrollbar in the options screen when scrolled down.
  • Fixed the Reload difficulty combobox getting repositioned after clicking (it's position was getting restricted to the screen size even though it is in a scrolling parent widget).
  • Made a few attempts to fix weapon-related bugs. The timed action queue would sometimes get broken when firing/reloading while other actions were in progress.
  • Fixed hovering the mouse over the moodles at non-100% zoom.
  • Fixed multiple attacks per attack animation while holding down the left mouse button. This doesn't fix the pistol shooting too quickly, it has a very short attack animation.
  • Fixed the shotgun sprite not rendering while aiming it.
  • Fixed the mousewheel not working in the character-creation screens. The main options screen was getting the mousewheel events even though it was hidden.
  • Fixed the traits list in character creation not scrolling properly after removing traits from it.
  • Fixed dragging tabs out of the character info window. Now when you drag a tab out to a separate window, that window will be toggled by the hotkey. So if you drag the health tab out, 'h' will hide/show just that window. Ditto for the skills and traits tabs.
  • Squares along chunk boundaries were all marked as blocked in the NE or SW directions. Tracked this down after I saw some weird lighting on the ground near a streetlight. Probably affected pathfinding too.
  • Light switches were using 30 days as the electricity cuttoff date when they should have been using the sandbox option (14 days in survival).
  • Ambient light from outside buildings shines through windows and doors so rooms aren't quite as dark at night. The code for this was already in there but got broken at some point.
  • UIElement no longer creates a double-click if the mouse moved more than 5 pixels in any direction from the initial click.
  • Fire fixes:
    • MIssing sprites. Still some missing smoke sprites due to a naming issue in the pack file.
    • The same fire added twice to the global list of fires.
    • Fire objects not getting removed from the square they were on after they burned out.
    • NullPointerException due to fires getting added where they weren't allowed.
    • Characters that were burning when saving the game weren't given fire sprites or light after loading.
    • When a real zombie was turned into a virtual one the fire sprites and light were not removed from it, so when it got turned into a real zombie later it looked like it was burning.
  • Got the molotov weapon working pretty well. No idea if they can be crafted or not. You can see the molotov flying through the air when thrown (It was using a sprite that didn't exist). After throwing, another molotov will be chosen as the current weapon if the player has one rather than switching to some other weapon. The throw physics needs work. Currently, the closer the target, the lower the throw velocity.
  • Crafting stairs bugs fixed. There was a field not being saved that caused crafted stairs to become blocked when trying to use them. There was also a bigger issue that put new grid squares into the wrong location, so when you went up the stairs there was no floor tile at the top and you ended up floating on z=1. The fix for that might break other stuff though. :shock:
  • This : http://theindiestone...ter-infinitely/ fixed
  • Fixed crafted items in a bag not being transferred to the main inventory before crafting begins. This is the reason your clothes get ripped when you click on an item in one of your bags to make bandages for example.
  • Fixed farming actions causing the player to walk right onto the plant's square instead of stopping next to the square.
  • Fixed the inventory tooltip being invisible after unpausing the game if the mouse was hovering over the inventory window. Also, hide the inventory tooltip when mousing over the Category column, otherwise it obscures the grab/drop buttons and stays stuck on the last item it was over.
  • Fixed right-clicking on windows with containers behind them.
  • Items in equpped bags show 'unpack' instead of 'grab' buttons. There was a save/load bug that broke this.
  • Fixed glitches with clicking/dragging tabs in the character info window.
  • Fixed the inventory/loot windows sometimes getting "stuck" following the mouse.
  • Fixed the -Game Paused- text being off-center.
  • Fixed the player sometimes getting drawn overtop of objects after coming down a staircase.
  • Fixed skill-book reading times. If you increased the game speed while reading, the book would get read much more quickly. Now every page takes 2 game-world minutes to read no matter the game speed.
  • The player now remembers how many pages of each type of book have been read. In the old system, each book recorded the number of pages read in itself only. That was a problem if you started a new character *from an old savefile, the new character couldn't read already-read books.
  • Fixed DrainableComboItem rate of depletion. Candles would not be drained at 60 fps.
  • Unequip items (such as candles) when depleted.
  • The item selection is cleared when switching containers in the inventory/loot windows.
  • Fixed inventory item text being drawn more than once when dragging.
  • Fixed not being able to unequip clothes from the primary/secondary slots.
  • Damage from fire to the player wasn't affected by the speed setting.
  • Fixed mysterious burnt wall tiles sometimes appearing where fires had been after sleeping.
  • Fixed mod resources and savegame thumbnails not loading on MacOSX.
  • Food starts cooking when its internal temperature reaches a certain point, not just when the stove it is in is at a certain temperature. A side effect of this is that food will continue to cook for a short time when removed from a stove.
  • The 'Skill points available' display was changed to handle double-digit skill points better.
  • Fixed an exception when placing a farming plot while it was raining. Also fixed sprites from previously-built items showing up when rotating a farming plot with the 'R' key.
  • Fixed Lua timed action update() method not seeing the 100% job delta.
  • Fixed Lua debugger not centering the source window on a breakpoint.
  • Screen resolutions are now sorted by increasing width and height in the options.
  • Fixed o/p keys in Last Stand challenge 2 working in challenge 1.
  • Fixed the on/off state of building alarms not being restored properly. The game would correctly save whether an alarm was on/off, but would only set it to 'on' when reloading a game. Because of this and because the on/off state is initially randomized every time a game starts, over time more and more buildings would get alarmed. When loading an old savefile, the status of alarms will be reset to a reasonable amount. This should only affect buildings that haven't been explored yet. You'll see the total number of alarmed buildings printed to the console.
  • Clicking the 'inventory' button will toggle the loot window in sync with the inventory window, in case one was visible and the other was not.
  • Fixed multiple raindrops and rain splashes on single tiles.
  • Fixed randomly seeing through walls. If you ran right along a wall, you could sometimes see inside the building. This also seemed to happen when climbing through a window.
  • Fixed animation issue with zombies climbing through windows, they would appear to teleport forward for 1 frame.
  • Fixed the text-entry box drawing text when it's parent was collapsed. If you use the NecroForge mod you'll know what I mean.

[[NEW STUFF]]

  • Added mouse-over highlighting to combobox choices.
  • Added 'walk to' timed actions before using a water source, using a stove, or grabbing items off the ground. No more refilling your bottles from across the room.
  • When clicking on a container in the world, that container will be highlighted in the loot window, but only if the container is in the loot window. Previously, some other container (or none) would be highlighted even though the clicked container's contents were in the list.
  • Added a 'layout manager' to remember the size/position/visibility/pinned state of the various game windows. It remembers this at each different resolution. All the info is saved to layout.ini in the user's Zomboid folder whenever the game exits during the new OnPostSave event.
  • Added mouse-over highlighting to combobox choices.
  • Restored the old pulsing read damage indicators in the health panel.
  • Made the character-trait tooltips easier to read in the tabbed character window.
  • You can now build light sources, for now only one : some planks, some nails + a torchlight and here you go, a 4 directions torchlight on a wooden pillar, don't forget to turn it off when you leave your base as it drain energy ! Also don't forget to change the battery some times.. ;) Note : This is fully moddable, you can do light source with everything you want, including fuel you want (or no fuel but just a life, like for candle, but those are planned already :D), don't hesitate if you have some question on it !
  • Campfire context menu now has submenus for "Add Fuel" and "Light" so you can choose exactly which inventory item to use. You already could choose the item for "Add Fuel".
  • When pausing the game, all the in-game windows are hidden so you can't click on them while using the option screen. Less clutter too.
  • A progress bar shows how long until food is cooked, and how long before it is burned after cooking. You need to expand the food item in the inventory window to see the progress bar.
  • When filling dirt/gravel/sand bags from the ground, only 1/4 of the bag is filled each time. Submenus let you choose exactly which bag to use. Also, the player must walk next to the spot when filling a bag.

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.

  • For modder's, nested Lua tables in mod data are now supported:
    • Keys may be either number or string. Only string was allowed before.
    • Values may be boolean, number, string or table. Only number and string were allowed before.
  • The game will write all of its console output to a text file ~/Zomboid/pzlog.txt in addition to the console.
  • A new OnResolutionChange event fires when the screen size changes. This is used to update the layout of the various option screens gracefully. The option screens are not so small on 1024-pixels-wide or smaller screens.
  • Zombies will (usually) wander away from a window they just climbed through. This was done to fix the jumping in/out of a window repeatedly, although that still happens sometimes.
  • Any item that can store water will now show a 'Pour on ground' context menu option. This means that bottles of Mayonnaise, bowls of soup, etc, can be emptied out.
  • Custom maps now supported. You can create a mod, put one or more custom world maps into the media/maps directory, and they will show up in the map selector screen when creating a new character. They will only show up for enabled mods. Savefiles remember which map directory the world came from, so if the mod gets uninstalled or disabled, you won't be able to play that savefile.

[BALANCE]

  • Changed things in the torch lighting, first all light source are a bit stronger (candles, lighter and torch light), plus the torch flicker is now much more realistic.

[EASTER EGGS]

  • Only a real Sir know how to moonwalk...

[TRANSLATIONS]

  • Fixed Turkish translation.

[OS X CHANGES]

  • OS X now uses Java 7, meaning you'll need OS X 10.7 or later to play. Sorry for the inconvenience, but we needed the OS X package updated to work with recent Java and OS X 10.6 and below uses Java 6. Contact Rathlord if you're using an older OS, he may be able to show you a workaround.
  • Java is now packaged with the game for OS X. Java version on computer is no longer relevant.
  • OS X can now use the Launcher
  • Mod posters now function on OS X
  • Mod sprites now function on OS X
2.9.9.17 build 21 December 20th, 2013

Bug Fixes:

  • Fixed crashes when crafting, most notably cooking
  • Improved Mac support
  • Improved launcher for lower resolutions
2.9.9.17 build 20 December 11th, 2013

Bug Fixes:

  • Hand made windows frame are no longer passable through.
  • You can no longer climb hand made windows frame if they are barricaded.
  • You can no longer create wall/windows frame and stuff over existing walls/fence, you have to destroy them first (it was unrealistic, and created lot of bugs, like climb through a wall... Though it was really fun to do... I think they use this bug in Harry Potter..)
  • Fixed a bug in the calcul of the fixing system.
  • This fixed : http://theindiestone.com/forums/index.php/topic/4120-bags-build-19-hotfix/
  • Berries will no longer get rot on their bushes.
  • One of the best 'action' tunes from the olden times was accidentally left out of the lua music choices and not been triggered in the game in over a year. SACRILEGE!

New Stuff:

  • Now sometimes spawn also empty bottle (water, whisky...) inside garbage bags (from an original idea of LeoIvanov)
  • You can now rename your bags (right click on them in your inventory, "Rename this bag").
  • Experimental PC Launcher (Issues with Mac/Linux atm) thanks Starbound! Ignore the fact you now get a Steam and Launcher option for compatibility mode, this is because that config has to be shared across all branches of the game so we can't remove the steam pop-up until we release the launcher on Steam proper or those not on this branch will no longer get it.
2.9.9.17 build 19 Hotfix December 10th, 2013

Bug fixes:

  • Fixed a bug in the "take some dirt" option.
  • Fixed running on the spot zombies.
  • Fixed some inventory bug ("grab" option always grab in your main inventory, not the open one, like a bag).
  • Fixed a bug where the campfire light doesn't go away.
  • Fixed some null pointer reload bug.
  • Fixed smashing windows with firearm not working.
  • Fixed a bug in the fixing system : even with 100% of success, you had 1% to fail.
  • Fixed small rain barrel transforming into big one.
  • Unequip the current weapon if it break and you have nothing else in your inventory (previously : the weapon was still equipped but you couldn't turn while it was equipped)
  • Farming : Plants which require a water max (carrots for example), won't die if they have too much water, just lower a bit their health (not more than < 30).
  • Farming : Now delay for only 30 hours the next growing in case of disease or too much water/water missing (previously : 50 hours).

New Stuff:

  • Garbage bags can now have items inside them.
  • Farming : You can know remove your plants with the hand shovel (and not just the spade).

Balance:

  • Better chance to find garbage bags inside bin.
  • Lower the time needed to water the plants.
  • Lowered the spawn rate of hammer (now Marina fixed bunch of shed/garage room name, we had tons of hammer...)
2.9.9.17 build 19 December 6th, 2013

Bug Fixes:

  • The weak trait will now reduce your max capacity.
  • Fixed the weird lighting in the church.
  • Fixed the brown wooden stairs textures in carpentry menu.
  • Fixed some bugged walls (where you could loot through them).
  • Craft food from rotten ingredients will give you a rotten food as result.
  • Now save the unhappy and boredom level.
  • The Anti-depressants now reduce the unhappyness (effect is not immediate, it take some times).
  • Fixed lighting issues / holes in world draw errors.
  • If you click outside the delete save modal dialog in the world selector, it'll disapear.
  • Fixed the fire saving/load bug.
  • Fixed a bucket/garden spray can duplication bug.

Performance:

  • Fixed memory leak causing OOSs on some systems.
  • Performance changes / improvements (no promises, including the demo, with the numbers we're talking chances are it'll take a few to get most of them sorted).
  • Tweaked the camping code to make it much more efficient.

New Stuff:

  • Added inventory icon for berries bush.
  • Added various tooltip (pills, ...), to help the new players.
  • New items ! (include lovely spiffo burger by our cutie pie Mash !).
  • New recipes : Box of things, explaination : You can now find box of nails (you also have screws, bullets...), right click on it and select "open" will give you 100 nails AND if you have 100 nails, you can also right click on it and "put in a box" to move them around easily.

Balance:

  • When you make an item, we set the condition of the result item with an average of the used items condition, and not just the lowest condition.
  • Tweaked the number of berries in a bush.
  • You'll now have much more chance to find stuff (including axes and hammer) in the West Point toolstore (in front of the sea horse coffee).
  • Time to start a fire in a oven increased.
  • Tweaked a bit the fire spreading (it spread more... "The roof is on fire, we don't need no water let the..." Erm.)

Modders:

  • Now load "Item_...png" instead of "item_...png" in the mod loader.
  • The mod directory can now be different of the mod ID for the mod loader.
  • New event : "OnFillContainer" // Every time we fill a new container with item, param : room name, container type name, the container just filled.
  • New event : OnChangeWeather // Every time we change the weather, triggered in lua, param : the new weather (string).

Translations:

Bug Fixes:

  • No longer possible to equip a two handed weapon if it's broke.
  • Some world convert fixes (still have some crash on certain save :( Will do more).
  • Fixed a lot of farming bugs :
    • When you harvest a plant, click on another (even dead) to have the last clicked plants vegetables (I fixed this for all the other actions)
    • Some plants disapear.
    • Fertilizer.
    • Other minor fixes.
  • Fixed sand bag walls : They were not hoppable and not acting as a wall. (now they block you, not your vision, and you can climb them).
  • Fixed alarms saving.
  • Fixed the mod loader bug (I thought we already made a hotfix for that, apologize !).
  • Fixed the temperature of items after the electricity shut-off.
  • When crafting an of item of food - its age will be dependent on the average age of the foodstuffs that went into the recipe. What's more, if any of the food you used was rotten - then don't expect the results to be particularly edible either! This is a fix for crafted food that 'cured' the rot of what went into it - ramen etc :)
  • The loot found on zombie bodies is no longer dependent on the room/area in which they were 'killed'.
  • General UI polish.
  • Ripping something into bandages that's inside a container won't have the side-effect of ripping up the clothes you're wearing. (Sorry!).
  • Some typo fixes.
  • You can now destroy non-player made stairs.
  • Fixed bunchs of XP books bugs :
    • No more xp reset if you stop/restart to read the book.
    • Page read will be reset to 0 if you finish to read them (thanks gekkobear ;)).
    • No more multiplier reset in the middle of the skill.
    • No more "can't read last page bug".
  • Hand made construction will now drop some materials used to build it if destroyed.
  • Fixed the weapon tooltip.
  • Food will also become rotten inside if put inside zombie body.
  • Fixed a bug in the calcul of the rotten food when it was in a container you never open before.
  • Some reloading fixing by our lovely Stormy !
  • Fixed a bug where the name of the plant wasn't in the info box in case of dead plant.

New Stuff:

  • You can now find sand bag, gravel bag and empty gravel bag, you can click click on them to spill sand/gravel on the ground, adding a sand/gravel tile where you want. These bags can be used 4 times before giving you an empty bag, which, with a shovel can be filled with sand, gravel or soil by clicking on the right tile on the ground.
  • Some new items : threads, garbage bags, gravel bag, watch, wooden glue... Not all of this item have a purpose right now, but they will really soon, that's why they are already in game. (think about people who already explored a lot of things, when this new items will have an utility, they'll have hard time to find them..).
  • Added gravel bags walls in the carpentry menu (under "Fence sub menu).
  • Fertilizer for farming (this was not really "new", but bugged and the fertilizer weren't spawned) : Use it up to 4 times on your plant (no more ! or it'll die...) to reduce by 20hours the next growing phase.
  • Added a tiny icon (like the little orange round for the equipped item) for broken weapon.
  • Empty gravel bag and garbage bags are container (you can equip them), they are big but with a really small weight reduction.
  • Changed crate crafting: level 2 carpentry allows for rough/crap crates, level 4 lets you build proper ones.
  • Player-created floors, like walls, now have three different textures to match your carpentry skill level.
  • You can now pack 50 seeds into a seeds package - so it now works like boxing up nail.
  • Campfire will now look like it’s alight when fired up.
  • Some containers (school bag, plastic bag ...) will now have items spawned inside. A purse might contain lipstick etc.
  • Berries will now rot.
  • New message added to demo to underline to players that you start off infected.
  • Crops in farm areas now have a chance to spawn corn.
  • The container tooltip (for plastic bags, school bags..) will now display the icons of the 3 last items added inside it.
  • 2 new traits : Lucky and Unlucky, they will influence thing as loot rate, chance of break your weapon, chance of success in fixing it...
  • Fixing System ! Yay ! http://theindiestone.com/forums/index.php/topic/3735-the-fixing-system

Balance Stuff:

  • Up a bit the loot rate of sand bags.
  • Rain collector change : You now need to be carpentry lvl 2 to build a small rain collector, and then lvl 4 to build the big one (the current one). You also need garbage bags to build them now.
  • Up the loot rate of the hand shovel (required for farming).
  • Increased the likelihood of discovering tent pegs
  • Lowered the potential for alarms to sound once the electricity has shut itself off.
  • Name of a rotten food will now be displayed in red.

Modding:

  • Added a setCustomColor(ColorInfo) for IsoObject.

Translations:

  • Updated French, Polish, Italian and Russian translation.
2.9.9.17 build 14 November 9th, 2013

Bug Fixes:

  • The weak trait will now reduce your max capacity.
  • Fixed the weird lighting in the church.
  • Fixed the brown wooden stairs textures in carpentry menu.
  • Fixed some bugged walls (where you could loot through them).
  • Craft food from rotten ingredients will give you a rotten food as result.
  • Now save the unhappy and boredom level.
  • The Anti-depressants now reduce the unhappyness (effect is not immediate, it take some time).
  • Fixed lighting issues / holes in world draw errors.
  • If you click outside the delete save modal dialog in the world selector, it'll disapear.
  • Fixed the fire saving/load bug.
  • Fixed a bucket/garden spray can duplication bug.
  • Less PCs should get black screen bug (likely not obliterated completely though, hopefully in next one)

Performance:

  • Fixed memory leak causing out of memory errors on some systems.
  • Performance changes / improvements (no promises, including the demo, with the numbers we're talking chances are it'll take a few to get most of them sorted)
  • Tweaked the camping code to make it much more efficient.

New Stuff:

  • Added inventory icon for berries bush.
  • Added various tooltip (pills, ...), to help the new players.
  • New items ! (include lovely spiffo burger!).
  • New recipes : Box of things, explaination : You can now find box of nails (you also have screws, bullets...), right click on it and select "open" will give you 100 nails AND if you have 100 nails, you can also right click on it and "put in a box" to move them around easily.

Balance:

  • When you make an item, we set the condition of the result item with an average of the used items condition, and not just the lowest condition.
  • Tweaked the number of berries in a bush.
  • You'll now have much more chance to find stuff (including axes and hammer) in the West Point toolstore (in front of the sea horse coffee).
  • Time to start a fire in a oven increased.
  • Tweaked a bit the fire spreading (it spread more... "The roof is on fire, we don't need no water let the..." Erm.)

Modders:

  • Now load "Item_...png" instead of "item_...png" in the mod loader.
  • The mod directory can now be different of the mod ID for the mod loader.
  • New event : "OnFillContainer" // Every time we fill a new container with item, param : room name, container type name, the container just filled
  • New event : OnChangeWeather // Every time we change the weather, triggered in lua, param : the new weather (string).

Translations:

2.9.9.17 build 11 November 8th, 2013

Change list :

  • West Point Added
  • New items.
  • New Recipes.
  • New Animation ! Floor Stamp ! Smash that head.
  • Added more specific location to loot items (police station = more guns, school = more books/school bag...).
  • Extra options for lighting quality and FPS lock (30,45,60). Defaults to 30FPS for more stable FPS.
  • Added an option to modify the path of mods, default one will now be Users/YOU/MyDocuments/Zomboid, we'll make the same for the save in a next update, the Mac OSX default folder will also be changed.
  • Zoom feature via mousewheel.
  • Some stuff can now explode while on fire !
  • Made the fire a bit stronger.

Fixes:

  • Fixed colors bugs in the farming info screen.
  • Fixed some mods loader bugs.
  • Fixed some bugs with the torch light context menu.
  • No more "sticky" tooltip in the skill panel.
  • No more duplicate bucket when making a plaster bucket.
  • Fixed bunch of farming bugs, thanks to Skallagrim.
  • Fixed "remove plant with a shovel" context menu option.
  • Fixed some bugs in the crafting (mainly with stairs).
  • Fixed "Climb Through" right click context option not always working.
  • Fixed inventory tooltip resizing on certains items.
  • Fixed items detail placement (remaining, nutrition...) in inventory.
  • Fixed some fire saving bugs.
  • Fixed some random thump zombie bugs.
  • Changed weight of gas can to 5 from 10.
  • Fixed "save name" width on certains translations.
  • Fixed the Nederlands UI translation.
  • Fixed some bugs with the rain collector barrel.
  • Fixed some fire saving bugs.
  • Fixed smash window context menu option.
  • Fixed destroy (with seldgehammer) context menu option.
  • Fixed infinite ammo bug : you can just set back your game to english to fix it (anyway, even in other languages it'll be fixed).
  • Added an average water indication on the tooltip when selecting which seeds to sow.
  • Now temperature and age of food are updated in every container (even plastic bag and stuff).
  • New context menu option for some food ("Drink", "Smoke").
  • Removed the weird traits icons in top-left corner of the character info screen.
  • Added an offset for text in the character info screen (strings were cutted in some language).
  • Improved performance on character creation screen.
  • Fixed some bugs for custom profression if not everything was set up (custom spawn point, custom clothes color...).
  • Now display the name of the profession if you don't have a texture for it in the character info screen.
  • Improved xp update (now you EveryTenMinutes event instead of OnTick).
  • Added permaLocked window to the "open/close window" test.
  • Some UI polish.
  • Fixed some combat glitchs.
  • Fixed zombie sudden chase stop.
  • Context menus should once again be working properly

A tons of change in the loot spawn:

  • Balanced loots in West Point.
  • Fixed loots on specific rooms (no more bacon in pharmacy, etc.).
  • Added more specific loots in container (wallet in some locker...).
  • Added more specific loots in rooms (toolstore, mechanic...).
  • Fixed some container type (some container wasn't flagged as container).
  • Some items weren't spawned enough (barbed wire, sand bag..).
  • Fixed the gunstore windows (now you can't pass through them, neither the zombies).
  • Fixed the texture in equipped items (they were a bit low quality due to resize).
  • Fixed world inventory icon (when you drop an item, the icon was big on the ground).
  • Changed the Combat part in Survival Guide (we now use right click to charge - left click to hit).
  • Some UI polish.
  • Lot of translation update.
  • Changed canned soup icon.
  • Now the canned soup need to be opened with a tin opener before drink it (or cook).
  • Balanced knife/spoon/fork condition.
  • Fixed some crafting bugs.
  • Fixed lighting issues
  • Fixed memory leaks.
  • Fixed sheet rope.
  • Fixed harvesting farming plant.
  • Fixed tomato vegetables.
  • Fixed the take in game screenshot shift.
  • Fixed home trailer doors.
  • Fixed the crafting system.
  • Fixed world inventory texture (+ fixed them on load).
  • Fixed equipped items color.
  • Now equipped bag in 2nd hand will be loaded correctly.
  • Streaming issues fixed.
  • Fire saving fixed.
  • Fixed some missing sprite building.
  • The bigs logs at McCoy are now containers with logs inside.
  • Removed options.bin for an options.ini (text file).
  • Fixed the trailer park map problem (can't pass through doors, invisible walls, weird light issue..).
  • Balanced loot drop.
  • Fixed some tile properties problem (container not solid...)
  • Fixed various bug on torch light, books.
  • Updated various translation.
  • Fixed some inventory tooltip glitch.
  • Fixed some UI glitch (mainly for translation truncated).
  • (re) added the brezilian portuguese translation.
  • No more bucket duplication for the plaster recipe.
  • Italian translation.
  • Polish translation.
  • MOAR Translation !
  • Norsk translation problem fixed.
  • Modified a bit the option panel so all translation can fit.
  • Sheet rope fix.
  • Load black screen bug.
  • Invisi walls and all that other stuff, hopefully. (one day!).
  • Fixed bugs with crawler zombies.
  • Rewrite some stuff with the camping (fixed crash, cleaned the code a bit..).
  • Numerous optimizations / fixes
  • Other things (not Dragons).
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]
  • Improved night time, is now lighter, still dangerously dark but not totally black.
  • Fixed crash bugs
  • Proper modding system (enable/disable mods in-game list) required to avoid mod related save problems etc)
  • Option to turn on/off multi-core rendering (defaults off for single core/linux)
  • Make the right click for world item much easier (selecting a sink for example).
  • When destroying something with items inside it (e.g. crates), the items are dropped on the ground.
  • If you destroy a crate and there's another crate on top of it, the crate fall.
  • New Survival Guide entrie for the Inventory Management.
  • Translation !
  • Come on baby light my fire.......
  • Saves properly on sleep. Never lose more than a day with some unexpected crash or power loss.
  [Bug Fix]
  • Got rid of weird square of light around player.
  • Fixed various crash with inventory.
  • Fixed drink/take water bugs.
  • Re-added tooltip for traits selection.
  • Equipped bag are now saved.
  • The animation for destroying wall is a bit faster.
  • Fixed various carpentry bugs.
  • You can now add a sheet rope over self-made windows frame, let's build a stairway to heaven with a sheet rope !
  • Crafted door fixed !
  • Fixed fast forward cooking bug.
  • Fixed various renderer / multi-core related bugs.
  • Fixed LOS bugs allowing you / zombies to see briefly through walls while moving about.
  [Balance]
  • Reduced the chance for a zombie to become a crawler when you hit him.
  [Known Issues]
  • Small font a little too small for high resolutions, we'll increase the size of this before public release.


2.9.9.16 August 23, 2013
  [New Stuff]
  • Added a little icon over the inventory icon if the concerned item is equipped.
  • Survival guide! (It starts automatically on a new game. press F1 to toggle it).
  • Torch (flashlight) can flicker, especially when they're almost out of batteries
  • Crawlers won't turn while attacking + Balanced them a bit
  • New key bindings: F2 to pause, F3 for normal speed, F4 for fast forward x1, F5 for fast forward x2, F6 for fast forward x3
  • Double click in any item of your inventory to drop it.
  • Double click in any item of the loot inventory to grab it.
  • You now need to equip a bag to put things in it or get weight reduction, on your back or in one of your hand.
  • Destroy furnitures, walls, stairs and almost anything with a Sledgehammer ! (right click then "Destroy").
  [Bug Fix]
  • Fixed the zombie kill count.
  • Torch now works properly
  • Rain now waters your plants
  • Rain collector barrel doesn't share the same amount of water (You can now build multiple rain collector barrels)
  • Fixed crawler attacking through walls
  • Fixed teleporting crops (again... Now it's all save in java, making the job easier for any modders, and should avoid all this kind of problem).
  • No more "exploding" zombie when entering a new house.
  • Invisi-wall bug almost CERTAINLY fixed now. If not, then, well wtf?
  • Changed the inventory male zombie icon for the correct one.
  • You can't do actions while sleeping
  [Balance]
  • Balanced the zombie density a bit
  • Lowered the time needed to water your plant
 [Modding]
  • LUA debugger. We're posting instructions on modding forum on release.
  • Default key for debuger is F11, it's bindable in the option.


2.9.9.15 August 13, 2013
  • No more god mode.
  • Fixed various sheetrope bug (consummed sheet rope, falling to death...)
  • Added icon for dead zombies.
2.9.9.14 August 13, 2013
  • Fixed shader issue stopping a bunch of people running the game.
  • Lowered zombie numbers (seems something's gone amiss there)
  • Fixed food name.
  • Removed the number of read page in the name of the book (now it's only in the tooltip).
  • You can now fast forward when you read a skill book and still have the multiplier.
  • Removed some unintended output console message.
  • When you craft, the crafted item will have the condition of the required item, same for age/rotten stuff.
  • Tweaked the crawler fight a bit, they now have a chance to miss you while attacking, and the fighting will be easier.
  • Lot of lua stuff (see Lua request thread).
  • Some code improvement.
  • Fix : The torch/light source won't be used if they are turned off.
  • No more "running on the spot" zombies.
  • Can't push crawler with a weapon no more.
  • Crawler won't try to break window/door (thump) no more.
2.9.9.13 August 11, 2013
  • Fixed world version conversion to solve crash problems with loading worlds (you may need to use original backups of build 10 saves for this to work properly, but maybe not)
  • Added world version to be saved with every chunk of world, to prevent future problems.
  • Increased hammer spawn chances a bit.
2.9.9.12 August 11, 2013
  • Optimizations - FPS comparisons would be ace.
  • Fixed flickering roofs
  • Possible invisible wall fix? (again)
  • Can now see zombies at maximum range instead of them fading in before edge of screen (may have balance ramifications since they can see you at any range u can see them, albiet with falloff chance)
  • Various crash fixes
  • Other stuff I forget.
2.9.9.11 August 11, 2013

Bug Fixes

  • [UI] Multiple inventory selection fixed.
  • [UI] Better color for background inventory (color change when you select a cold food, etc..).
  • When clicking in inventory while being in "attack" stance will cancel it (no more shooting or attacking in the air while clicking in the inventory).
  • [FARMING] Farming/Camping streaming rewritten to avoid the teleporting crops problem.
  • Time to get wet under the rain increased.
  • French Baguette,
  • Mayonnaise,
  • Red Wine... Woops, that's my shopping list...
  • No more triggered music if you toggled it off.
  • You now can't climb through a barricaded window using the "Interact" key (default "e").
  • You'll now eat only 1 food when clicking "Eat" on a stack of food, same for pills.
  • [BALANCE] Changed some things on food :
        - 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).
  • [BALANCE] Re-vamp all the bag to be more realistic (no more 70 weight reduction with a plastic bag).
  • Re-added Hiking Bags (best bag ever :-) ).
  • [CARPENTRY] Now home made fence/windows frame will be hoppable (with context menu or interract (default key "e") button), and you can't pass through them no more. (except sand bag)
  • [BALANCE-CARPENTRY] Lower the required materials for some stuff (fence, wall..).
  • [CARPENTRY] Fixed some bugs on placing stuff (mainly furniture).
  • [CARPENTRY] Added the correct crate icon on self-made wooden crate.
  • Now display the texture of the item if the world item texture is not found when dropping an item on the ground.
  • You can't drop an item while using it (to duplicate it), thanks tazyload
  • [CARPENTRY] Fixed crafted door bug (save/load making your doors blocked) : possibly fix for invisible wall (need to test this more).

New Features

  • [CARPENTRY] Hitting escape while dragging a ghost item (for example placing a wooden wall...) will cancel it and don't display the menu.
  • Added "ReuseGridsquare" and "LoadGridsquare" event (used for streaming stuff, each grid which disapear throw a ReuseGridsquare, and each loaded LoadGridsquare).
  • Added a hotkey for screenshot (default F12), screenshot are saved in your C:/users/YOU/Zomboid/Screenshot folder.
  • [UI] Re-added the star texture near your equipped primary weapon to show the condition of this weapon.
  • [LASTSTAND] Support multiple challenge for Last Stand.
  • [LASTSTAND] You now need to create a new player for Last Stand, you can reuse it even if his dead (only mouse support for now, controller will come :-) ).
  • [MOD] Added "setLocked(boolean)" function on IsoDoor, IsoThumpable and IsoWindow.
  • [MOD] Stuff for modders I forgot... Well, the modders know :mrgreen:
  • [UI] Now you can double click on saved game/map/... (list box) to go on the next screen (like if you clicked on "next" or "play").
  • [UI] Press enter when typing a name for your saved game will go on the next screen.
  • [LASTSTAND] Brand new Last Stand mod (the first Challenge still available).
  • [FARMING] Display an average time for fully grown plant in the farming tooltip.
  • Added all the Carpentry, Cooking and Farming skill books.
  • [UI] Added the version number on the main screen (bottom right).
  • [UI] Added a "Dangerous Uncooked" warning message on food tooltip if needed.
  • [CARPENTRY] You can now rotate (with the "r" button or with the mouse) a self-made wooden crate when you're placing its to change it z position (you can now stack 3 crates).
  • Climb sheet rope ! You need at least 2 sheet rope (for 1st floor) and a nail.
  • [CARPENTRY] Rain Collector Barrel ! (need 4 planks and 4 nails, recipe will be change when we'll introduce more crafting stuff).
  • Sleeping will make the panic reduce faster.
  • Added some blood splat when you hit a zombie (less than when he die though).
  • Added wanderer zombie, so they will not just stand still, they have a chance to walk a bit (more chance during rain).


2.9.9.10 July 3, 2013

New Features

  • None

Bug Fixes

  • Sped up swinging a slight bit.
  • Sorted out remaining load issues.
  • New map export.
  • Fixed zombies climbing through closed windows on Last Stand
2.9.9.7 July 3, 2013

New Features

  • If pressing hot key weapon buttons (default 1,2 and 3 keys), the best weapon selected won't be equipped if it's the same as your primary hand item.
  • Flashlight/Light source hotkey ("F" by default) will now equip the item found in the secondary hand (instead of primary hand).
  • Quick inventory context button (grab, grab all, drop...) and loot all button will now give you the items in your open inventory (and not always in the main inventory).

Bug Fixes

  • Fixed a bug on the character skills screen (which became buggy if you acquired too many levels).
  • Fixed the duplication of Wet Dish Towel.
  • If your weapon condition goes to 0 (break), it'll be unequipped if no other weapon is found.
  • Fixed selected items highlight when dragging them.
  • Reloaded doors no longer act like walls.
2.9.9.6 July 3, 2013

New Features

  • None

Bug Fixes

  • Fixed some linux issues.
  • Fixed hang on split-screen due to splitscreen hack of reloading system.
  • Fixed at least one cause of the equip icons disappearing on reload.
  • Other stuff that has been forgotten in the 'version number crisis of 2013'
2.9.8 Test 003 June 26, 2013

New Features

  • None

Bug Fixes

  • Fixed farming.
  • Fixed several 08b world load bugs.
  • Fixed unbarricading.
  • Fixed barricade / sheets on reload (may not work on 08b saves yet)
2.9.8 Test 002 June 26, 2013

New Features

  • Rewrote the farming menu, much more user friendly (like the Carpentry one).
  • Changed a bit Saw Log : Logs are now a bit heavier, Saw Logs take more time but give you 3 planks instead of 1.
  • Added a ModData to the GameTime instance, so even when the player is dead, you can store everything inside it, it's linked to the world + Use it now for camping/weather and farming, meaning if you plow something with a player A then he died, you create a new player on the same map, your farm still remain.
  • Now display the modal dialog for sleeping when right-clicking "Sleep" on a hand made tent.
  • Display a "Click to Skip" message when loading a game (not on a new one !), when the loading is done.
  • Carpentry will now try to see if there's any material on the ground (a 3x3 square around the player/selected tile for building), it means you can put planks on the ground, and build your walls without having to carry 4 heavy planks, the materials are took in inventory first, then check the ground.
  • Added skin color to zombies.
  • Esc will now hopefully help cure inventory lockups.
  • Added Water shut off/Electricity Shut off (was already there but not working), Rain (dry, heavy rain..) and Weather (Very hot, cold..) conf to the Sandbox option.
  • Some change on camping
    • You now can add fuel (log, planks, books...) via right click menu.
    • You now can start the fire with a wood kindling (need wooden stick : planks + saw and Drilled Wooden Plank : plank + screwdriver), it can take some times and you'll break some kindling before start your fire, a ranger (outdoorsman trait) have better chance to succeed).
    • Stand near a campfire will make you dry faster.
  • For modders : You now have to use OnFillWorldObjectContextMenu/OnPreFillWorldObjectContextMenu or OnFillInventoryObjectContextMenu/OnPreFillInventoryObjectContextMenu instead of OnWorldContextMenuCreated/OnInventoryContextMenuCreated events

Bug Fixes

  • Removed accidentally left in inventory baseball bat.
  • Actually fixed the crash that wasn't fixed in the previous version. (see brain melt)
  • Fixed all the crafting/recipe bugs (tasty soup crash, water recipe bugs, duplicating items)
  • Fixed grab/grab all/drop/drop all quick button in inventory.
  • Fixed journal recipe (won't give you 400 journal, but only 20).
  • Fixed carpentry book (now give skill multiplier).
  • Fixed various clothing bugs.
  • Fixed farming sub menu (now you can sow seeds again ! )
  • Ctrl/Aim only affects player 1
  • Crashes will properly save containers in the _crash directory.
  • Hunger bug finally fixed. (was not being scaled by day length)
  • Fixed a bug where the barricade/unbarricade action took twice the time needed + now barricade give carpentry xp (but not unbarricade).
  • Fixed a game crash when barricading a hand made door/window.
  • Balanced the Tired moodle.
  • Fixed the duplicate item bug with crafting (e.g. Saw Log, then queue another Saw Log on the same log).
  • Fixed key keybindings bugs (sometimes the new keybindings doesn't appears, duplicated entry in keys.ini, etc.).
  • Now add Strength Xp when hitting a tree.
  • Fixed the naked zombie loading bug. (Yay ! ).
  • Now zombie will have their clothes in their inventory when you kill them.
  • Flipping zombie bodies fixed.
  • If you craft a cooked thing, the result (if cook-able) will be cooked too, same for burnt food.
  • Fixed the XP given by crafting.
  • Fixed paint sub menu.
  • Fixed "dump into/on ground" duplicate item bug exploit.
  • Fixed Character Screen clothing.
  • Fixed sprite water amount reduction when you drink/take water.
  • You can now build over dead bodies.
  • You now can't build over trees.
  • Disabled crafting menu for joypad until it's fixed (still available for keyboard/mouse).
  • Fixed Trait Tooltip in the creation screen overlaps with the buttons in the lower left corner.
  • Now check for every timed action that the requested item is still in the character's inventory, to avoid the exploit bug like dropping a weapon, hit the key binding for "equip best weapon", then it equipped it but wasn't in the inventory.
  • If you put a bag in a bag, the weight reduction won't apply on the bag inside the bag. (to avoid bagception exploit). So you still can put bag in bag, but it won't be infinite anymore.
  • You now can't build over existing windows/doors.
  • Left click on world item won't be grabbed instantly anymore.
  • Now bags have a capacity, meaning you can't put infinite items inside them.
    • e.g. my bag has 5 capacity and 50% weight reduction, I put a 3 weight plank inside it, so now in my main inventory this plank only weighs 1.5, but the capacity of the backpack is 3/5, meaning I can't put another plank in there.
  • Now you can't equip a weapon via hotkey while preparing an attack.
  • You can't loot from far away anymore (looting then running away).
  • Getting wet under rain, getting a cold, sneeze and stuff are back to the game !
  • You can now put a tent inside houses.
  • Food now rots properly again.
2.9.8 Test 001 June 26, 2013

New Features

  • Added a "Last Stand" mode.

Bug Fixes

  • Farming / barricading fixes.
  • Attempt to fix large 0008b saves.
RC 2.9 Build 0008b May 15, 2013

Go to Indie Stone for more release info and download

Released on Desura

New Features

  • None

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

RC 2.9 Build 0008a May 15, 2013

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)
  • 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.
  • 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).


Bug Fixes

  • You can't run while sneaking.
  • You can't walk/run/sneak during sleep no more.
  • You can now open/close doors you built by pressing 'e' (interact button).
  • Stop displaying "Weight.." in top-left corner when pressing space.
  • Clothing will be unequipped if transferred.
  • Containers now saved out in the map properly and will never jumble up.
  • 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

  • Issue introduced where crafting not creating correct number of items. Sheets will rip into 1x bandage instead of 8x.
RC 2.9 Build 0007 April 29, 2013

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.

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

  • None
RC 2.9 Build 0006 April 29, 2013

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

  • Hunger is unbalanced
RC 2.9 Build 0005 April 29, 2013

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

  • None


RC 2.9 Build 0001 April 29, 2013

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

  • Crash on death
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)
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.
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.
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!!
0.2.0p March 27, 2012
  • BLOODY WINDOW/CURTAIN FIX BY GODS WE HOPE.
  • Compatible with saves down to M only!!
0.2.0o March 26, 2012
  • Fixed bug with ovens not working.
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.
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
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.
0.2.0k March 23, 2012
  • Slowed down zombies in line with performance increase.
  • Significantly lowered zombie spot chance.
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.
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.
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.
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.
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.
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.
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.
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.
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.
0.2.0a March 11, 2012

Pre Alpha

Version Number Date Added Features/Fixes Added
0.1.5d September 7, 2011
  • Fixed the 'infinisleep' bug.
  • Hypochondria and uncooked food no longer cause damage and pain, just illness.
  • Character creation button clicking fixed
0.1.5c September 6, 2011
  • Optimizations - Hopefully a ton less lag.
  • Less rain.
  • Various bug fixes.
  • NPC tweaks – Less chance of hostile NPC. A bit more varied behaviour.
  • Multi-stage barricades.
  • Increased sound muffle effect of being in/out buildings or different rooms
  • Slowed down horde movement.
  • Added weapon durability and breakage.
0.1.5b August 28, 2011
  • Fixed weird zombie spawning.
  • Fixed crash when full tile barricade is placed without a hammer equipped.
  • Added missing dialogue to Raider scene in K&B story.
  • Fixed character creation screen issue when double sized in previous game.
  • Fixed zombies walking into walls.
  • Fixed NPCs attacking thin air.
  • Slowed down NPC walk speed.
0.1.5a August 28, 2011
  • Craftable doors. Smashed doors have a chance of dropping hinges and door knobs.
  • Open doors now block vision/collide at their new angle.
  • Professions and traits – initial character customization.
  • Cooking food. Fully functional ovens.
  • Food now goes bad. Refrigerators slow down the process. Eat consumables first!
  • Chance of illness if eating spoilt or uncooked food.
  • Bored and depressed moodles. Read books or magazines or go for a stroll outside to relieve boredom (more later). Eating cooked meals also * reduces boredom / depression.
  • Curtains. Block view into building without needing barricades. Sheets can be used to make makeshift curtains.
  • Various bug/crash fixes. Notably no more fire crashes.
  • Burglar alarm on a couple of random buildings on the map.
  • Barricading and crafting etc now takes time to complete. Alterable by different traits.
  • A few more foods and cooking apparatus / crafting recipes.
  • Customizable characters. Most of the legwork for the NPC update already done due to this.
  • Sandbox mode / Adventures of Kate and Baldspot
  • Moddable items, moddable crafting recipes, moddable item distribution, moddable maps, moddable costumes / characters.
  • Rain gets you wet. Colds. Get a cold, coughing and sneezing draws zombie attention. Tissues will mute the sound you make.
  • Wearable clothing.
  • Jukebox – at moment with some old PAWS tunes. One day this system will allow in-game playing of music collection.
  • Basic NPC's with basic controls (move, punch, run)
0.1.4с June 19, 2011
  • Adjustments and tweaks to Panic system.
  • Fire Animation rate fix.
  • Fire-system memory leak fixed.
  • A bug un-spotted so far with the Clock has been fixed.
  • Infection rates from zombie scratches and bites modified after _extensive_ testing.
  • Memory leak in the rain system fixed
  • Based on extensive play-testing - Fixes to incorporate the specific number of bruises, scratches, bites has been factored into the body damage calculations.
  • Bug with moodles always being shown in the lower right on Hi-Res displays is now fixed.
  • Body part status updated to reflect being on fire/burning.
  • Alcohol helps you calm down and combat the panic-state moodles and their negative effects.
  • Player can become drunk from consuming too much alcohol.
  • Drunkenness moodles added.
  • Mass mantis bug cleanup fix operation.
  • Panic only triggers when a zombie comes into view closeby, not if it wanders closeby while in view. Panic still occurs if suddenly you see a ton of zombies, but only if you're outside or the zombies are inside the same building as you.
  • Stumbling about like a buffoon when drunk.
  • Fixed various LOS issues with walls / windows / doors.
  • Changed 'time since seen zombie' code to avoid 'permazomb music' syndrome.
  • Hallucinations cannot break down doors.
  • Indoor ambush zombies are deaf and only respond to seeing player, to avoid them thumping at doors.
  • Addition to panic system to aid in 'user empathetic response to character panic'
  • Fix to mac log file problem stopping it working.
  • Weather blending system to stop it from raining constantly.
  • Fix to allow the drinking of booze by dropping it on the heart icon.
  • Fix to bug in fire code.
  • Fix to pain system, to allow pain to dissipate naturally once all body damage is gone and player is fully healthy.
  • Sleeping clears the system of sleeping pills, beta blockers and anti-depressants.
0.1.4b June 10, 2011
  • Fixed ATI crash bug. We're not sure but this may cause a slight slowdown as it was an optimization that we had to remove to fix it. We'd like to hear how this affects anyone? We'll work on pulling back performance to what it was, but non-ATI owners have to admit this needed resolving fast.
  • Fixed camera bug.
  • Removed custom mouse pointers entirely, for now. Too many issues on macs and some PCs.
  • Various zombie spotting chances changed. A player not moving inside a building will rarely be seen by a zombie from outside and higher floors the chances diminish too since zombies tend to look ahead.
  • Sounds in buildings are muffled so don't travel as far outside.
  • Some horde balancing / fixes.
  • Some aiming tweaks.
  • Reduced footstep range slightly.
  • Zombie spotted music will not play if the zombies are miles away or many floors below you.
  • Made the horde prefer outdoor locations and generally ignore doors without any stimulus from inside. They will on occasion disregard this inclination, to keep you on your toes. After all if a zombie starts thumping he'll attract attention from others. ** may need tweaks **
  • Bug meaning scratches were 100% infection fixed.
  • Removed accidentally left in 'debug shotgun shells'.
  • Beta blockers, anti-depressants, sleeping tablets and extra effects for booze.
  • Pills now work over time instead of immediately and can be stacked for faster / more powerful effect. No consequences... YET.
  • M to toggle music on and off (in lieu of a real option screen)
  • A secret thing.
0.1.4a June 6, 2011
  • N, E, S, W / NE, SE, SW, NW directional control toggle.
  • Inventory grows to fill vertical space of sidebar.
  • Fixed various bed related bugs. Added option to sleep to avoid accidental clicks, or to inform player why they can't.
  • Fixed pot dupe bug.
  • Fixed the death sound.
  • Planks of wood will be useable melee weapons.
  • A few stragglers aside, zombies flock together and slowly migrate around the map in one or more groups, meaning the zombie density around the map will differ massively, and this will change over time. This means that your safe-house may be left alone for some time before suddenly being in the centre of a massive shambling swarm.. This may need some balancing in future updates, but should provide more strategy to avoiding the horde.
  • Scratches have only 25% chance of infection, and you will only find out a day or more later when you get queasy if you were infected. Bites are 100%.
  • Added something little to the tutorial that was missed off due to time.
  • You survived for...
  • Bite / scratch / death sounds.
  • Uhoh! Something that'll catch people out a fair few times before they adjust their plans slightly.
  • Can barricade with hammer in your offhand. Forgetting to do this if you have wood selected and try and barricade a door, it will fail but NOT open the door to all the zombies you're trying to protect yourself against.
  • Context sensitive clicking is disabled when CTRL is held.
  • Beds can only be used when within 'open container/open door' range.
  • Skipping tutorial will retain the 'safe zone' until you venture out, to make it a way of skipping the tutorial without punishing the player, making it a more attractive option.
  • Experimental - Raised day length from 15 minutes to 20 minutes, now that there is the ability to fast forward. Doubled the speed of fast forward (CPU dependent).
  • Food / pills can be eaten by putting them on the heart icon, in analog to putting things in inventory.
  • Couches / sofas can be slept on.
  • Eating / pill popping no longer clears item from mouse. So eating multiple is just multiple clicks.
  • Restarting after death. Will skip front end and load the map again immediately. May cause obscure 'second playthrough' bugs from restart we'll have to deal with as they become apparent. May also be pushing it for memory on lower end PCs if the old map hasn't been garbage collected in time.
  • The heart icon does a little wiggle (like the moodles) when you sustain injuries, as a reminder that you might need to tend to some new ailment.
  • Mouse hotspot offset removed on Mac until proper cursors are working.
  • Options file saved in lwjgl cache with game resolution. For those Mac users that need a different res for offline. Will have no effect when played in the browser.
  • Random buildings / doors will be locked and only openable from the inside. Fire axe can attack doors. (Well everything can but most are ineffectual)
  • Craftable full-tile barricades made from 2 plank + 2 nails + hammer. Exact #'s still to balance.
  • Smashed doors either by player or by zombie yield some planks to pick up.
  • Game pause/resume and speed control buttons on the hud.
0.1.3a May 31, 2011
  • Fixed invisible wife / running bug.
  • Mousewheel support for inventory
  • Rudimentary joypad control. Movement/attack/door interaction. This will be ongoing and it'll be a while before the entire game is playable purely with a joypad. Press A button to activate pad. Left thumb = sneak, walk, run. Right thumb = moonwalk/look around. Right bumper (on Xbox pad) = attack, A to interact with doors / containers. Compatibility on mac / different gamepads unknown.
0.1.2a May 29, 2011
  • Added 'speed up time' button (return) that will (PC power dependent) speed time up by a factor of ten. Useful for skipping cut-scenes, waiting out a night when not tired, or doing Benny Hill impressions.
  • Tweaked zombie numbers to make it less immediately punishing. Days are now safer for longer, without sacrificing the danger of nights.
  • Added arrow keys / right shift / control keys as alternates to WASD
  • Lowered zombie path-finding range
  • Made zombies have a chance of getting 'bored' banging doors and investigate other zombie sounds, thus making it feasible to wait out zombies at the door if they don't break it down in time and you make no further sounds.
  • Added tutorial skip option that we're somewhat ashamed of thinking of and will probably become infamous. You'll see.
  • Fixed Kate's dragged / dead frames which weren't working .
  • Fixed infinite ammo bug.
  • Player's footsteps now make sound audible to zombies. to compensate for this zombies have less peripheral vision.
  • Double click to add to inventory.
  • Repaired moodlets for bleeding, injury, pain etc.
  • ESC skips dialogue for current conversation entirely.
  • Potential fix to lag issues. Not definite or even probable but possible.
  • Space will now open inventory and holding it will stop it from closing.
  • RTS style control groups for equipped items. Shift+Ctrl+ 1-9 will store the current equipped items for that hotkey. Pressing 1-9 after will recall them if they are in your inventory. (shift + control is because you use control in battle so using ctrl alone would lead to accidental overwrites)
  • Ctrl click will drop an entire stack into a container straight away instead of one by one.
  • If you walk away from a container while holding one of its items on your mouse pointer, when it shuts the container it will add the item to your inventory and keep it on your pointer, instead of removing the item from your pointer.
  • Some balancing of item weights.
  • Improved moodle effects.
  • Added 'encumbered' moodle.
  • Bandages now stop health loss completely for that body part (until proper medical attention is in via NPCs/Skills)
  • Pain threshold reduced to better warn of scratches etc.
  • Increased wall transparency range.
  • Line of sight now works when zombified.
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

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