Разработчик: | The Indie Stone (2) | ||
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Описание

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
Already available features:
- Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
- Online multiplayer survival with persistent player run servers.
- Local 4 player split-screen co-op
- Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
- Full line of sight system and real-time lighting, sound and visibility mechanics.
- Hide in the shadows, keep quiet and keep the lights off at night, or at least hang - sheets over the windows.
- Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
- Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
- Deal with depression, boredom, hunger, thirst and illness while trying to survive.
- Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
- Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
- Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
- A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
- Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival.
- Full, open and powerful Lua modding support.
- Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]
Planned Features:
- The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
- In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
- Constant expansion of the countryside and cities around Muldraugh and West Point.
- Full wilderness survival systems, animals and hunting for food.
- More items, crafting recipes, weapons and gameplay systems.
Скриншоты










Видео
Что нового
- Версия: Windows, Linux, MacOS
- Обновлено:
- Latest Patch Notes can be found here
Patch 41.65 (20 December 2021)
Massive animation and character overhaul, more immersive animations and smoother gameplay and combat, highly customizable character that shows clothing and equipment in the world. Visibly ripped and damaged clothing. Visible Backpacks and Bags.
In-game map system to allow the player to chart their exploration and find their way around the huge map.
New animations and new movement systems. Sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more.
New multiplayer built from the ground up for smooth, immersive and low latency player and zombie movement.
New combat, new weapons, new difficulty balance.
New tutorial teaching you the very basics of the new movement and combat.
New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies.
New city to explore, the gargantuan Louisville, as well as many improvements across the entire map, including new buildings, decoration, and curved roads for easier driving.
New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc.
Blood and dirt system that progressively bloodies bodies and clothing of survivors and zombies
New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches.
Improved gunplay: green/red target outline while aiming, increased gun loot spawn.
Randomized environmental storytelling elements. Death Scenes, zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc, vehicle crashes and blockades.
Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc.
Clothing protection: different clothing provides different levels of protection from zombie attacks.
New Sims-style cutaway vision system.
Vehicle handling improvements, resizing and appearance tweaks.
Updated, remastered and expanded Kentucky-themed soundtrack.
Complete soundscape overhaul – All new sounds, building a more immersive and compelling sonic landscape.
Items now have placeable 3D models in the world, for all your decorative needs.
New Gameplay Styles
Apocalypse: Stealth focus. Short lifespan. Combat best avoided and picked selectively.
Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40.
Builder: Construction, Exploration, and Farming focus. A more relaxed experience.
New Challenges
Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort.
Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others.
Entirely new foraging system.
New inventory slots – belts and holsters now give quick equip slots. Weapons can be attached to the character’s back.
New thermal / body temperature system.
New Tailoring system for clothing repairs.
New Fitness / Exercise system.
New emote system – Hold Q to bring up the Radial Menu for Emotes.
New water visuals – including visible flow direction.
New puddle system during heavy rain.
New fog visuals.
New levelling system.
New VHS, and CDs system.
Broken glass and related injuries.
3D Store Mannequins – can be dressed however you like
Working washing machines and driers
Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages.
New radial menu for reloading firearms.
New game cursor
New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble.
Isometric aiming cursor that shows where you’re aiming in iso space to aid in combat.
A gigantic list of fixes and QoL improvements.
Patch 40.30 (31 October 2018) NEW
Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year
New shaders for times of day and seasonal effects
Storms that move over the map
Fog and mist that clears during the day
Rain and snow now look like they hit the ground. Rain then disappears, and snow fades out.
Improved snow and snow effects.
New isoRegions system to detect an enclosed area - player-made or dev-created - to keep weather effects on the outside
New player character temperature system
New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now.
New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc.
New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive.
Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard.
New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items.
New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.
Reflective windows on vehicles
Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground)
Added 'sway' wind sprite effects for trees and vegetation that increases/decreases with wind speeds(default on, can be toggled off in options)
Added 'shake' sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation.
Added new Spiffo survival guide entries about weather.
Added new clothes: Long shorts, Jacket, Padded Pants, Padded Jacket
Thunder sound now plays to all players when an admin bans a player banned, a thunder rumble is heard when one is kicked.
Game now saves the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game
Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \
Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..)
Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join.
Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation
Added climate and weather MP admin panels. Many climate values can be now be ticked to override what's happening on the map. Values set by admin will override any values set by climate system, weather and mods. System also shows current weather information, and gives options to stop it.
Added BloodSplatLifespanDays server option to remove old blood-splats.
Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible.
Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel.
Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart.
Updated community translations. Also updated translations with the display names to aid the process.
Added a way for outside signs to have light (check room under it if they have electricity).
Added lights to neon signs.
Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop.
Added separate Shadow extents from vehicle extents to allow for better shadows
Updated fonts to bold to aid readability.
Added a way to edit Admin powers (invisible, godmode, no clip, unlimited carry etc) in the in-game admin panel
Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a
second pass of floor shading, so it is a help to low-spec users.]
Added Display option to disable the new roof-hiding feature for low-spec users.
Shaders now used to draw wall + stencil + lighting in a single pass. Difficult to tell how much FPS boost this results in, but could help.
Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP
Updated menu screen with vertical rather than horizontal options - due to problems with taskbar in latest Windows Updates.
Added a UI to display status and error messages when attempting to connect to a server.
Vehicle dashboard now displays headlight icon in red if headlights are switched on but aren't working.
Added tooltip for Light Fire when Notched Plank is in inventory but not the other item required for lighting a fire.
Added Loot All and Transfer All commands to the inventory context menu when using a controller.
BALANCE
Reduced the the impact of loot modifier sandbox option on easier difficulty.
Increased the height of tooltip progressbars.
Added being able to rest/sleep on picnic table (considered as a bad bed.)
Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane items to the loot table.
Added a way to dismantle car wrecks (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill.
Added missing nutrition values to medicinal herbs and condiments.
Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers)
Lowered the alarm clocks a and digital watch wake up distance.
Added "Very Low" choice to CarSpawnRate Sandbox option.
Increased VOIP range (fade and falloff)
Bowls of soup now affect thirst.
Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used.
Changed in-vehicle visibility cone for when player drives through weather effects. Cone now extends based on darkness value.
Player can now sleep in a car that has its engine running.
Added Packaged=TRUE to Remoulade so nutrition info is visible.
Renamed Disinfect Bandage recipes to Dinsinfect Rag for Ripped Sheets.
Increased the distance zombies spawn in newly-seen rooms when the player is in the same building. This is to fix zombies spawning right in front of (or sometimes around) the player in the large open rooms in the Mall.
Renamed Metal Tube into Metal Pipe.
Removed Pipe (plastic one) from recipes/dropping table, and now use Metal Pipe instead.
Improved the appearance of crafting tooltips.
Frozen food no longer allowed as the primary ingredient in evolved recipes.
Can no longer use rotten bread slices when cooking level is less than 7.
Added several missing vehicles zones (McCoy, Fossoil) & improved gas station vehicles spawning.
Car-battery charger is now placed on the ground and interacted with using a context menu.
Transferring water from an object to an inventory item now requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.
Repair Engine and Take Engine Parts now show progress bars and flash Success/Failure.
Drunk moodle now has an impact on driver steering input
Updated map to improve zombie density in some farmland and rural areas.
Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride.
You can now improve wooden door frames as you would walls. (This won't work on previously built frames though).
Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added
Added chevrons on character screen next to the weight to indicate if weight is increasing or decreasing.
All vehicle doors may be locked/unlocked from inside without requiring a key.
Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors.
Piped items (sinks, toilets, baths..) now require a wrench to be moved.
A moveable item requiring no skill now have a 25% chance of breaking instead of 75%.
After placing a water piped item you now need to plumb it back before being able to use it (require a wrench & a building or fully enclosed player built house).
Weather now impacts on chances of starting the car (specially on low quality engine, the colder, the harder is to start).
MODDING
LoadVehicleModel lua function and re-calc spawn chance added to aid players who want to mod in new/individual cars.
Mapper-placed generators are now functional objects when first loaded.
Changed spawnchance for vehicle type definition from an Int to a Float.
Added mod options for climatemanager
FIXES
Fixed character info UI exception when admin assigns a profession to a formerly profession-less player.
Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor.
Fixed ancient font kerning bug.
Fixed "Loading..." message appearing briefly when continuing an existing save.
Fixed resize bug with the server browser that made the tabs unclickable.
Fixed missing scrollbar in the New Game screen.
Fixed duplicate scrollbars in some server-settings editor lists.
Fixed "Lage Metal Shelves" typo.
Fixed house with missing walls near 14070,5200.
Fixed rendering hidden moodles every frame.
Fixed unused duplicate ISInventoryPage.refreshBackpacks()
Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT.
Fixed bug that could result in invisible 3D corpses.
Fixed invalid RGB values used in TextManager.DrawString(x,y,str)
Fixed GC created while loading files and some related to textures loading.
Fixed unoptimized TextManager.getFontFromEnum()
Fixed splitscreen players not being able to wake themselves up with less than two controllers active.
Fixed exception playing zombie sounds when a zombie's current square is null.
Fixed server sending smash-window packets to distant clients.
Fixed outright carmageddon when vehicle ids become negative after a long time running.
Fixed "Drop" option appearing for non-droppable moveable objects in inventory.
Fixed not being able to pick up corpses behind tall windows.
Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed.
Fixed "Peanut Butter and Sandwich".
Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab.
Fixed calculation of the amount of condition restored when fixing things.
Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes.
Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes.
Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1).
Fixed being able to equip weapon while running.
Fixed lack of ability to plaster and paint a wooden pillar.
Fixed campfire spawning items.
Fixed painting a wall not removing a blood splat on it.
Fixed progress bar not showing when adding an ingredient in an evolved recipe.
Fixed not being to craft battery connector for some movable items.
Fixed GameClient.receiveItemListNet() using short instead of int ids.
Fixed "Level Up" button in Player Stats admin UI not updating target player.
Fixed IsoObject.save() handling of Attached sprites.
Fixed exception reading a map chunk when an object without a sprite was saved.
Fixed client exception taking a bag off the ground shortly after transferring items to/from it.
Fixed being able to dig graves from a vehicle.
Fixed wrong nutrition value for PanFish.
Fixed various wrong container items spawning.
Fixed not being allowed to take more dirt from the same spot.
Fixed appropriate tiles not being seen as "Gravel".
Fixed carpentry/metalwork/walkto context option being available while inside a vehicle.
Fixed being able to dig with hands and shovel from a car.
Fixed a bug when trying to eat an item that was no longer there.
Fixed carpentry door option not being disabled if nothing could be built.
Fixed typo "You killed 0 zombie" into "You killed 0 zombies".
Fixed server sending (most but not all) vehicle packets to distant clients.
Fixed server sending multiple packets when brake lights turn on/off.
Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player.
Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while.
Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs.
Fixed being able to move the health body status everywhere.
Fixed some wrong/missing parking lot zones.
Fixed campfire container icon not being displayed.
Fixed speed controls clock button being too fast.
Fixed client sending 20KB checksum string to the server.
Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image
Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods.
Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options.
Fixed SystemDisabler.doAllowDebugConnections being set to true
Fixed headlights on Sportscar being incorrectly positioned
Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical.
Fixed physicsDelay and physicsDelayServer transmitting incorrectly
Fixed Function UpdateLimit.Check incorrectly calculating delay time.
Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch.
Fixed Van sliding around map even without brakes and tires
Fixed debug log message "VID= force=" on server
Fixed vehicles that can be rammed to turn over and float above zombies
Fixed shell texture being set to null for special vehicles
Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired
Fixed 'Cone of light' from vehicle headlights being too narrow
Fixed not being able to get into cars that are tightly packed in parking lots
Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second
Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side
Fixed Van/VanSeats missing textures for uninstalled rear doors
Fixed Van/VanSeats missing textures for uninstalled middle doors
Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network.
Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152)
Fixed plants clipping through the car
Fixed trash sprite being rendered above the car
Fixed visual anomaly after re-loading a Host server and driving
Fixed passengers sometimes not being able to exit from vehicle after travel.
Fixed the wrong render of "Random" - Button In "Customise Character" menu
Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely
Fixed zombies hit by a turning car snapping to a different position
Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement
Fixed issues with how Zombies walk between several sources of sounds.
Fixed incorrectly displayed position of vehicle after collision with another car.
Fixed cars floating to the ground when spawned
Fixed some car texture issues
Fixed the game sometimes not reacting to some keys (V and Esc)
Fixed horn (Q or V menu) causing popping sound, as if several were being played at once
Fixed clicking repeatedly while the game is saving can causing it to lock up
Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle.
Fixed cars showing damage texture on parts but not in Mechanics menu
Fixed some standing zombies not reacting to collisions with vehicle in MP.
Fixed the 'Hours until death from zombie infection' not starting at the exact moment infection occurs.
Fixed ambient sound emitters being played every frame and clogging the FMOD command queue.
Fixed sound file name instead of GameSound name in AttackVehicleState.
Fixed UIElements not getting onMouseMoveOutside callbacks sometimes.
Fixed selecting text in UITextBox2 with the mouse.
Fixed BaseVehicle.emitter not being removed from SoundManager.emitters.
Fixed "0-12 hours" Sandbox setting killing instantly.
Fixed server database editor not handling special characters in strings.
Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait.
Fixed vehicle exit positions not being blocked by obstacles properly.
Fixed various door and window sounds not playing for remote clients.
Fixed metalwork crafting sounds not using GameSound name.
Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE.
Fixed mechanics UI delay in showing textures when opened for the first time.
Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file.
Fixed multithreading bug with animation loading.
Fixed missing RotateObject GameSound.
Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen.
Fixed street signs not showing the collided-with sprites
Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb()
Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database
Fixed game characters with names in different registers being loaded as one and the same character
Fixed position of Toggle Stove button in loot window titlebar with larger fonts.
Fixed the new GameSounds UI not working with the controller.
Fixed the lack of SFX when attempting to push a stationary vehicle out of the way.
Fixed getting out of the van ejecting you a tile or two away
Fixed admin commands not working with ' " '.
Fixed setaccesslevel not working anymore.
Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist.
Fixed it not being possible to enter vans through rear doors.
Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first.
Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning.
Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible.
Fixed farming tooltip rendering with different font sizes.
Fixed ac/heater draining the battery when the engine isn't running.
Fixed LayoutManager making a window visible without adding it to the list of windows.
Fixed host losing admin accessLevel in splitscreen.
Fixed swinging a weapon at a broken window granting the player XP.
Fixed ac/heater draining the battery when the engine isn't running.
Fixed Stick Trap using the wrong "closed" sprite.
Fixed bad things happening when using the "Level Up" button in the player-stats admin panel.
Fixed player not facing campfires when performing various actions on them.
Fixed player animation not playing when opening a barricaded window from the non-barricaded side.
Fixed missing context-menu option to remove metal-bar barricades.
Fixed second farm-plant sprites not being used.
Fixed not being able to place medicine cabinets over low objects like toilets.
Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero.
Fixed many duplicate invisible sprites being created for unspawned erosion objects.
Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message.
Fixed not being able to set access level on yourself
Fixed the Admin cannot not being able to edit item and containers on players in admin inventory view screen.
Fixed game crashing in FMOD_Studio_EventDescription_GetPath function with exception: getPath() != FMOD_OK
Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character.
Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen
Fixed the character's appearance not updating when the admin removes clothing from the inventory.
Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square.
Fixed calculation of food age/freezing/thawing when the player turns a generator on/off.
Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded.
Fixed Survival sandbox presets having car locked & car alarm to "Never".
Fixed "Base" module not being selected by default when using the items list UI.
Fixed wrong calculation of unlimited capacity.
Fixed BodyDamage.RestoreToFullHealth() not setting temperature to 37.0 degrees. -
Fixed old lighting bug that caused flickering in some situations.
Fixed evolved recipes using WaterPot as base item - they now require the WaterPot to be at least 3/4 full
Fixed not being able to place or build things through an open doorway.
Fixed creating ".project_zomboid_2.9.9.17" hidden folder on Linux
Fixed target-picking cursors (such as the moveable-tools cursor) getting in the way when the player attacks. …
Fixed SGlobalObjectSystem error when a thumpable is destroyed.
Fixed name of sound that plays when a carpentry objects break.
Fixed barricaded doors being disassembled and leaving the barricade behind. …
Fixed Multiplayer Players UI and invite-friends UI being too transparent
Fixed lighting not updating after teleporting in multiplayer.
Fixed vehicles texture names in scripts being lowercase and uppercase in file system
Fixed LoadGameScreen exception with the demo.
Fixed bug with lightR/lightG/lightB sprite property value "0".
Fixed update() getting called for MainScreen (and all its descendant UIElements) while in-game.
Fixed FMOD Occlusion parameter not being set to zero when starting sounds.
Fixed engine speed not setting to the engineIdleSpeed value when player press the brake button.
Fixed vehicle turning radius when accelerating is very large
Fixed not being able to add players to Factions when they were connected before you on the server.
Fixed the /createhorde function crashing servers by limiting zed spawn to 500
Fixed AddItem command needing username to generate an item. Username and count no longer required. It's optional now.
Fixed small car idling at 2000 RPM
Fixed profession change by Admin transmitting to all players in MP.
Fixed addvehicle "Base.SportsCar" "EnigmaGrey" command not working without quotes
Fixed player not needing an account password when connecting to a server.
Fixed not having the "edit admin power" button in the admin panel.
Fixed some spawned tiles by Erosion not being able to be removed.
Fixed commands that have no parameters send 'wrong arguments' message
Fixed Items List Viewer layout with larger fonts.
Fixed profession icon overlapping trait icons in the Info panel.
Fixed missingpzexe.jar and sqlite-jdbc-3.8.10.1.jar
Fixed presence of old unused java libs
Fixed co-op host being allowed to enter commands in the Lua debug console when not admin.
Fixed car/tire_explode -> VehicleTireExplode.
Fixed headlights providing a cone of lights even if they're off / broken.
Fixed empty wine bottles not being refillable with water.
Fixed sound delays and volume issues by rebuilding .bank files. Changed short sounds from Streaming to Compressed and longer sounds to Streaming.
Fixed Server Toolbox appearing underneath the top-left icons.
Fixed resetting fatigue, endurance, and body temperature to default unless in God Mode.
Fixed connect-to-server ui not resetting the game to singleplayer in case of error.
Fixed connect-to-server and xp-bonus arrows animating at high speeds at different framerates.
Fixed obsolete items showing in the Items List Viewer.
Fixed nutrition info in Food tooltips in debug mode showing when the Tooltip.Info debug option is checked.
Fixed potentially having more water than was available at the start when cancelling the pour-on-ground action.
Fixed water bottles not filling to capacity when less than 1 unit could be added.
Fixed vehicle brake-light texture indicating working brake lights when the battery is dead/uninstalled.
Fixed vehicle radial menu allowing headlights to be switched on/off when the battery is dead or missing.
Fixed the game unpausing after hiding the changelog UI.
Fixed missing vehicles_pickupvanlightsburnt.png
Fixed issues with vehicle horn, lights, alarm and siren when the battery is dead or uninstalled.
Fixed "ERROR: model texture "f_hair_White" wasn't found" on Linux and Mac.
Fixed NullPointerException in IsoWindow.handleAlarm().
Fixed player equipping an already-equipped water bottle when filling it.
Fixed Stone hammer not being usable when upgrading wooden walls.
Fixed sheet rope typo.
Fixed garbage-creating debug code in ZombieUpdatePacker.
Fixed player not being able to see nearby zombies when very tired and/or panicked.
Fixed frozen food spawning in freezers long after the power goes out.
Fixed Invisible checkbox in Admin Powers ui not setting GhostMode on the server and several other places set GhostMode=invisible.
Fixed gc with WorldSoundManager.getBiggestSoundZomb()
Fixed zombies hearing players from far away.
Fixed upgraded door frames blocking player movement.
Fixed the delay before right-clicking starts aiming being shorter at higher framerates. (At 120fps, right-clicking to bring up the context menu could often initiate aiming.)
Fixed player entering attack stance when pressing the Control key while the mouse is over the inventory window.
Fixed the player aiming when the mouse is over the inventory tooltip
Fixed fire and smoke sprites being drawn as part of the floor - being covered by snow etc
Fixed items that should spawn in bags sometimes spawning in the container the bag is inside.
Fixed adding bait to traps not working.
Fixed 'Plays Baseball' trait not working properly.
Fixed not being able to make a pot of soup with a canned mushroom soup.
Fixed not being able to refill an empty Propane Torch
Fixed 'GameServer.hitZombie() doesn't handle vehicles being hit by players' issue
Fixed BodyDamage.FoodSicknessLevel going below zero.
Fixed slices of Cake and Pie not inheriting stats from the original item.
Fixed sound-related exception when smoking cigarettes or drinking from a bottle.
Fixed a second-story room in the Mall that wasn't considered a room for plumbing/electricity purposes.
Fixed zombies being immune to attacks while staggering backwards. (This is an OLD much-complained about issue in MP, so yay.)
Fixed zombies with 3D models not facing the player when shoved.
Fixed News.txt not being read from mods.
Fixed passengers being able to fall out of a moving car in MP and be run over if they disconnect briefly
Fixed a bug in SetPlayerLocation() which caused unnecessary work to be done.
Fixed some tile properties in newtiledefinitions.tiles. Window frames with HoppableW/HoppableN. Wooden Bench -> Sturdy Bench. White Simple Chair -> Grey Plastic Chair
Fixed seahorse cafe windows with invalid smashed / glass-removed offsets
Fixed being able to display duplicates of some admin panels.
Fixed gun sounds not being heard far enough away in multiplayer. (The radius is only set to 20 in FMOD. Setting 'distanceMax' in sounds.txt. Overrides the value in the .bank file. Mods will need to set this value as well.)
Fixed barricades not being removed when a window is destroyed by a sledgehammer.
Fixed players with Deaf trait hearing house alarms.
Fixed position of speed-controls in debug mode (which forces the clock to be visilble).
Fixed player not facing microwave or stove when checking its settings.
Fixed two bugs with spawning a random zombie in a barricaded bathroom.
Fixed clean/disinfect crafting tooltips saying "Destroy" rather than "Use" for bandages/rags.
Fixed two exceptions when pressing keys while the game is loading.
Fixed speed controls briefly appearing in the wrong position when starting a game.
Fixed not being able to sleep when not tired or recently slept when the server option SleepNeeded is false.
Fixed being able to place multi-tile furniture where walls intersect the furniture.
Fixed being able to place tents on squares that are blocked by vehicles.
Fixed failing to check for trees when building some carpentry objects.
Fixed learning from TV/radio when asleep
Fixed not being able to create new username.
Fixed Coordinates parameter being used with 'add vehicle' command
Fixed wrong calcul in Nutrition values (it'll be now easier to gain more weight if eating high carbs or lipids food)
Fixed "Survived For" showing on the character screen if the player doesn't have a watch.
Fixed weight display from being a float to being an int (no more 80.14 but only 80.)
Fixed 'add vehicle' command not giving a vehicle to a player who hadn't included their name.
Fixed wrong calcul in startEngine process.
Fixed multiple VehicleFailingToStart sounds playing.
Fixed scaling of lines when zooming indoors.
Fixed some map issues: A house had a grass floor, a trailer had a TV on the same square as a kitchen counter, a building had no light switches in two upper floor rooms.
Fixed doors/radios/tvs/windows sometimes having different states on clients and the server.
Fixed ReleaseSafehouse command
Fixed and refactored Grant Admin and Remove Admin commands
Fixed incorrect trunk size of vans with seats.
Fixed wrong calcul in chance of uninstalling part resulting in sometimes damaging the part where it should be impossible.
Fixed some ingredients left at -1 hunger reduction when adding them to a recipe.
Fixed exception when a vehicle crashes near a fire.
Fixed loot sometimes respawning too soon.
Fixed "map_zone.bin could not be saved" multiplayer error.
Fixed weight-gain and weight-loss indicators appearing at the same time. Also fixed increased weight-gain.
Fixed McCoy vehicles not spawning.
Fixed red font for system messages and shout being hard to read
Fixed exception when plastering walls.
Fixed wrong calcul in failure of damaging part when installing it.
Fixed missing some vehicles definitions (Fossoil wasn't spawning + a few variant of existing models)
Fixed wrong distributions table for some vehicles (postal vans weren't spawning anything)
Fixed positions zombies stand at when surrounding a vehicle.
Fixed some soap items not being able to clean clothing.
Fixed crowds of zombies launching vehicles like bottle rockets. Vehicles can still be jostled around by large hordes, but shouldn't go flyingoff at high speed anymore.
Fixed errors loading vehicles whose script is no longer defined by picking a random script.
Fixed coop server not starting if -cachedir= didn't end in "/Zomboid"
Fixed ISEquippedItem exception when not in debug mode.
Fixed not being able to open a vehicle's trunk at certain angles.
Fixed exception when a zombie's square is null.
Fixed an old SpriteRenderer bug, not sure if it hurt anything.
Fixed appearance of selected hot/cold items in the inventory/loot windows.
Fixed food temperature possibly going above/below container temperature.
Fixed some UI layout issues with jumbo fonts.
Fixed long strings overlowing comboboxes.
Fixed some minor map bugs - light switches, doubled-up TVs, a building with no wall on second floor
Fixed using string.match (string contains) instead of stringStart for the item list.
Fixed some map bugs: missing walls, missing lightswitches, duplicate TVs.
Fixed covered gas station that was considered interior.
Fixed unnecessary old chat-transparency display option.
Fixed issues with on-screen server messages (using /servermsg command) - horizontal position was relative to the chat window, display time was depended on framerate, font now larger.
Fixed missing "Ticking clock" animation while the char sleeps is missing
Fixed some debug code running that is disabled in multiplayer.
Fixed vehicle skid sound not playing in multiplayer. It only plays for the driver currently; remote clients won't hear it.
Fixed vehicle damage to prone zombies being too low in multiplayer.
Fixed broken vehicle door locks being lockable/unlockable using the dashboard icon (and vehicle menu).
Fixed car collision box blocking a door even if a char can come up to it
Fixed wash clothing recipe not working.
Fixed file encodings in translation files.
Fixed dropped items are drawn above the car
Fixed empty water container staying equipped when pouring water from one item to another.
Fixed propane tank remaining equipped after inserting into a bbq
Fixed rendering issue with Physics.Render debug option as other things such as vehicle areas wouldn't render.
Fixed vehicle y-coordinates when spawning in long horizontal zones. (The long horizontal zones at gas-stations were spawning vehicles at the wrong y-coordinate)
Fixed unused vehicle code.
Fixed issues with adding/removing gas using gas cans.
Fixed unnecessary allocations and file access related to non-existent textures.
Fixed zones overlapping any cells in a map directory not being removed before loading that map's objects.lua file.
Fixed speech from second player in splitscreen being displayed over first player.
Fixed small trees causing crashes but not being removable
Fixed car engine turning off as soon as battery is removed
Fixed crafting recipes losing their favourite status when game language is changed
Fixed police sign showing higher on tile when placed
Fixed radio saving last lines of broadcast so broadcasts didn't replay in full upon load
Fixed bushes only draw with floor when in a car.
Fixed too few vehicles spawning in some places.
Fixed vehicles being usable through closed doors, fences and walls.
Fixed removing a metal-bar barricade giving a metal pipe.
Fixed metal-bar barricades requiring three bars but only using one.
Fixed error message when having no perks to move an item in tiledef.
Fixed collapsed stacks of food not splitting into separate stacks when freshness changes.
Fixed berry/mushrooms not being sorted into separate stacks by freshness.
Fixed Delete key not working in the load-game screen.
Fixed problem with a DuffelBag items distribution.
Patch 39.67.5 (15 June 2018) [NEW]
Changed default UI Render FPS to 20.
Added Linux version of libPZBullet64 without OpenGL for headless servers.
Added proper physics to open double doors.
Added "Pan camera while aiming" display option.
Cell grid now drawn in the lua debugger map.
Pressing 'T' in the lua debugger map now teleports player 0 to that location.
Added the ability to smash the car window that a player is facing using right click in the car's context menu.
Added "remove vehicle" using the right click context menu if you are in debug or an admin.
Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
Added 32bit PZBullet for Linux
Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
Dirty Rags may be used as tinder or fuel in campfires.
Vehicle key is returned to the keyring it came from when removing it from the ignition.
Added better support for large fonts - for example with the Big Freakin' Fonts mod.
Replaced the placeholder car battery charger.
Size and position of the crafting and vehicle-mechanics UIs now saved.
The vehicle mechanics window can be resized vertically.
The crafting UI is resizable and supports large fonts better.
Added correct Mechanics skill icon
[BALANCE]
Increased the spawn rate of mechanic tools in car trunks.
Lowered the panic increase caused by zombies when player is in a vehicle.
Increased the knockback done to car when ramming zombies.
Decreased the consumption of fuel by generator.
Lowered the impact of timeSinceApo sandbox & world hour age on spawning car battery.
Increased a tad the number of cars spawning on Low sandbox setting.
Increased the spawn rate of remote control.
Increased the odds to find an animal with trapping.
[BUG FIX]
Fixed VOIP not working.
Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
Fixed client doing collision checks for zombies that should only be done on a server.
Fixed zombie positions not updating on the client correctly.
Fixed zombie animations not updating on the client when near a vehicle.
Fixed trove.jar not being on Mac StartServer scripts.
Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
Fixed linux issues by rebuilding Linux libZNetJNI64.so
Fixed "Auth failed response" message on server when a client disconnects.
Fixed issues around server sending map_zone.bin to clients.
Fixed pzbullet/CMakeLists.txt
Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
Fixed longstanding visual glitch when climbing over something onto a staircase below.
Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
Fixed line spacing in the in-game changelog.
Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
Fixed missing RCON .class files.
Fixed clothes becoming dirty even if the sandbox option was disabled.
Fixed some debug messages players don't need.
Fixed checking doors to enter a vehicle checking hood/bonnet.
Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
Fixed car batteries being created at 50% charge on most spawns.
Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
Fixed VehicleInterpolationData objects not being reused.
Fixed in-game changelog not displaying changes to previous versions of the game.
Fixed issues with vertical force to vehicles after collisions with objects/zombies.
Fixed vehicle headlights being slow to turn on and off.
Fixed vehicle positions not updating for passengers after a collision.
Fixed Multi-core rendering not working on Linux.
Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
Fixed seeing key icon above another player's head when near a vehicle.
Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
Fixed small car's plate number being stretched.
Fixed flat building roofs being hidden when the player was obscured by player-built floors.
Fixed roof on lot_house_small_36.tbx.
Fixed a missing wall in a house near 13814,4682.
Fixed trunk capacity not always updating when it should on the client.
Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
Fixed client not updating vehicle stats when part condition changes.
Fixed Linux server failure with libPZBulletNoOpenGL*.so
Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
Fixed translation for "You failed to produce any usable materials" not being used.
Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
Fixed crafting UI appearing in the main menu if the assigned key is pressed.
Fixed VehicleManager error when more than 64 players are connected.
Fixed error compiling ProjectZomboid.exe with UNICODE defined.
Fixed both halves of a grave not being destroyed when using a sledgehammer.
Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
Fixed not being able to hop over fences using the controller B button above ground level.
Fixed not being able to climb down sheetropes when tapping the 'E' key.
Fixed remote players juddering up and down while climbing sheetropes.
Fixed display not updating when climbing sheetropes.
Fixed player not facing fence/window when adding/removing sheetropes.
Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
Fixed double-tile carpentry objects (like Bed) not consuming materials.
Fixed scrollbars not working in the options ui when a controller was active.
Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
Fixed aspects of many UIs to handle different font sizes.
Fixed font-rendering bug.
Fixed UI not updating when an error occurs setting vsync.
Fixed the crafting UI constantly setting the help text for the info-button window.
Fixed ISModalRichText updating when not visible and not being centered on screen.
Patch 39.66.3 (06 June 2018) Vehicles released!
Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.
Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.
Nine different vehicle models are available – not including variants on these such as branded vans or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.
Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.
Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.
PLEASE NOTE:
Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible.
PLEASE ALSO NOTE:
While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process.
Please report any issues here; https://theindiestone.com/forums/index.php?/forum/85-bug-reports/ , and thank you for patience.
OTHER BUILD FEATURES:
The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map ( https://map.projectzomboid.com/ ) has been updated to reflect this.
A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc.
Many, many other improvements to game systems including: player-crafted double-doors and gates, new sandbox options, map improvements, MP and co-op tweaks, external generators, loot and XP balance, UI improvements, better gamepad controls and much much more.
OTHER NEW STUFF
New Sandbox options: CarDamageOnImpact, CarGeneralCondition, Enable Car Wreck Congestion etc.
Player craftable double doors and gates (wooden and metal) added to allow for vehicle storage in player-constructed bases.
Added darkening to levels below player's z height to help sense of depth between levels.
Added an AllowExteriorGenerator Sandbox option. This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off.
Changed Xmx values to 1200 from 768 for 32/64 clients (should avoid too many pauses due to the garbage collector).
Switched to a Cellular Automaton (from a Mersenne) algorithm for RNG: this could be tough for players to see an impact, but changes in value should be less erratic). Also changed the seed generation. Now doing 2 seeds, one for Lua, one for Java.
Changed loot respawning to work at regular intervals. Starting at 7AM on the first day, loot respawns according to the LootRespawn sandbox option (in singleplayer) or the HoursForLootRespawn server option. So if loot is set to respawn every 24 hours, it will respawn at 7AM every day. There is a new sandbox option SeenHoursPreventLootRespawn. When > 0, loot will not respawn at the next loot-respawn time in zones that have been seen within that many hours.
Display progress when converting an old save to a new world version.
Added font-size option for inventory (and carpentry) tooltips.
Added line in literature tooltip to reflect when recipes are already unlocked by Profession and/or Traits.
Added debug scenarios to help in testing for devs and modders (Create a new character quickly from Main Menu, setup params, sandbox options etc. Check lua/client/DebugUIS/Scenario/DebugScenario, can only be used in Debug).
Added a -Dnosave argument in the command line for devs and modders. Use it to stop world saves when testing involves the creation of lots of new characters
Added debug option to display circle around character's feet.
Added UI for admins to inspect number of network packets sent/received.
Added tooltip showing Username on the Scoreboard and Mini-Scoreboard.
Added tooltip to Claim Safehouse context menu option when player hasn't survived long enough to be allowed to join.
Increase java heap max size on the Mac to match Windows/Linux (1200 MB).
Added "Quit to Desktop" button for when errors occur while loading a game.
Added "/safehouse release" command so clients can release a safehouse they own.
Added Moveables.txt translation file (for moveable-object names).
Added MultiStageBuild.txt translation file (for creating/upgrading walls).
UI now displays multi-stage build options even if a required recipe is unknown.
Added "ReloadWeapon" keybind ('R' by default).
Added support for duplicate keybindings and made changes to vehicle keybindings.
ESC key / B-button now cancels timed actions.
PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues.
Added CompostTime sandbox option.
DayLength sandbox option now allows all hours up to 24.
Added new town zones and foraging zones, especially around Riverside.
Added mailboxes to Riverside, alongside other general decoration map-wide.
Added "ItemNumbersLimitPerContainer" server option. It should be used to limit the numbers of items possible into one container.
In-game UI renders to a separate texture FBO at a lower framerate for optimisation purposes. (This can be disable in Options should it be desired.)
Doors can now be locked from inside without a key - including commercial buildings.
Added "Fill Grave" command to fill a grave to its capacity of five corpses.
Added better zoom in / zoom out radial-menu icons.
Added ErosionDays sandbox setting. (-1 means no erosion. 0 means use the existing ErosionSpeed option. Any other value is the number of days until 100% growth. The maximum value is 36,500 days - 100 years).
Digital-watch alarms now beep for 30 in-game minutes before shutting off.
Added a warning to the Generator Info window and context-menu tooltips about toxicity.
Added missing options to the server-settings editor.
Player must face doors when locking/opening/unlocking.
Increased max java heap size to 2GB on 64-bit clients.
Increased map-download timeout from 30 to 60 seconds while connecting.
Client now downloads 20 chunks at a time while connecting to avoid timeouts.
Required skill level in the furniture-moving tooltip now shown.
Added individual translations for most Sandbox option values.
Added DebugOptions.TranslationPrefix to show an * before translated strings.
Inventory/loot windows now show a resize indicator when the mouse is between column headers.
Added context option for placing movables
Updated credits
Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair
Made microwave/oven UI background a bit darker to improve visibility.
Host screen now displays an error and prevents launching servers with unsupported WorldVersion.
Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse.
Updated server tool box invite player message.
Added ability to place one oversized item (item bigger than floor capacity) on the floor.
The multiplayer Tickets UI now handles long and multi-line tickets.
Updated newtiledefinitions.tiles with new FloorHeightXXX tile properties
Allow WallOverlay sprites to be used without an underlying wall sprite. (Mash uses these in a number of places but they've never appeared in-game.)
Game now allows only one faction invite dialog at a time from another user.
Rooms named emptyoutside (used by roof-hiding) are no longer treated as interior rooms. Emptyoutside rooms were placed in BuildingEd on roof-like bits that stick out from buildings as well as covered areas (at gas stations for example).
BALANCE
Reduced zombie corpse weight to 20.
Increased locations where antibiotics can be found.
Increased chance of finding plush Spiffo.
Increased chance/locations where ammunition, shovels, cigarettes, lighters, antibiotics, Canning items, Barbed Wire, Milk and Empty Sandbags spawn.
Updated close, pin and unpin UI icons.
Nerfed the speed at which clothes become dirty.
Increased radio transmission range for walkie-talkies etc. (Since radios were added the map has grown, and the transmission ranges had not been adjusted to fit it.)
Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced.
Radio/TV XP increased, and fixed discrepancy in bonus for halo display.
Equipped umbrellas now prevent player from getting wet when out in the rain.
Player can remove glass by hand (takes double the amount of time to accomplish than tweezers).
MODDING
Can now get HandWeapon.RunAnim with getRunAnim().
IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage().
Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks().
FIXES
Fixed not being able to click on carpentry crates south and east of the player.
Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along :( ]
Fixed rendering of railings caused by incorrect tile property.
Fixed shoved zombies being drawn behind walls.
Fixed walls obscuring the player when on a staircase.
Fixed amount of rotten spice used.
Fixed not being able to rotate furniture.
Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window.
Fixed obsolete farming.Milk item being in two recipes.
Fixed traps not catching animals.
Fixed zombies not seeing a player that respawned after death in-game.
Fixed player respawning in safehouse when SafehouseAllowRespawn=false.
Fixed crafting sometimes taking tool from a bag when one is in main inventory.
Fixed player facing the wrong way when turning a stove on/off.
Fixed Loot Window displaying the "Transfer All" button which does nothing.
Fixed "ran out of unique zombie id numbers" by limiting real zombies to 32768.
Fixed "ERROR sendItemsToContainer invalid object index" in console.
Fixed radio/TV static sounds not respecting different framerates.
Fixed Override:true not working for recipes with "." in the name.
Fixed zombies being attracted to lightswitches at night when the lightswitch was loaded/synced.
Fixed Obsolete:true in recipes not working with translated recipe names.
Fixed burnt/survivor/stash houses not always spawning.
Fixed position of game-speed controls in splitscreen.
Fixed post-death UI not being removed in splitscreen.
Fixed multiple generators interfering with each other.
Fixed keys not working on exterior doors with roofs over them.
Fixed trees being on blends_natural floor tiles and being invisible.
Fixed ZombieLore and ZombieConfig sandbox settings resetting.
Fixed thread contention between WorldStreamer and main thread.
Fixed plant info mysteriously saying "???". Now states "Unknown" instead.
Fixed context menu for curtains showing when standing outside a building.
Fixed server logs being spamming by Zzzzzz & radio static sounds.
Fixed resetting server option to default value in admin UI.
Fixed IsoSprite.canBeRemoved not being set.
Fixed UIManager.useUIFBO getting set to true in MainScreenState
Fixed WindowN/W sprite properties changing from String to IsoFlagType.
Fixed Disassemble option showing for partially-destroyed multi-tile objects.
Fixed pathfinding info not updating when objects are destroyed by fire.
Fixed player sneak animation playing too rapidly at certain angles with the controller.
Fixed flickering door highlight when a key-tooltip is displayed.
Fixed zombies pushing the player they're attacking.
Fixed boolean server options accepting any string.
Fixed savefiles from newer versions of the game throwing errors - instead they just won't be loaded.
Fixed reloadVehicles() debug command not reloading textures.
Fixed pressing Escape key in chat cancelling actions.
Fixed path-smoothing for zombies to improve performance of hordes.
Fixed not being able to right-click on other players in multiplayer.
Fixed walking-on-the-spot when zombies move through hedges.
Fixed malformed SuburbsDistributions causing exceptions in ItemPickerJava
Fixed some controller issues with map UI.
Fixed inventory highlight color when using a controller with off-screen rendering.
Fixed zombies playing multiple idle sounds in multiplayer.
Fixed exception right-clicking a Mug of Water with Sugar in inventory.
Fixed UI colors so that they're closer to what's seen when not drawing the UI into an offscreen image.
Fixed building walls not being possible behind staircases.
Fixed column order in server whitelist tables.
Fixed "connection lost" message when client's Lua files don't match the server's.
Fixed alarm clocks only waking players on levels 0,1,2 inside pre-existing buildings.
Fixed IsoWindowFrame working for IsoThumpable.
Fixed microwave/stove timers not counting down.
Fixed hot/cold background colors of food being faded compared to earlier versions.
Fixed recipe food ingredients appearing available when multiples are required.
Fixed usernames showing for splitscreen players when "Show your username" is false.
Fixed UI confusion by renaming "Generator" to "Generator Maintenance", "Herbalist" to "Herbal Remedies"
Fixed crafting UI rendering parts of itself when collapsed.
Fixed gunshots/screams/dog-bark events happening when MetaEvent sandbox options is set to 'Never'
Fixed move-furniture tooltip texture position.
Fixed some untranslated controller prompts.
Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true
Fixed digging graves not being allowed on level 7.
Fixed container overlays not updating when rotten food is destroyed.
Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen.
Fixed TV broadcasts not always giving bonuses like radios do.
Fixed grocerystorage garbage being stocked with fresh food.
Fixed missing overlay sprite on corner shelf furniture_shelving_01_8
Fixed various map bugs by placing a floor tile on level 0 if there isn't already one
Fixed zombie visibility not working right in splitscreen.
Fixed position of skull icon in load-game UI.
Fixed map-loading errors when there are unknown types of items on the ground.
Fixed game freezing when hundreds of nearby zombies play footstep sounds.
Fixed metal-barricade sound not playing in MP, or for IsoThumpables.
Fixed chop-tree action stopping too soon when the player's endurance is low.
Fixed food cooking for too long once it has been removed from heat.
Fixed hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek.
Fixed prone zombies being pushed by non-prone zombies on the client.
Fixed solidtrans objects adjacent to window frames (without windows) blocking movement
Fixed zombie sprite being set to null when creating corpses. This could cause errors when the same zombie was reused later.
Fixed object modData not being sent to other clients (number of corpses in a grave wasn't synced)
Fixed SoundBankEmitter occlusion when first starting a sound
Fixed digital-watch alarm-sound restarting when transferring items.
Fixed inconsistent use of IsoCell.ProcessItems and ProcessItemsRemove
Fixed some useful methods from Food not also being in InventoryItem
Fixed IsoWaveSignal.AddDeviceText() null pointer on the server.
Fixed new MP players spawning with extra loot from lower difficulty levels.
Fixed new Sandbox games using whatever difficulty was last selected.
Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk.
Fixed being able to lock/unlock doors that require a key by right-click while under a roof.
Fixed sound not working in split-screen when player 1 has the Deaf trait.
Fixed sounds of some actions not attracting zombies.
Fixed Server not terminating early if WorldVersion is unsupported.
Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made.
Fixed right-clicking on things being glitchy in split-screen.
Fixed server not preloading areas of the map while clients are connecting.
Fixed world not redrawing when the window is resized.
Fixed Deaf people hearing radio or TV.
Fixed read option being available while sleeping.
Fixed frozen food being usable in recipes from crafting menu.
Fixed layout of the Reloading options
Fixed NumChasingZombies being incremented for the wrong player in splitscreen.
Fixed sleeping players panicking from seeing zombies.
Fixed DrainableComboItem.updateWeight() possibly using an invalid item type.
Fixed issues with stove and microwave power checks.
Fixed "Press R to rotate" position in carpentry tooltips.
Fixed stacking/unstacking logs giving carpentry XP.
Fixed three bugs
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- Версия: Windows, Linux, MacOS
- Категория:
GOG Игры
›Экшен и приключения
- Операционные системы:
Linux
,MacOS
,Windows
- Размер:
3 Gb
- Возможности:
Action
,Co-op
,Controller support
,Multi-player
,Open World
,Simulation
,Single-player
- Поддерживаемые языки:
Dansk
,Deutsch
,English
,Türkçe
,español
,français
,magyar
,nederlands
,polski
,português
,český
,русский
,中文
,日本語
- GOG Store Рейтинг:
4.1
(310) - Обновлено:
- Дата выпуска:
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