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Press Q to Say Hi!

Hello Survivors! Christian “Serellan” Allen here, your new Design Director on Project Zomboid. As we mentioned in the December blog, 2025 was a time of big changes in the organization on Project Zomboid, bringing new leadership roles in the realms of Art, Production, and Code; and I joined the team last fall to focus on Design elements. Alongside the steady stream of updates to B42, we have been building new design pipelines, code repositories, task management systems, and all those fun “behind the curtain” game dev pipelines.

I myself have had my head down, focusing on leveling up my skill level on the inner workings of PZ’s many game systems, and so have been relatively quiet publicly. I figured that should change, so this is my introduction to you, the amazing PZ community, along with a little update on the State of The Game.

So sharpen your machetes and take some beta-blockers; let’s dive into it!



[h3]Who I Am – From Alaska to Knox Country[/h3]

A little bit of my background first, not for bragging purposes, but to give some context to my new role. I grew up on a mountain overlooking Eagle River, Alaska, where my family homestead in the early 1900’s. Along with a childhood with plenty of outdoor life (trapping, hunting, chopping firewood, etc), I got into games pretty early on, with my first computer being an Apple IIe, and wrote my first game in Basic way back then. I didn’t know it at the time, but I’ve always been a game designer: rewriting board game rules, editing video game files, MacGyvering toys into games to play with my friends.

Fast forward, and after spending time in the US Marines as a Military Policeman, I started making mods for Rainbow Six, and eventually spun that into a role in the games industry. I’ve had the honor of working with amazing people on some amazing titles, starting at Red Storm on the Ghost Recon franchise, then Bungie on Halo, WB Games on movie IP’s and Middle Earth, and even spinning up my own studio focused on tactical shooters, which while not ultimately successful, taught me a huge amount of hard-learned lessons about independent game development. I then had the opportunity to apply those lessons over six years at Epic as an Evangelist, with my primary focus on mentoring indie studios transitioning onto the Unreal Engine.



Outside of games I’m a dad, husband, and active outdoorsman and shooting sports aficionado (with a focus on Cold War era-firearms). As a Marine and Alaskan, you can probably guess I’m also a bit of a prepper, delving into food storage, alternative power solutions, and bushcrafting skills.

All of this provides a foundation of real-world background that helps inform my approach to PZ design, and having an expert in firearms and experience in survival skills gives our more cultured European devs a solid resource on the coarser points of post-apocalyptic preparedness.



Of course, it should also be a given that I am a huge connoisseur of Post-Apocalyptic fiction, with a specific love of the Zombie genre.

I purchased my first copy of Project Zomboid back on May 31st, 2011. Since then I had touched base with the team several times, both to ask advice and give feedback, and played the game off and on, but in 2023 I picked up COVID on a work trip for Epic and ended up spending 5 weeks isolated in a hotel room in North Carolina. With not a lot to do, I opened up PZ again in B41.

I was instantly enamored with PZ again, racking up thousands of hours and lots and lots of dead characters in my wake, and pretty soon was making a series of mods in my spare time as a nice game design break from Unreal Engine and Fortnite. After I left Epic and was doing design consulting, Will reached out to me about providing some design feedback to the team, and the rest, as they say, is history.


[h3]My Design Philosophy[/h3]

If you are familiar with TIS, you know that traditionally PZ has never had a formal “Designer,” and Design has always been credited to the team, but as the game has grown both in scope and complexity, that need became apparent.

My role is to focus on the player experience, working alongside the awesome artists, coders, QA folks, and others on the team. My focus in the short term has been identifying friction points on various UI and player-facing systems, some improvements of which you've already seen coming online, such as the revamp of the Right-Click Menu for streamlined Crafting, Barricading, and more consistent Tile and Inventory interactions.

That is informed by playing the game a lot, but of course also reading and listening to your feedback. Whether it’s on the discord, reddit, youtube, the TIS forums, and all the other channels, there is a good chance that either I am reading it directly or getting it passed on from our awesome community team, so I am VERY likely seeing that thread you are posting about Discomfort, and when you see updates in the future they are VERY likely be influenced by your feedback.

Project Zomboid is hands-down the most complicated game I have ever worked on. The amount of interconnected gameplay systems can be daunting as a developer, and challenging when changes can lead to unintended ripple effects (or just straight up bugs), but this complexity also builds the foundation that has allowed the team to create such an expansive, interconnected, customizable, and in-depth world that has allowed players to spend thousands of hours and years of IRL time delving into the world. The structural devotion to exposing the underlying systems to the community is what allows such a robust and amazing modding ecosystem and also gives the players the tools to customize their experience to play PZ the way THEY want to play.

Balance is a big focus, as often systems have been implemented to prove out the functionality, but then left to “defaults” after implementation by a coder. An example of this you will be seeing in one of our upcoming updates are balance passes on default Game Modes, and this will mean changes to the base “canon” settings, as well as new tailored pre-sets for players looking for a more hardcore mode, a more cozy style, and one respectful of players who have less gaming time available to them.

This approach applies to other upcoming content updates as well, such as Crafting/Building recipes, Skill progression, Traits, Occupations, and more. Oh, and guns. You don’t think I wasn’t going to want to add a few guns, did you? 1993 appropriate, of course.



One topic I wanted to hit on in this introduction is the term “realism,”. I know - yes, I’ve seen the memes about it, and the phrase “realism only if it makes it harder for the player” or that TIS uses realism as “an excuse.”

One of my first expectations I set internally is that while “realism” obviously informs decisions, it isn't the final deciding factor when looking at the player experience. I’ve learned with my background in tactical shooters that “realism” as a foundation: 1. Isn’t a real standard, since we are talking about video games here, and 2. Realism is a setting, not a vision.

My focus isn’t on “realism;” it’s on authenticity, consistency, and verisimilitude within the setting of the realistic world of 1993 Knox Country overrun with the undead.

Sometimes, “realism” is a good guideline, such as increasing the number of firearms existing in 1993 Kentucky, or ensuring the propane tank design is American, not European. But we also don’t want to add “realism” for realism’s sake when it’s just a pain in the butt, for example your generator pull cord randomly breaking would be realistic (mine has a few times), but doesn’t add much to the “fun.” This may seem like minor wordplay, but it is an important foundation to set.

Moving forward, one of my big priorities will be consistency across both the game world and how the player interacts with it. There are a lot of very rewarding and complex game systems in PZ, but many of those systems were developed by different people and at different times, and this has led to disparate presentations which creates frustrations for players. This will be a long-term process focusing on unifying systems, UI, terminology, and more; always keeping in mind that PZ is a game about experiencing the story of ‘How You Died.’



[h3]The State of The Game[/h3]

I recognize that the community is unhappy with the length of development for B42 Unstable, and are eager for it to move into Stable so they can play long-term runs in MP and SP without fear of a save no longer working, mods being disrupted, or having to reboot servers.

Conversely, I also know that players want certain features implemented or some systems changed, updated, expanded, or fixed. And I understand that players should have several out-of-the-box polished and balanced gameplay experiences, while maintaining PZ’s unique tradition of allowing players to highly customize most aspects of the game as they choose.

All of these elements are a balancing act, and as you may have noticed, making a game this complex is not a simple challenge. Everything is generally a balance between time, quality, and depth, and oftentimes developers are making a call to try to anticipate the best possible outcome for the player with the lowest risk of breaking other features or going down a massive time-sync of implementation.

B42 Unstable launched with an extremely ambitious set of feature goals, and as those features came into contact with the community, some went well, others needed a lot more work than anticipated, and some needed major changes based on player feedback. Some new features will not end up being as fleshed out as hoped in B42 but build a foundation for future development and modding, some will necessarily be pushed to future development, and some will be streamlined based on the extensive playtesting and feedback over the past year. And of course, as we saw recently with 42.14.1, a lot of the coders are currently focused in the short term on MP bug stomping, but the ongoing balance and QOL polish is intended to benefit both SP and MP players.

I also recognize that many in the community feel that communication has dropped off. While we often hope that update notes can speak for themselves, without context that can lead to confusion for the community (‘Is this a fix, the final change, or foundational work for future expansion?’). While I don’t want to commit to a specific posting schedule, I DO want to work to provide some more of that context of where things are and where they are heading. Like me, I know that the other new(ish) Directors are excited to share their philosophy as well, so we’ll be exploring different ways to share with the community beyond blog posts and massive lists of update notes.

We are in the final charge of B42 Unstable, which means there are still a lot of bug fixes, game balancing, polish, and a bunch of new content that is in our internal pipeline awaiting final implementation and testing, but the team is working hard to Barricade the Windows and shore up the food supplies. Moving out of Unstable doesn’t mean that there will not be continued support, refactoring, modding improvements and balance for B42 in the future, just in a Stable environment.

I and the other Directors, as well as many of the team, are actively seeing your discussions, both big and small, while also PLAYING the game and experiencing many of the same blockers and frustrations as you and working to prioritise those into our production schedule.

Your feedback through the Unstable process is essential and valued, and has driven adjustments and prioritization, serving as our Cat’s Eyes as we prep for the launch of B42 Stable to the broader shambling masses. So keep it up!



Thank you for supporting this team and this project that has provided me this amazing opportunity to contribute to a game I truly love. Now let’s go stomp some Zeds.

Christian “Serellan” Allen

P.S. I’m on Twitter and BlueSky as @Serellan. Don’t expect any PZ secrets there, but feel free to give me a follow, and drop me your thoughts!

42.14.1 BETA HOTFIX Released

Note:
Players who want to remain on 42.13.2 can select the "outdatedunstable" Steam Beta to continue their game.

We will be removing the "42.13.1" Beta soon. Players who wish to remain on that version of the game are recommended to make manual backups.


As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.


[h3]How do I subscribe to the Unstable beta branch?[/h3]
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".


SP FIXES
- Fixed player getting stuck trying to leave cars
- Fixed vehicles attracting zombies from far away
- Fixed errors when pressing Avatar rotate buttons
- Fixed being able to select "Deaf" and "Hard of Hearing" together.
- Fixed not being able to drink tainted water from bottles, the option was missing from context menu

MP FIXES
- Fixed error with packet of type: SyncItemFields. Exception occurred when remote player equiped weapon in hotbar.
- Fixed NullPointerException error, occurred only when the Weapon Multi hit sandbox option is enabled.
- Fixed muscle strain from combat not synced in multiplayer

Build 42.14.0 Unstable Released

Note:
Players who want to remain on 42.13.2 can select the "outdatedunstable" Steam Beta to continue their game.

We will be removing the "42.13.1" Beta soon. Players who wish to remain on that version of the game are recommended to make manual backups.


As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.


[h3]How do I subscribe to the Unstable beta branch?[/h3]
Right-click PZ in your Steam library.
Select "Properties".
Under "Game Version & Betas" select "Unstable".


NEW
- Players can sit on significantly more seats now, including hay bales and toilets. Updated sitting animations.
- Added Dental Floss as a thread equivalent item to the game;
-- base.FishingLine can be also now be used for crafts, patching and stitching alongside thread. base.PremiumFishingLine can be used for the previous usages as well as being used for crafts that require sinew thread or aramid thread.
- Game Option: Enable "Resume normal speed when timed actions complete" by default
- Disabled Motion Sickness trait pending health balance overhaul
- Added tile-properties to more tiles
- Added guns to display counters.
- Tail lights now provide illumination
- Added agriworker, campworker, and hunterstorage rooms to Distributions.
- Added new item icons
- Changed the display names of some firearm items.
- Updated logos in the game


MP
- Fixed melee attacks passing through zombies
- Fixed being able to add more items than character's capacity allows
- Fixed errors and lags caused by composters
- Fixed PlayerBumpPlayer option resulting in player's freeze when enabled on server
- Fixed gun magazines disappear after reloading
- Fixed being unable to connect to a closed steam server with an existing account until you add a user steam ID
- Fixed Server becoming unresponsive due to java.lang.StackOverflowError
- Fixed autodrink bug when player was fishing
- Fixed renamed containers resetting to the original name after relog
- Fixed priest zombies spawning at the prison
- Fixed "Siphon gasoline" consuming gasoline from the tank, but does not add anything into a small container.
- Fixed exceptions on server side
- New tooltip for granting perks to players
- Re-implemented the option to disable War on server
- Fixed BadWordFileter that was triggered by "!!"
- Fixed that Discord integration didn't require admin permissions on server before
- Fixed being unable to throw on the ground stack of items while in the vehicle.
- Fixed passenger leaving a vehicle through the driver’s door (for the remote player)
- Fixed DeadBodyAtlas - java.lang.ArithmeticException: / by zero
- Addressed the issue with dedicated server backups, they were incomplete compared to b41
- Fixed Animal Extra Values cheat not being auto-disabled in MP game
- Fixed the bug where patched holes re-appear after the player performs ISClothingExtraAction
- Fixed Skill Books that are too complicated for your current skill level are read & finished instantly
- Fixed microwaves bit catching fire when cooking metal objects
- Fixed missing skill level increases sfx in MP
- Fixed errors caused by composters in MP
- Fixed Poisonous mushrooms becoming ordinary after being picked
- Fixed Consolidate All for MP
- Fixed corpse sickness in MP
- Fixed body heat generation staying at the same value.
- Fixed being unable to interact with the Hutch during the first visit
- Fixed the applied bandages disappearing from the character model after relogging
- Fixed exercising with Barbells quickly exhausts the player completely & provides an exceptional amount of XP
- Fixed campfire illumination range doesn't correlate to remaining campfire fuel
- Fixed "put chicken" in Hutch action creates a chicken duplicate in a player’s inventory
- Fixed being unable to obtain the animal info through the check zone (animal zone) window
- Fixed not being able to remove foods with .replaceOnCooked() after being cooked
- Fixed and synchronized animal info
- Fixed 64KB limit on player data in players.db
- Fixed player state where player couldn't get into the vehicle
- Fixed coffee machines and toasters in MP
- Fixed some houses that cannot be claimed as Safehouses if they contain the following roomdefs -- `diningroom`, `sewingroom`, `office`, `emptyoutside`
- Fixed incorrect name for the War tab in the server settings tab
- Fixed unhappiness value not affecting the duration of actions in MP.
- Fixed car trailers that spawn midair
- Fixed Character’s core temperature value not changing when near a campfire
- Fixed Bleach or Cleaning liquid amount not updating when performing Clean Stains.
- Fixed milk quantity bug when operating the butter churn
- Fixed Custom roles capabilities not saving after server restart
- Fixed Admin cheats untoggled after relogging.
- Fixed fish disappearance when canceling catching animation
- Fixed timed actions:
- Eating with an equipped mask will unequip it but will not equip it back after eating
- Applying Bandages/Removing Bandages (Try queuing action - just does one at at time)
- Smoking
- Destroy for fuel -> All (only 1 item is used)
- Make Stew/Soup out of inventory (e.g. add ingredients)


UI]
- RMC Inventory menu now displays appropriate available Crafting shortcuts when all crafting requirements met
- RMC Inventory "Craft" shorcut searches for all available Crafting recipes using item
-- Replaces "Show Craft Recipes Used In"
-- Searches for item instead of string name for cleaner return results
- RMC Barricade Build shortcut added to Tile Window/Door menus when all building requirements met
- RMC Inventory and Tile actions re-ordered and consolidated for priority actions
- RMC Tile menus display appropriate interaction icon
- Added Item Inventory Tooltip when mousing over Equipped Item UI slots or Hotbar.
- When multiple inventory items are selected that can be Read, you can "Read All".
- Added "Wash Vehicle" to Vehicle Radial Menu
- Reorder in the debug context menu.
- Updated the Media Info Panel to be bit more easy to use. (when you check the back of a VHS cover for example)


SFX
- New SFX For Mineral Deposit/Stones Remove
-- Added the HammerOre action animation, which plays the CraftMineralDepositHit sound instead of Hammering.
- New SFX for Smash Stone/Bone/Metal
- New Ambient Sound Emitters for Military Tents
- New SFX for Preparing Cooking Ingredients
- New Change SFX For Large Wardrobes
- New Sounds for Chicken and Turkey Footsteps
- Fixed Base.PenLight is missing SFX when turned off/on
- Updated sound event open can with knife
- New Vehicle Surface Sound Type for Railroads
- Wash Clothes Anim sfx Out Of Sync When Washing All Clothes
- Add New weapon sounds
- Metal Pole Fences Play Incorrect Sound
- Additional Sounds for Smoking
- Fixed inside Vehicle Lock Trunk playing Wrong Sound
- New Sound Large Container: Metal Drawer for File Cabinets


BALANCE
- Increase how quickly dragged zombies are dropped
- Reduced the weight of Skeleton corpses
- Consolidated dismantle TV/Radio into one single recipe.
- Fine tuning VehicleHit mechanics in SP/MP, for regular and Ragdoll zombies (this should fix most of odd bugs with vehicles vs regular/ragdoll zombies)
-- Vehicle damage is now handled correctly in MP and SP
- Corpses now dragged in correct direction. No more stream of errors when Gamepad is disconnected.
- Made cardboard boxes breakable like mailboxes when player drives over them
- Rename disinfectant-type "Alcohol" to "Rubbing Alcohol"
- TP & Tissues are now fully consumed when used as fire fuel
- Changed Discomfort to increase stress, not unhappiness
- Removed recipes and items relating to the craft recipe of glazing pottery.
- A new custom percentage of door opening zombies can be set in sandbox settings.
-- Cognition must be set to "Random" not "Navigate and Use doors" for this.
- Trifurcated Literature loot setting into “skill books,” “recipe resources” and “Other Literature” options.
- Animals flee from vehicles from a further distance.
- Consuming nicotine will reduce the character's hunger level.
- Characters will not sharpen a held sharpenable item when trying to rotate placed items.
- The Stone Wall; Stone Door Frame; and Stone Window Frame tiles now use Stone Blocks and not Stones to construct.
- Characters with the Deaf trait will not accumulate stress from sounds, such as zombies banging on fences.
- Characters with an encumbrance moodle in a vehicle will accumulate discomfort scaling with the severity of the moodle.
- Multiple seed packets, when selected, can be read in sequence.
- Added any surface craft to the RMC inventory menu with the normal craft one.
- Can now do concurrent actions when opening/closing a window (same as doors) as in B41.
- Zombie skeletons now weight 7 instead of 20 (like corpse)
- Removed fluid container properies from Base.BakingTray, Base.BakingPan,and Base.RoastingPan
- Bellows can't be removed from the forge anymore
- More counters now have container properties
- Removed the fluid container component from the vehicle gastanks
- Ammunition rebalance
-- Changed the MSR700/VarmintRifle inventory item script to use 556 rounds instead of 223.
-- Replaced all references to .223 ammunition in the loot tables with 5.56 ammunition.
-- Removed items for .223 ammunition: rounds, boxes, cartons and misc containers.
-- Added items for new ammunition types: rounds, boxes and cartons.
-- Consolidated the ammunition carton packing/unpacking recipes with a generic carton packing/unpacking recipe.
-- Updated the relevant ammunition packing recipes with new ammunition items.
-- The Base.Revolver item now uses .357 Magnum ammunition.
-- RevolverCase2 and Bag_ProtectiveCaseSmall_Revolver2 now spawn .357 Magnum instead of .45 ammunition.
-- Adjusted the weights of several firearm and ammunition box items.
-- Base.Shotgun/JS2000 now has a capacity of 5+1 instead of 6+1
-- Added .357 Magnum ammunition items to the loot tables.
-- Replaced references to "Bullets" in recipe text strings to "Rounds".
-- Adjusted the weights of relevant ammunition carton items to be consistent with changes to ammunition box weights.


FIXES
- Fixed invisible obstacle blocking player from driving along the pier
- Fixed bug with max bag/trunk capacity (locked at 100)
- Fixed not being able to grab corpses small rooms
- Fixed undesired loot spawning when loot settings are set to "None".
- Fixed vehicle and trailer teleport to north-west corner of a chunk
- Fixed Ragdolls ignoring stomps! ZombieIdleState was resetting bOnFloor to FALSE before RagdollController was resetting to TRUE again.
- Fixed Ragdolls gettin stuck in walls after falling from tall buildings
- Fixed seated extended idles to work with seated animations
-- This makes the characters extended idles now work with seated furniture seating
- Fixed Premium Fishing Line only consolidating to a maximum of 90%
- Fixed M14 Attachments locations
- Fixed Slow Reader now excluding Fast Reader, Unfit excluding Slow Metabolism, and double clicking granted traits updating the trait lists even though no trait is removed.
- Fixed not being able to dump paint buckets
- Fixed an error when a character dies during build menu placement.
- Fixed applying a dirty bandage to a wound, no bandage is returned when removing bandage
- Fixed items being erroneously marked as Inputs for Favourited Recipes
- Fixed corner store fridges not updating to show contents on new renderer when they are powered
- Fixed "Hydration Pack" when worn not updating it's status until it has been re-equipped
- Fixed some vegetation_farming_unhealthy_01b tiles that cannot be interacted with
- Fixed depth and mapping issues in more tiles
- Fixed water amount display issues for the vehicle washing dialogue.
- Fixed fire not updating in meta.
- Fixed some naming convention for magazines/flier/book.
- Fixed holding a dead animal and checking animals in trailer causes exceptions
- Fixed disassembling any electronics in the inventory gives less xp than placed ones
- Fixed schematics are held incorrectly when reading
- Fixed boxes of wine had "HAS_METAL" tag.
- Fixed debug spawning animal spawn at your feet instead of the selected square.
- Fixed reduce Vehicle Damage from Small Animals (Rabbits, Rats, & Mice)
- Fixed stone-based constructions attempting to spawn a non-existent item as scrap upon disassembly.
- Fixed Caffeine Pills resetting fatigue to 0.
- Fixed Candy Cane pose when zeds are killed by car
- Fixed exploit where "Repair Engine" percentage was calculated from all engine parts in backpacks, but only removed engine parts from main inventory
- Fixed items with ItemTag.SHARPENABLE that didn't have a sharpness value, allowing infinite sharpening to grind maintenance XP.
- Fixed characters that start with "Low Weight" trait will once again spawn at 70 weight instead of 80
- Fixed water shader not rendering above level zero.
- Fixed falling from high buildings ragdoll zeds die in standing positions
- Fixed brain tan's model
- Fixed error when interacting with certain damaged plant tiles in the world
- Fixed Tutorial text now referring to "Rat" instead of "Mouse"
- Fixed some missing street names
- Fixed double-shove animation with multiple zombies around
- Fixed removing a magazine with ammo in inventory causes character to re-insert magazine
- Fixed fueling Base.StepVan from the wrong side
- Fixed translation error in Seed Packets description
- Fixed animals not dropping on the ground when equipping items
- Fixed Bloody Backpacks looted from zeds still display bloodstains after washing
- Fixed error when Hovering Placement cursor for shelves over a fire tile
- Fixed Keybinding modifier not working for opening Build Menu
- Fixed being able to use a non-existant bait in traps.
- Fixed zombies missing shove animation when shoved from behind
- Fixed fanny packs not updating visual status in inventory when equipped
- Fixed nutritional values not reducing when preparing food as craft recipes, only reduced in a craft recipe interaction will have their nutritional values properly adjusted.
- Fixed game crashes after zombies attack an animal
- Fixed not being able to kill some animals in character's inventory
- Fixed Tortilla chips having Fresh tag
- Fixed fuel consumption for idling engine having wrong calculation.
- Fixed "can't craft" could be blank.
- Fixed enabling Heater / AC in vehicles slightly reduced fuel consumption rate.
- Fixed blurry save thumbnail when you're a short-sighted character without glasses
- Fixed radios without a battery could be dismantled with the appropriate craft recipe
- Fixed GameEntityException with mapper-placed smashed windows
- Fixed not being able to transfer single items from stack into some loot containers on the ground if stack is large enough
- Fixed issues when 3d placing items stored in bags
- Fixed the bug where only Torch & HandTorch return inserted batteries when dismantled
- Fixed wide log gate opening oddly
- Fixed being able to stack up Yellow Metal Locker with other furniture
- Fixed the appearance of Deer Hide rug's when facing S or E
- Fixed Large window panes (eg. walls_commercial_01_100) not showing when glass has been safely removed
-- The player cannot walk through these and they still behave as windows


TECHNICAL/DEBUG
- Converted class IsoPropertyType to enum
- Removed containers not used by our mappers from Distributions. This was previously done as a service to community mappers but is no longer practical to maintain.
- Updated container contents to match local files. Currently a WIP.
- Added missing IsoObjectType getter/setter
- Fixed an error when trying to read at lfs pointer files.
- Ported more things to lua
- Converted sprite overlay styles from using a string to enums in code
- Code CleanUp
- Outputed version.txt on startup
- Shrunk IsoDirections and fixed its usages
- Refactored WeaponType AttackType Weighting to Use Float Weights Instead of Duplicate Entries
- More work on AnimZed tool
- Added IsoObjectChange enum to replace string for object change

42.13.2 UNSTABLE HOTFIX Released

NEW
- New improved whitelist
- Drying racks are functional in MP now
- Updated "Announce Animal Death" message
- Added a limit on the number of animals sent in a single AnimalUpdatePacket
- Added Plastering in MP
FIXED
- Fixed ongoing issue with erroneous zombie migration. Please let us know if you spot any more cases
- Fixed not being able to remove and replace battery in different devices
- Fixed being able to put more items in the container than capacity allows
- Fixed Favoriting recipes (Craft and Build menu) being reset after relogging
- Fixed weight pointers
- Fixed some performance issues with animal zones
- Fixed animal pathfinding in MP
- Fixed server crash caused by pipe bombs
- Fixed number of visible zombies counter
- Fixed SFX glitch when getting attacked by a zombie while shooting
- Fixed seasoning ingredients not being displayed in tooltip
- Fixed plant tile updating only after revisiting chunk or relog
- Fixed not being able to remove seeded furrows
- Fixed memory leak with NetworkState packets
- Fixed wrong animation when unequipping an attached item on the player's back
- Fixed backpack sprayer duplication
- Fixed MP Soaked and Wet states
- Fixed body insulation/temperature always being at 0
- Fixed disassembled furniture not disappearing from the world
- Fixed weapons unequipping when character is climbing through windows
- Fixed microwave/Stove timers resetting to 0
- Fixed double door sfx
- Fixed not being able to get an animal corpse from the car trunk
- Fixed non-lootable containers placed in doorways
- Fixed NPE caused by calling getVehicleContainer() on null square
- Fixed wrong items being selected and captured from stack of items
- Fixed updates breaking setting the ZombieState FMOD parameter
- Fixed being unable to build stairs above ground sometimes due to non-existent squares.
- Fixed stair pillars not appearing on clients until reloading the area.
- Fixed odd cutaway behavior of player-built stairs and support pillars.
- Fixed not being able to craft Fire-Hardened Spears
- Fixed character with the claustrophobic trait not panicking inside buildings
- Fixed car battery looping sfx glitch
- Fixed clothes drying only when picked up
- Fixed door shaking animation
- Fixed basement entrance disappearing after building & removing floor overtop of entrance
- Fixed "Walk To" stream of errors if cursor is placed outside the bounds of a basement
- Fixed rope attached to the animals not breaking
- Fixed several cases with commands: AddXP and LoseXP
- Fixed remote player health sync issues
- Fixed bombs staying in player's inventory after relog
- Fixed not being able to butcher the animal corpse in the inventory
- Fixed Hitting SFX isn't always playing

42.13.1 BETA HOTFIX Released

This patch is currently available on the "42.13.1" Steam Beta and will likely land on the Unstable beta branch before the holiday break.

Instructions: Right-Click game in Steam library -> Properties -> Click “Betas” tab -> Select “42.13.1” from the Beta Participation Dropdown Menu.

MP save games from 42.13.0 will not be compatible.



[h3]FIXES[/h3]
- Fixed loot not respawning in MP
- Fixed severe stutters in MP sessions
- Fixed server crashes caused by colliding with an animal while inside a safehouse
- Fixed IsoChunk.soundList not clearing when chunks are reused, leading to zombies following players to other towns.
- Fixed Nimble skill not progressing in MP
- Fixed wrong multipliers being applied to skills
- Fixed foraging zones not being created
- Fixed Foraging XP gain being abnormally high
- Fixed corpses not being transferred into containers properly in MP
- Fixed extended placement of items for MP
- Fixed Organized/Disorganized traits not having effect in MP
- Fixed Endurance recovery speed not changing while seated
- Fixed missing Wakeful, Sleepyhead, Restless Sleeper
- Fixed Host Settings UI scaling issue on some resolutions
- Fixed VHS/TVs not giving XP to players in MP
- Fixed a desync issue when a remote player reconnects to the server, the weapon in their hands will not be displayed.
- Fixed not being able to fast-forward sleep in vehicles in MP
- Fixed not being able to remove servers from Favorites
- Fixed not being able to sleep on the ground
- Fixed disappearing animal corpses when destroying Butchering Hook
- Fixed server side exception when performing “Attach Animal to Rope”
- Fixed exception with weapon upgrades
- Fixed an exception with drying racks (drying racks are still WIP)
- Fixed exception when trying to start an engine while there is no battery installed
- Fixed errors when double-clicking on empty containers in inventory
- Fixed Ratchet Wrench causing error when taking Engine Parts.
- Fixed animal duping in inventory after relogging
- Fixed animal dupe in Livestock Trailers
- Fixed dropping a heavy backpack you don't have room to carry in main inventory leaving a copy in inventory
- Fixed the bug when being overencumbered, selecting the "extra option" of Worn Clothing drops a duplicate item on the ground
- Fixed not being able to run over animals
- Fixed animals spawn on trap check
- Fixed not being able to kill a small animal while holding it in hands
- Fixed animals pathfinding after being dropped to the ground
- Fixed troughs not having food upon the first visit to a default livestock zone
- Fixed Specific timed actions giving errors (using Dice, Card Deck, Dented Can, Unlabeled Can)
- Fixed Water capacity bar locking on 1L when filling, leading to not being able to create Stews etc
- Fixed character gaining the Strength XP while seated in a vehicle
- Fixed Generator SFX remaining after turning it off
- Fixed being unable to pick up a Generator that was dropped while entering the vehicle
- Fixed not being able to place Generator and other furniture on seats in vehicles in MP
- Fixed not being able to pick up some stuff from disassembled furniture
- Fixed not saving the lock status on the handcraft UI
- Fixed partially consumed food items still being displayed as full in the UI
- Fixed padding information not updating on unequipped clothing items
- Fixed disappearing favorite, unusable and unwanted tags
- Fixed vehicles getting stuck in the air after collisions
- Fixed zeds no longer ragdolling
- Fixed zombies wanting to pathfind around fences instead of vaulting them.
- Fixed "Destroy" not working for multi-tile objects
- Fixed chickens disappearing in hutches after relogging
- Fixed map annotations being removed after relogging
- Fixed players failing to connect to Host with names that contained symbols
- Fixed being able to open locked garage doors
- Fixed the order of clothing layers for mod creators
- Fixed a case of the Chickenpocalypse