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Project Zomboid News

Sky High

So… hmm, where were we?

Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.

The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.

The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.

To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.

We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 


[h3]SKY HIGH[/h3]
The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.

Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.

EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…

PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.

[previewyoutube][/previewyoutube]

Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.

With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:



Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.

If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.

[previewyoutube][/previewyoutube]

In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.

This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.

This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.

To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.

Oh and here’s another player/zed falling vid as we love it so much…

[previewyoutube][/previewyoutube]

[h3]OH, RATS[/h3]
We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.

Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.

[previewyoutube][/previewyoutube]

As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.

In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.

We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!



Oh, and would you like something to wash down with that bleach?



[h3]MAP LATEST[/h3]
Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.

Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.

If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.

With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!



Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?

All the cool kids will want to hang out there, we’re sure.



Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.




[h3]IT’S A GAS, GAS, GAS[/h3]
Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.

The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.

Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.

[previewyoutube][/previewyoutube]

As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.

[previewyoutube][/previewyoutube]

We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.

Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.

Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.


[h3]4K REVOLUTION[/h3]
One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.

There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.

Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.




[h3]HOLSTERS[/h3]
In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.

Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.

You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).

[previewyoutube][/previewyoutube]


[h3]OTHER STUFF[/h3]
  • Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.
  • For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.



[h3]FINALLY[/h3]
A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!

We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!

Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.



We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x

A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here

The Connection Is Made



Hey everyone. Jumping straight in with an update on the new and improved crafting system this time around if that’s okay with y’all.

As we’ve talked about in previous Thursdoids, a large part of the crafting overhaul revolves around creating a unified, powerful and expansive system for machines, crafting stations and appliances. This covers all the different things you find around the world, and those crafted by yourself and your friends.

A primary piece of this puzzle has been in the creation of dev systems and methodology that allow for the hugely swifter implementation of far more varied/interesting crafting and devices – which in turn is a big thing for modders, and for the nu-medieval post apocalyptic society gameplay we will now cater for.

This has also been built, however, with a framework that will allow for a wide variety of other gameplay aspects – some of which will be a part of the initial 42 release, while others will be drip-fed into future 42 builds, and more still in the mainline builds beyond that. (The underlying systems will be available for modders from the word go, however.)

One of the advantages that the crafting revamp brings with it is the opportunity to provide engineering and electronics gameplay with a ton more depth. This system revolves around the concept of components.

An example of this would be a ‘power input’ component, which provides electrical power to a machine from an external wire. Another would be a crafting component, which would undertake a crafting recipe that can make use of any liquid or item within a machine’s resource component, that can store items, liquid or power. Importantly, every component also has an associated UI that’s been designed for player interaction.

This will mean as our library (and the community’s library) of components grows, we can quickly put them together to create all sorts of in-game machines and appliances. It’s also relatively easy to slap a UI skin on to each component (perhaps something already existing from the game, perhaps something new) to make them appear in the most appropriate way.

Components will also be moddable, so modders will be able to add new components that could then be used as parts of a machine’s in-game functionality and UI.

The end goal is to open this up to the player in-game, having these components as items obtainable through disassembly.

A burglar alarm for example will be comprised of a speaker component, as well as a battery input component and a motion sensor component. A player could feasibly go around collecting the components, removing the motion sensors and installing them around their base, wiring each of them up to lights to act as an early warning system.

Meanwhile the speaker component of the burglar alarm could be similarly wired up to a switch to allow people in the base to create a distraction sound to lure zombies away or into a trap.

These are just two potential gameplay moments plucked from the air, but good examples of a believable utility of scavenging components from real world items.

Putting aside all the new professions and skills coming to B42, this will finally provide engineering and electronic skills with a lot of cool utility – and make anyone with these skills a valuable asset to any survivor group.

This system will also be the bedrock for the crafting tree, providing functionality for the various profession workbenches, crafting stations and more primitive machines. For example, for the more medieval constructions, one form of power input available is rotational energy, allowing for mills and other contraptions to power machines and stations.

Ultimately our hope would be any machine or appliance on the map would simply be a combination of these components. Someone skilled enough would be able to remove them and put them together in any way they made sense: each component will have simple item, power, liquid or logic inputs and outputs.

Taking it a step further, it would also give us the option of making functional machines within the various industrial areas of the map – providing functional machines that could feasibly be utilized (perhaps even looted and taken back to base) and potentially making factory locations extremely high value targets for looting.

This will also, ultimately, add far more interesting gameplay to base construction and generator usage. We would have pipes and wires to facilitate the wiring and plumbing of machines and home systems together – rather than fudging water collector positions to make operable sinks, or just placing a generator next to a building and instantly powering it.

How far could this be pushed?

Well, in testing the system’s flexibility, Turbo grabbed some existing sprites from around the map to make sure the system was working okay for both our needs, and those of the modding community.

PLEASE NOTE THAT THIS VIDEO IS FROM A DEVELOPMENT TESTBED.

There’s no guarantee any of this will make it into B42, and likewise they are all built from random tiles that Turbs has nicked from our industrial sprite collection. This is all a part of testing the speed and simplicity of creating new machines – and from that underline how powerful the new system is.

Everything seen in this vid was put together with minimal specific code – and largely relied on existing components put together within the machines in the PZ script files along with new items and recipes.


[previewyoutube][/previewyoutube]

We’ve got enough on our plate, so we likely won’t have a full suite of replaced ‘existing machines and appliances’ by the time 42 unstable rolls around but we believe that these new foundations for PZ’s crafting system will provide great opportunities both for our existing gameplay, and the gameplay we have planned for the years ahead.

This has certainly been the part of 42 that’s taken the longest to come together (not helped by dev illness and hospitalization in early development stages) but it’s also the stuff that we absolutely needed to nail to provide the huge boost in player and community creativity that we know it can provide. We’re at that point now, we feel, and look forward to showing off more applications in the near future.

[h3]HELLO PATRICK[/h3]

A big Spiffo welcome to Patrick, an actual real American on the main dev team. Patrick is a software engineer who has been away working in academia on educational games for a fair while – but has his roots in more conventional gaming and has had his claws in various Tomb Raiders, Tony Hawk games, Ratchets, and Clanks over the years.

His primary mission is the implementation of ragdolls into the game – although initial work and experimentation is still very much exploratory.

We haven’t had an actual real American who remembers 1993 on the dev team for a while, so it also means he gets to answer a lot of questions about parking lots, drivethroughs and various other Americana. He is coping with this admirably.

[h3]FOLLOW THAT DEER[/h3]

A quick check-in with our (still WIP) animal tracking system. This could probably look a little better in terms of visual variation when it comes to animal tracks and direction, but is shaping up to be pretty fun.

[previewyoutube][/previewyoutube]

[h3]HOLSTERS AND WEBBING[/h3]

In B42 not only will holsters be visible, but a new shoulder holster item has been added. Additionally we now have military webbing, which can be worn instead of a shoulder holster, and also occupies the spaces that fanny packs would occupy.

This webbing provides two additional hotbar slots, which we currently have set up for walkie talkies and knives, and also provide superior container option to fanny packs. Not only can these items be found as appropriate container loot, but also can be seen on both existing, and new, zombie outfit types.



[h3]CHARITY SPIFF – PLZ BUY[/h3]
Just over a week left if you want to buy yourself a Steadfast Spiffo, and say ‘fuck cancer’ simultaneously.

Tweet for further info.

A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.

NEW CHARITY SPIFFO!



The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.

First off, let’s meet the raccoon himself.

[h2]INTRODUCING… STEADFAST SPIFFO![/h2]



They came for him… they still come… but he will NEVER yield.

He is: Steadfast Spiffo.

Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!

Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!


Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!

We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.


[h2]FUNDRAISING[/h2]

All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.



Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.

Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.

Well, for the next 21 days we have a different answer: please buy this Spiffo!

Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.

Thank you x

(And here’s that link again if you need it)

BagZ of fun



Let’s have a dig into what’s happening in everyone’s favourite apocalypse. (Although other apocalypses are available.

First off a quick check-in with three of the four main pillars of Build 42 – the pillars in question being crafting system revamp, MP improvement, the depth/performance/lighting tech upgrade, and finally animals – which will have to wait till next time as RJ is only very recently back from his summer hols.

Turbo has been finalizing his machine and crafting station systems for a check-in next week, after we decided on some ways to maximise their utility for both our own devs and modders and give them as broad and solid a foundation as we can. The results are exciting and the design process for machines and the numerous crafting stations continues to expand these systems over the new tech tree and across existing devices over the entire PZ map. (Stuff like gas stations, wells, water pumps etc will also eventually be tied to the new system – but maybe not in the initial release.)

Next up: tech upgrade. Lots of stuff going on in codeland for this – but the topline additions have been improvements to the new visibility polygon, and continued work on the tile depth addition that will remove annoying character/wall clipping and ultimately make proper addition of lying and sitting down in all four directions feasible for mainline addition. (As well as the rendering optimizations it will entail obv.)

Alongside this the continued whackamole of things broken by the foundational changes made by the engine upgrades – stuff like (to grab a few random examples) doors not shaking when thumped, muzzleflash not showing, railings not being cutaway properly, rendering of zeds on hidden floors not working and many/varied other important stuff.

Finally, we now have four coders and two MP-devoted testers beavering away on our multiplayer – two coders devoted to the ongoing mission to bring all player inventory operations server-side, and another two knuckling down on general MP bugs and required polish. Over the past two weeks the guys have also been hooking up ‘new for 42’ systems, like the revamped fishing, to the netcode – and looking ahead to properly wiring up the animals too.

[h3]SOUNDSCAPE IMPROVEMENTS[/h3]
Last week our Formosa UK’s primary PZ-dedicated chaps, Michael and Matteo, took the opportunity to do a full new mixing session for the game while they were both on the same island – said island being Great Britain.

A proportion of this was done with MP in mind, and especially gunshots, but seeing as multiplayer is currently broken/WIP in our dev build they instead hooked up an in-game barbecue to a long sequence of gunshots and worked around it like that. (Enterprising chaps, these two.)

We’re still waiting on some improved occlusion settings for indoor/outdoor, and the like, and some tweaks to player related sounds – but otherwise the following has been tweaked and added.

  • Re-balanced all the firearms so they make sense in relation to each other
  • Changed the firearm inside/outside setup for general improvements
  • Rebalanced the ambiance setup (from beds, to fog, to rain, wind etc) to make it all more coherent
  • Re-worked some mixer setup/routing for reverb – which has made for a very pleasant upgrade, especially with birdsong.
  • Brought backsome volume/filter changes on the camera zoom, but still subtle.
  • Improvements to zombie voices so when you get bitten to death by a dozen zombies the mix doesn’t wig out anymore.
  • Zombie vocals, music and animal noises now play more nicely over the music – so it all cuts through a bit better.

 
[previewyoutube][/previewyoutube]
 
We are also super-pleased with the new player effort / sneeze / “hey!” sounds – and have also realised that we’re missing a trick not having a range of different voices beyond the current two male/female versions. This would especially sound a bit weird in MP, so we are looking into recording a wider range of actors and actresses for this.

[h3]OTHER NEW STUFF[/h3]
As ever we have a wide range of smaller additions going into the game from other team members while the pedestal pieces are under construction.

Recently these have included:

New containers! Pic-a-nic Basket, Garden Basket, Fishing Basket, Musical Instrument Cases, an improvised Sheet Sling Bag, new Sheriff and SWAT versions of the duffel bag, protective cases, rifle cases and ALICE Belt and Suspender webbing – green and camo version.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]


Continued farming revamp improvements. Working on the systems for fertilizers, compost, and pests. Optimizing, rebalancing, constituting, simplifying and working out what other new crops we will require – then pestering the art department for them. Making the scarecrows actually spawn in scarecrow-y outfits.

Wallpapering. And we’re also coding in the oft-requested ability to fully wash grime from walls.

[previewyoutube][/previewyoutube]
 
New tools. New gizmos for managing our script assets; which upon release with B42 will provide ways to make modders lives easier, such as a utility which exports item display names from their scripts to create new translation files for those items if they don’t already have one. Likewise we’ve built an internal tool to help our sound team notice events that haven’t been hooked up, or are new additions that haven’t had a sound built for them yet.

Zoning. One of the more onerous of mapping tasks is underway for the map expansion – essentially tagging the whole map so the game knows what should be happening where, and what should be spawning where.

In this image light greeny-blue is crop fields, light green is forest, dark green is deep forest, blue is for navigation, purple-ish is for town areas and the blue squares are the new animal zones. Meanwhile the tiny pink dots are parking stalls for spawning vehicles of all sorts, and the yellow is for generic vegetation. Other colours designate different events, to special outfit zombie types etc.



Hiring. The success of B41 has meant we’ve been able to cast our net further, and higher, for additions to the PZ team to work on what the game will become in the mid-far future. We won’t shine any spotlights on anyone until they’re bedded down, and there’s something to show, but we are putting a lot of work into ensuring PZ stays fun, relevant and ever-evolving in the years to come.

A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.

Are you a Spiffo admirer who missed out on the recent plushie Makeship campaign? Watch the wires next week…

Knox Event: 30 Years On



Today marks a day in history.

It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.

To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.

Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.

[h3]TECH UPGRADE[/h3]
Okay so this week one of the four pillars of the next main PZ build is going back into the spotlight. We’ve seen good progress backstage in crafting, MP improvement and animals/wildlife – but it’s the engine upgrades that’ve given us something cool and visual to show off this week.

The tech improvements will be supplying basements, the 32 floor limit and new light propagation system – but clearly a primary focus of it all has been with performance. Using 8×8 tile chunks, in the tech branch we are caching areas of the map to speed up drawing the scene dramatically.

The benefit of this is obvious when it comes to FPS, with our own machine averaging over 300 FPS when zoomed out to maximum. (In the end product, once in the game proper, your mileage may differ for better or worse.)

The downside to this, however, is that the upgrades involved meant we would be unable to change the lighting on tiles in front of the player – which has always been used to represent the viewing arc and line of sight as the character turns or moves.

With the changes in the tech branch doing this would always invalidate the cached chunks in every frame, thereby rendering the optimizations ineffective.

To replace this in early B42, as a stopgap, we had a much more naïve and simpler viewing cone that was drawn over the screen which also allowed you to see what parts of the screen were outside the character’s viewing arc. You can see it on the old Light Propagation Demo we posted in the initial 42 Techdoid a while back.

[previewyoutube][/previewyoutube]

However, this was never ideal. With this it was impossible to tell if an obstacle in the world is blocking your view, as it would just blindly extend to the edge of the screen with no concern for obstacles in the world.

As such, EP has been working on a new system that gives all the same information as our old system but without the extreme FPS consequences of it – and also far slicker and more accurate than our old tile system. What he’s done is pretty cool!

[previewyoutube][/previewyoutube]

As you can see, there’s now much more precise and smooth LOS information than the old tile system ever could muster.

We’re now experimenting with different levels of visibility and blur on the effect to make sure it is a) visible enough to convey the line of sight information to the player, but b) not overbearing enough to distract the player as it moves around in real-time.

Where we’ve got it right now in this second video is still super cool (note the effect when doors and curtains are opened and closed) but it’s possibly a little too transparent on these lighter tiles.

[previewyoutube][/previewyoutube]

We’ll continue tweaking until we find something that works best as a default, but as ever we’ll do our utmost to provide settings that will let you adjust it to whatever you’re most comfortable with.

[h3]MAPPAGE[/h3]
It’s been a big week for the map and art team, as the B42 map expansion has just gone into its first round of testing. It covers a pretty huge area, as is shown in this handily obscured image.




Clearly the Louisville expansion in 41 was very built up, and here there’s a lot of grass and wilderness, but that covered 56 cells – and what you’re looking at here is 430.

Our testers are having a wild old time checking out its many and varied secrets and hideaways, and logging all the map errors they find for future fixing.

As we’ve discussed previously, a lot of the existing map will be getting a spruce-up too – not least with buildings that make the most of the new height limit.

[h3]SANDBOX SETTING SPREE[/h3]
Over our lengthy development, and unending devotion to sandbox settings, things in our front-end have become a little messy. As such Aiteron is currently improving and redesigning our Main Menu UI.

PLEASE NOTE: No design here is final, this is very much a work in progress we want feedback on from players and modders.

First off are changes to the sandbox settings themselves. The layout’s been redone,  and an ‘advanced’ tick box has been added that switches over to deeper settings and selections. We’ve also mixed in a search and separation of settings by category on the right.

[previewyoutube][/previewyoutube]

Next up, an in-depth set of improvement for the mod UI. Here you’ll find a search function, category filtering, and the ability to add mods as ‘favorites’. There are also added presets for mods, which can then be shared with friends using ‘Share’ and ‘Add’ buttons.

Aiteron has also improved the mod info panel – where you’ll be able to find out more about the mod contents, and quickly go to the other mods it requires or the relevant website.

He has also made sure to add a parameter for incompatible mods, which will specify exactly which mods your chosen mod won’t play nicely with.

Finally, but perhaps most importantly, there’s a raft of new info for modders themselves and an expanded functionality for mod.info. There’s options been added for modVersion, author, category, icon, incompatibility and, soon, more besides.

Next up Aiteron will be looking into mod changelog functionalities, and a way to determine mod order – which he intends to govern the manual or semi-automatic order of mods being loaded.

Here’s what it currently looks like REMEMBER WIP etc! Feedback required!

[previewyoutube][/previewyoutube]

[h3]GRUNTING[/h3]
The first results of our recording sessions are now properly in-game: the grunts, groans and wheezes of your survivor are now in-game. What’s more they add a LOT to the experience, and we’ve got some really positive thoughts coming through from our internal testers.

We’ve made some videos for you to demonstrate but before viewing (and listening) please be advised of the following:

Currently the exertion noises play too much – especially during extended combat. We definitely need to tone things down or it’s going to get a little too ‘top tier ladies tennis match’. As such we will likely be tying exertion sounds to the exertion levels themselves, which will also be tied into our ‘heavy breathing’ noises after heavy periods of activity.

So, with that in mind…

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h3]BUGS[/h3]

Look, an aphid. Aint it sweet.



A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.