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Project Zomboid News

Build 41 Multiplayer Beta Available Now!

[h3]Build 41 and MP info[/h3]

Hello survivor! Here’s a few notes of introduction for players new to the Knox
Event.

Build 41 is our playable beta of a complete overhaul of Project Zomboid: new animations, new combat, new soundscape designed by some of the folks who won awards for Alien: Isolation, new map function, vast new city added to the map. New everything, really.

We have been working on it for two years, and very recently have reintroduced multiplayer which has proved extremely popular – and may even be the reason that you are here reading this!

It looks a little like this:

https://www.youtube.com/watch?v=atI-tEpmS4g

And here’s some advice from Nurse about how to access and what’s included:

https://www.youtube.com/watch?v=qCqRYjAepBk


With Build 41.61, we've increased the supported player count to 32, already.

This build is NOT currently the initial download Steam users are presented with – we intend to give Build 41 its full release and move it into the mainline early next, year once we have fixed and polished remaining issues with the new MP.

[h3]So how do you access the latest build?[/h3]

Simply go to your Steam betas, and select the one called "b41multiplayer".

Please be aware that this is a test build, and is still being actively patched, fixed and worked upon.



While many (many!) people are having a great time with Build 41 MP, there are still issues we need to fix – and support issues that we need to address.

Public servers are currently not recommended. Whitelisted and co-op servers are strongly advised for the best experience.

The new update is very complex, and we are a very small team. So please be understanding while we update, fix and polish ready for the full launch next year.

We would like to thank our amazing community for the help they have been giving to new players, and all the enthusiasm they have shown during this exciting time for Project Zomboid.

We hope you all have fun! Have some Happy Holidays and a Happy New Year!

Project Zomboid just added multiplayer servers

Project Zomboid is secretly one of the best zombie games ever made, and it's been in Early Access since 2013. That doesn't mean it's lacked attention: developer The Indie Stone has continuously put out updates that have filled out the game immensely over the years. Today, however, the small studio announced a particularly big one: the latest test build includes Project Zomboid's long-awaited multiplayer servers.


The mode is currently available only in a test branch - The Indie Stone says it still needs a lot of polish, and it's been an incredibly complex project for such a small team to undertake. However, the studio says wider player testing will help tighten up the latest version of the game, and it's invited everyone to give the new build a try.


Multiplayer Zomboid supports up to 16 players, dedicated servers, and co-op play. The new build also includes a huge update to the map, which originally was set in and around Westpoint and Valley Station, Kentucky, but now includes parts of Louisville to the north. The developers describe the new map as "like silly huge", which will help support the additional players.


Read the rest of the story...


RELATED LINKS:

GOG starts early access program called Games In Development, DRM-free with 14-day refund policy

Project Zomboid gets Steam Workshop and multiplayer support

Project Zomboid Creative Mode takes its cues (and lampshades) from The Sims

Project Zomboid has recently seen a nice surge in players on Steam

Project Zomboid, the long-running Early Access zombie survival game has recently seen a very interesting surge, repeatedly blowing away their previous records for players online.

Read the full article here: https://www.gamingonlinux.com/2021/04/project-zomboid-has-recently-seen-a-nice-surge-in-players-on-steam

Build 41 IWBUMS Beta out


 
The public ‘I Will Back Up My Save’ beta for the long-awaited Build 41 is now open for testing by the Project Zomboid community.

LATEST BETA BRANCH UPDATE: JANUARY 15th 2021.
PLEASE SEE THE STEAM DISCUSSIONS FOR THE LATEST 2020 UPDATES ON THE IWBUMS STEAM BETA BRANCH. THE BRANCH IS ACTIVELY UPDATED WHILE THE NEWS SECTION IS NOT.




HOW?

The IWBUMS beta is accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”. Then, navigate to the betas tab and select the “iwillbackupmysave” branch from the dropdown menu.



Those who test IWBUMS beta builds must be aware that what they’re playing is a work in progress.

IF YOU HAVE ANY PROBLEMS - MAKE SURE ALL MODS ARE DISABLED - then please try verifying the steam local cache within those same options. If this doesn't work, try a full uninstall and reinstall (while also deleting or renaming the installation folder as well as your user folder in C:\Users\YourUsername\Zomboid). Sometimes Steam updates can be buggy with big updates.

The beta is put out for public consumption for player feedback and bug reports. Please direct gameplay feedback to our forum beta release thread, and bugs to this section of our forums.

For further details on what IWBUMS testing entails, please check here.


WHAT?

Build 41 is the most fundamental and wide-ranging update that Project Zomboid has ever had. We intend it to be a stable foundation for us to build on for many years ahead. For this reason too,however, we anticipate a fairly long public beta while all the various issues presented to us by community testers are spotlit and remedied.

Some key features, primarily MP, are initially disabled in the IWBUMS beta build – and will be turned on during the testing process.

Build 41 currently contains:
  • New gameplay styles: Builder, Brawler and Survivor
  • More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc.
  • New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more.
  • New combat, new weapons, new difficulty balance.
  • New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies.
  • New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc.
  • Blood 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 aiming outline, new guns, improved racking and reloading, increased gun loot spawn.
  • Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc.
  • 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.
  • Visibly ripped and damaged clothing.
  • New Sims-style cutaway vision system.
  • Vehicle handling improvements, resizing and appearance tweaks.
  • Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options.
  • New SFX: weaponry, zombie moans etc.
  • New water visuals – including visible flow direction.
  • New puddle system during heavy rain.
  • Broken glass and related injuries.
  • Garage doors may be opened / closed and shake when hit.
  • New Challenge maps: Film Set and Kingsmouth Vacation Island
  • 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 game cursor
  • New level-up sound, and tweaked levelling system.
  • Faint isometric aiming cursor that shows where you’re aiming in iso space.
  • 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.
  • Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items.
  • Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more.
  • VISIBLE BACKPACKS!


Build 41 and is the first (biggest) step in our overall plan to bring more life, variety and activity to the Knox Event. From this build onwards we will be adding in (and improving) our existing AI work layer-by-layer.

Build 42, for example, will use the power of the Build 41 animations build to introduce animals and wildlife.

We will also be releasing AnimZed, our animation tool, to the community during the IWBUMS beta process – meaning that modders will receive a huge boost in what they can create within PZ.


WHAT NEXT?

During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved.
  • Multiplayer – alongside significant MP Networking improvements
  • Improved visual fidelity of survivor character and zombies
  • Further optimization to improve performance on both low and high end systems.
  • Sprinter Zeds
  • Fire visuals
  • Tutorial
  • Zombie skin appearance/decay
  • Ability to repair ripped clothing



WHAT ELSE?

Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible.

At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available – and will continue to be available at all times.

This will be known as ‘PZ Classic’, and will also allow people to continue to play with their favourite mods until such a time as they are updated.

Click here for a sneak vision into the future beyond build 41!


Latest News and Vids (as of September 24th)

Hey all, here’s the highlights of the last few weeks of Project Zomboid development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.

First up, we recently had a full stream for 2-3 hours of the current internal build courtesy of steamer Mark.exe. This can be viewed in its entirety here.

If you don’t have time for that, however, then here’s a quick video that’s shows off most of the things discussed in more detail below.
https://www.youtube.com/watch?v=jyuAw_I5kNA

The primary thing that’s being shown in this video is the rotational animation system that our team, primarily Zac and Martin, have finally managed to conquer – barring polish and minor bugs.
We’re not going to give any indication of a countdown for an IWBUMS release, but eagle-eyed Thursdoid blog readers will have noticed that this was always on of the major barriers to releasing a public beta.

At the time of writing, however, gameplay connected to this new system, still needs to be wired up and polished– and optimization still needs to be fed into the machine to improve performance with large zed hordes and also bolster lower-spec PCs.

Something we are considering is releasing the IWBUMS beta in SP form first – before wiring up the MP during the beta process. Not only would this speed up a release (as there are likely gremlins waiting to jump out on us as there always are) but it will make a lot of sense to test and improve MP on a community server – and to restart all the usual Community Megatests and such to aid with the testing.

COMBAT BALANCE

Previously, while looking good in videos and such, player movement felt tank-like and sluggish – but now 180s are smooth, combat/defense can take place at an angle and you can move in the direction you want to move in a far slicker fashion.

A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly.
This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry)
As such, due to the new animation system’s ability to allow animations to play only on the top half of the body, RJ has made a change that allows you to strafe while shoving and swinging your weapon.

https://youtu.be/R2x6a8inq7s

We have also, partly in response to community concerns raised that it would be very easy to ‘kite’ the zeds – continually batting them off and keeping yourself safe from the horde, made sure that hordes are… something of a danger.
https://youtu.be/k4r-mKPjiDA

MOVEMENT BALANCE

Far and away the biggest change in recent weeks came as a result of some serious discussions about the responsiveness of the main player controls.

For the entirety of anims development the mission had been to balance the increased realism of movement and increased presence with the slight lag of control you have from the character moving realistically: with character footsteps actually accounting for movement, instead of an internal switch that’s flicked the moment you press a key.

Many AAA games have a slight delay in movement, even extremely amazing and popular ones such as Red Dead Redemption 2, so overall we thought this was a noble aim. The end results of which however, amidst a lot of positives, led to grumbling from internal testers. This week then, we experimented – tightening it further. Trying to push it to its very limit of control responsiveness, without the animations looking robotic.

We tightened blend times between standing idle and walking, tightened blends when turning etc, and now we think we’ve found a much tighter balance. Most of the internal testers, re-accustomed to the weightier movement through extended play, were already pretty much satisfied with what we had – but all now agree that the tightening of these screws has made things a lot better.

As such we’re now feeling a lot more confident that, after some adjustment period once both beta and final version are live, most established PZ players will have far less issues over how animations have changed the feeling of mobility within the game. Which has come as a relief

OPTIMIZATION

Zac’s current challenge is to be able to draw large quantities of articulated, walking, shambling, crawling, eating, and swarming zeds at a reasonable frame rate. Right now it’s okay-ish on a decent system, but wouldn’t stand up to a huge amount of zombie horde herding – which we know is a favourite pastime of PZ players.

Crowd Rendering is a collective term that involves a number of techniques that take advantage of the large numbers of crowds to make the process much more efficient.

To know where to aim, however, it’s a big help to have intimate knowledge of just how the PZ engine is performing, and where the hot-spots are. Toward this end, we are adding a Performance Analyzer module to AnimZed, and will direct our efforts to wherever it takes us.



OTHER STUFF
  • The new Kentucky-themed soundtrack from our music maestro Zach Beever is now entirely in-game for build 41, working with the sadistic music director and has drama calculations tweaked too. The 36 new tracks span 2hr:41m in all, and also come with the gift of a new ‘level up’ noise, for those fed up with the singing lady.
  • Muzzle flash.





  • Survivor Zeds have been added to the roads of the area. They’ll spawn with a bunch of other zombies, but will always carry a good rucksack filled with survival goodies and an annotated map to lead you on elsewhere.
  • Stas’ improved controller work is going to be left until Build 42 so the current gamepad support has been improved to cater with the new movement and combat. L3 (pressing the left stick) toggles sneaking. Right-trigger while moving makes the player run, similar to the gas pedal in a vehicle. Right shoulder button is reload firearm. Left shoulder button is rack firearm.
  • New Blood layer system so clothing closest to wounds gets stained with blood first, before progressively making blood marks on the next item of clothing. So a t-shirt gets a blood stain first, before then starting to make a mark on the sweater that covers it. Quick video of this in testing seen here.
  • A big bugbear in the current internal build has been that the player could drop-dead from bleeding from non-consequential areas – like a gash in your feet. Now all injuries have their own bleeding modifier, so a neck wound has far worse bleeding implications than, for example, your leg.
  • A speed modifier has been added to different body parts – so that injuries on some body parts have a greater impact on your walk and run speeds than others. So, for example, an injury on your upper leg will have less of an impact on speed than one directly on your foot.
  • A ‘player appearance’ tab has been added to the in-game health/skills panel. Here you will be able to make whatever in-game appearance customisations to your survivor that are available to you – dependent on you having the relevant scissors, combs etc. in your inventory.
  • The character customization screen has been receiving some polish– improving suggested player and profession clothing load-outs, making coloration choices less garish and polishing the idles of the character model that you’re dressing up. After much internal discussion on what to give away to players in terms of profession costumes, Martin has been creating some additional branded t-shirts to go with various professions in the game.


We also decided not to keep this rotational disaster in-game, but the modders amongst you will be able to revive it if needs be.

https://www.youtube.com/watch?v=Y8_-XVSGpSs

This is the eighth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards.
A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info.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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.