1. Project Zomboid
  2. News

Project Zomboid News

Hotfix 42.0.1 - Unstable Release

- Fix for "no UI"/"black screen" at game start (helps with problematic screenresolution.ini file, but not with old AMD cards bug).
- Fixed game closing while shooting.
- Fixed texture compression being disabled.
- Removed placeholder UI sounds
- Fixed not being able to open doors when another timed action was being carried out.
- Reduced Melee Weapon Muscle strain. It is now 60% of the previous amount. Other sources of Muscle Strain are unaffected. The sandbox value hasn't changed and the reduced value is the new baseline.
- Fixed Chickenpocalypse.
- Fixed a butchering exploit.

- Fixed a missing floor in cell 16,24 causing the player to fall forever.

- Convert GLSL 330 syntax to 150 when the available OpenGL version is less than 3.3.
- This should allow the game to run on MacOS again, in theory.
- Replaced GL43.glDepthRangef() calls with GL11.glDepthRange().
- Fixed bink videos not playing when the working directory does not contain the "media" directory.
- Fixed glitchy model rendering affecting mods due to not-normalized bone weights.
- Fixed garbage creation in several spots.
AnimationPlayer.getSkinTransformData() was reallocating bone matrices every frame due to bone counts differing between player models and clothing models.
- Reduced memory usage a little.
- Radio data XML was kept in memory after parsing.
- LosUtil.cachedresults isn't used in singleplayer.
- Avoid allocating a few large buffers used only in multiplayer.
- Garbage-creation avoided in several places.
- Fixed rendering issues starting the game with zoom disabled.
- Fixed BallisticsTargets not being cleared.
- Fixed array indexing in PZBallistics::getCameraTargets
- ModelInstance::getAttachmentWorldPosition normalizes the direction vector
- Fixed Zeds playing wrong animation when shoved down.
- When bKnockedDown and !hasHitReaction and !bOnFloor and playerAttackPosition = FRONT/BACK, Zed now goes to staggerback-knockeddown.
- When playerAttackPosition is not FRONT/BACK, Zed goes to falldown.
- attack-network no longer goes to idle when bDead.
- staggerback-knockeddown AnimNodes no longer continously check bKnockedDown.
- Already in the knockeddown state, no need to keep checking.
- Modified the default sandbox options for animals a bit, made milk/wool on Fast by default, Egg hatch is fast, not very fast now tho (meaning it takes 14 days to hatch an egg instead of approx 8 days in the current very fast version)
- Fixed recipecode for pack of batteries that spawned in the world.
- Fixed multiple recipes in knapping.
- Removed the butchering & recipe code fixes since it wasn't wanted for hotfix.
- Fixed Make_Stone_Knife requiring Maintenance 5 instead of 1.
- Wooden Cudgel renamed to Large Branch.
- Added Workshop tags: Animals, Audio, Farming, Skills, QoL, WIP
- Traits renamed.
- Nervous to Cowardly
- Fear of Outdoors to Agoraphobic
- Fear of Indoors to Claustrophobic
- Outdoorsman to Outdoorsy
- Can't Read to Illiterate
- Repairer/Repairman to DIY Expert
- Fisher to Angler
- Adjusted Slow Reader, ThinSkinned, and Disorganized trait descriptions
- "Very Long Stick" renamed to "Long Stick". It's still way above average ok.
- "Breaded" foods renamed to "Fried"
- The libbink64.dylib was rebuilt.
- Rebuilt Linux pzbullet libraries.
- Updated PZBullet Win32/64 natives

Project Zomboid developer issues statement about controversial build 42 artwork

Project Zomboid build 42, also known as 'unstable 42,' is finally here after a long wait, and it transforms the survival game with fresh maps, gameplay changes, and vital additions like high-rise buildings and the ability to sit down on couches. But the new version of The Indie Stone's DayZ, Dying Light, and The Forest rival has also been met with concerns regarding the new artwork used for loading screens. Players have commented that the art looks as if it may have been created using artificial intelligence, or AI tools. Now, one of Project Zomboid's developers shares a lengthy statement explaining how the artwork was commissioned, also responding to the claims regarding AI.


Read the rest of the story...


RELATED LINKS:

The huge Project Zomboid build 42 is finally playable after years in the making

Project Zomboid shows off exciting upgrades for long-awaited build 42

Project Zomboid build 42 will allow spooky basements and sewers

Project Zomboid's new Build 42 update, 3 years in the making, is the biggest game release of 2024 for me—here's why




Christmas came early for me yesterday. After previously announcing Project Zomboid's long-awaited Build 42 would be out by the end of the year, developer The Indie Stone released the absolutely colossal update on Tuesday. In terms of the sheer number of features—from a total crafting overhaul to a considerable expansion of the already huge map—this is the biggest update Zomboid has ever gotten. And for me? It's the biggest game release of 2024. Move aside, Shadow of the Erdtree...
Read more.

The huge Project Zomboid build 42 is finally playable after years in the making

After several years, Project Zomboid build 42 is finally playable, albeit in an early form. The long-anticipated update to one of Steam's best-loved zombie games is a transformative overhaul packed with new features, from richer environments to animal husbandry, hunting, and a dramatic combat rework. Build 42 promises to be one of the most substantial upgrades to the survival game since its early access launch back in November 2013, and now it's finally ready to test.


Read the rest of the story...


RELATED LINKS:

Project Zomboid shows off exciting upgrades for long-awaited build 42

Project Zomboid build 42 will allow spooky basements and sewers

Project Zomboid Build 42 will make the map a lot bigger

Build 42 Unstable Out Now



Build 42 Unstable is now available to play!

Important
  • Those who play Unstable must be aware that they’re playing a work in progress.
  • This Unstable exists so we can collect player feedback to find bugs and improve our game. Some key features, primarily multiplayer, are initially disabled – they will be re-enabled later.
  • Build 41 saves and mods are NOT compatible with Build 42.
  • There will be bugs and annoyances, and game balance will likely be way from perfect, particularly with the zombie distribution and combat changes.
  • Your saves may break after Unstable updates.

We’re aware people have built up a lot of anticipation for the first unstable release, and have done our best to make it an enjoyable experience out the gate. But as those who were present for the first b41 unstable release will attest, it’s in unstable for a reason and our unstable branches evolve a lot during the process, so please be understanding and constructive if you come across issues.

 
[h3]HOW TO PLAY?[/h3]
The Unstable branch is now 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 “Unstable” branch from the dropdown menu.



If you find a bug, read this first, then post it on our forums.

If you put it anywhere else (including Discord) then your report will likely get lost.

[h3]WHAT’S IN? WHAT’S NEXT?[/h3]




[h3]PLEASE NOTE:[/h3]
  • Due to some unavoidable last minute compatibility issues, unstable 42 for Mac will arrive in a subsequent update, very possibly falling in the New Year.
  • SteamDeck / controller input is still WIP, and currently not recommended for play
  • MP will be enabled during the Unstable beta process.
  • Our GOG friends will get access to Unstable very soon too, we’ve just had a lot on our plate but will try and roll the unstable out to GOG asap.

The team is still hard at work improving aspects of the game that will be mixed in during the Unstable beta process.

Initial patching, alongside any major issues that arise from the player community, will concentrate on:
  • Polishing of Craft and Building UIs
  • Ingredients tuning
  • XP gain adjustments
  • More icons, better tooltips
  • Various collision issues

None of these areas are finalized, and we welcome your thoughts on all of the above so we can prioritize our patching.

A focus for us during Unstable will be hunting. Currently deer migrate over the map along paths preordained at the game’s start, and they leave poop and broken twigs that those with the tracking skill can follow – which testers seem to have found cool and atmospheric.

These rudiments are fun enough, but to get more of a Call of the Wild feeling we’re going to have to give the deer, their deaths, and the tracking much more focus during Unstable as the animal husbandry side of animals is what has received more than the lion’s share of attention during dev.


[h3]CURRENT KNOWN ISSUES[/h3]
Ballistics system:
  • Shooting at crawlers / on stairs with the new aim system is problematic. This will be addressed in the new year.
  • Rare game crash during heavy usage of the M16 (fixing this is a top priority)

Crafting:
  • Search bar ignores selected categories
  • Recipes can use Items instead of values (e.g. hunger values)
  • Batteries can behave oddly

Build Menu:
  • Tile properties for new player build constructions need to be set up, some moveables can’t be picked up etc
  • Players can’t disassemble moveable objects and reclaim resources

GrappleTech:
  • Clipping and minor animation issues while picking up or dropping corpses, dragging on stairs and throwing corpses over window frames and fences
  • Improvements required for turning animation while grabbing, and arm overtwist while dragging and turning.
  • Shoving animation currently plays after dropping corpses.

General:
  • Some missing 3D models and icons for items
  • Not currently able to look around while seated
  • Some animal pathfinding bugs present (e.g. animals can walk through closed gates)
  • Liquids UI improvements needed
  • Some hitching while dragging/zooming the new spawn map.
  • Further balance is required for sneaking in different weather and darkness conditions