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Beta Version 14.03B Bug Hot fixes!

Hi folks,

Just a few more bug fixes.

FIXED - Some foliage culling and clipping issues.
FIXED - Various floating cliff meshes.
FIXED - Could not craft plant fiber with bark chips.
FIXED - All related bug regarding the log cart not being able to be dropped.
FIXED - Issue where upgrading fences would cause other build parts to disappear.
FIXED - Issue with wooden fense collisions when built in free build mode.
FIXED - Recall Mike option from his bed was no longer visible.
FIXED - Still had an issue with the use of the F1 through F5 hotkeys.
FIXED - Sun Resistence needed some love. This new map has greater sun intensity and I had not changed the math to reflect it.
FIXED - Bow would zoom and try to shoot arrows when harvesting animals or items.
FIXED - RMB on dead frogs would lock up character movement.
FIXED - Sometimes dead frogs would read Deer and name when looking at them.
FIXED - Could recall both the truck and ATV to the same garage causing them to overlap and potentially catapult away. Some collison settings gone wrong.

CHANGE - I increased the spawn distance of frog from the player, would often see them drop from the sky.

Beta Version 14.02B Bug Hot fixes!

Hi everyone,

Just a small update to address some issues I felt were pretty severe.


FIXED - atv bugs when its being used in water. Player character would float and detach from the ATV as if
he was swimming.
FIXED - bug where deleting certain objects would result in other stuff also getting deleted.
FIXED - some trees and boulders in the middle of the water in the southeast portion of the map.
FIXED - issue with frogs where sometimes they would not die if attacked. This would happen if you tried to kill a frog recently spawned.
FIXED - bug with hotkeys to craft, open inventory using F1 through F5.
FIXED - upgrade to metal door had some issue and not working properly.
FIXED - issue when deleting a land claim pole, it would cause other poles you may constructed to not
work correctly.

A big thank you to all you helpful beta testers for reporting things in as you encounter them.

Beta branch update V14.01B

We're happy to finally be able to release patch V14.01B to the Public Beta Branch!

This patch will be available on the public beta branch until it's considered stable enough to be moved to the live/main branch. While that time frame will depend on the number of bugs/feedback/changes generated, we expect it to be around 1-3 weeks. At this time, localization within the game is not complete, with some spots still missing translations. This aspect will be updated in the future.

Note:
-You will need to use a FRESH NEW SAVE on the Beta branch.
-When this is eventually transferred to the live branch, old saves with the current v13 MAP WILL NO LONGER work. As with our last map change, if you log into an incompatible save you'll find it to be a mess of floating assets.

To access the testing branch, right-click on The Infected in your Steam library and hit properties. There you will find a BETAS tab, select BETA and launch your game as usual.

Note from the developer: The timing and scale of this update is something that I had never done before for The Infected. I contracted out to two studios for new asset work - one for the map and one for the new AI. Both sets of assets came out great. Unfortunately, as development progressed on the map asset, it became clear there would be a considerable delay due to impacts on the studio with the conflict in Ukraine. TLDR: I took possession of the map to stick to my timetable versus delaying the update for what could be months. I have made tweaks to it and will continue to do so because there are still things that can be fleshed out.

Please submit bug reports, feedback, and suggestions to one of two spots: Steam Forums: Use the proper subforum and include [BETA] in your title.
Discord: Use the Infected Beta Chat channel, utilize spoiler tags when posting information like the location of the truck or Mike, etc.

Now - patch notes!
-----------

[h2]New Map Environment [/h2]

Notable changes:
- This is a far more rocky and rugged terrain. A large amount of new cliff and mountain meshes.
- Fish have been added to most bodies of water.
- New types of POI and buildings.
- New foliage
- Waterfalls and rivers.
- New cave systems.



[h2]Looting POIs [/h2]

Many Infected players are used to our typical looting system- where items appear on or around tables, cabinets, etc. Lootable containers have been added to the POIs in V14. You'll want to explore and interact with many objects you encounter in your travels. (Examples; garbage bags, ovens, fridges, and more!)



[h2]New ATV Vehicle [/h2]

Added a new early game vehicle type- an All Terrain Vehicle (ATV). While the ATV is at first presented to you in a broken-down state, the new tutorial section will lead you to repair the vehicle- teaching newcomers their keybindings and rewarding all with a faster method of transport. It even comes with a small storage chest! Be sure to check the local environment carefully as you search for vehicle parts, especially the lighthouse.




[h2]Fishing System [/h2]

Say goodbye to poking fish with your spear, and say hello to a new way to fish! A new fishing mechanic has been added alongside a fishing pole & bait. You can now also store your fishing pole on the weapons rack.



[h2]Itempedia [/h2]

The Itempedia has been completely overhauled and now exists as an interactive book in the game. Additionally, you can craft directly from the Itempedia, provided you have the materials in your backpack. Click the item image, and the required materials will automatically be added to the crafting table. There's a filter tab system to navigate alongside a new tab specifically for medical-related items.



[h2]Tech System[/h2]

Like the new Itempedia, the available technology blueprints are also displayed via an interactive book. However, you no longer need to locate a book to learn a new technology recipe. Instead, in V14, players need to discover pages of the technology book in POIs. Players will be informed of the specific technology they have learned when a page is found, and a green checkmark will appear on the page.



[h2]AI/NPC's [/h2]

3 new AI types have been added to replace the old vambie models. They have new looks, animations, sounds and behaviors. Fighting each type of AI will require a different strategy or some trial & error. Don't be afraid to head into the settings and adjust them to your liking until you get a hang for things. And don't forget to use that shield!

1) Vapirs: Infected humanoids with vampire traits. (1 boss and 2 minions)
2) Garwalfs: Infected humanoids with the look of werewolves. (1 boss and 2 minions)
3) Diggers: Infected humanoids with brutish aspects. (1 boss and 2 minions)



[h2]Land Claim Pole and Noise/Light System [/h2]

The Land Claim Pole is a new construction item that resembles a signpost and is required for the construction & placement of some 'placeable' items within the game.

Interaction:
-You can add text to the Land Claim Pole, similar to regular signposts.
-You can toggle on the 'land claim radius,' which shows you the space covered by that specific claim pole and is used to calculate the amount of noise & light being produced within that radius.
-You can choose to display or hide a noise and light meter.

Noise and Light Mechanic:

In previous game versions, the aggressive AI was located in POIs and more randomly worldwide. They would target the player and frequently raid the home/base when the player was in residence.

In v14, we have introduced a new system that puts players in control of their fate. While some tweaks are being made, the overall design is as follows: placeables will generate noise or light, which you can track via the claim pole meter display, and when the meters are maxed out, a base attack is triggered. We're very interested in getting this into the hands of the larger playerbase and getting feedback from the community.



[h2]Animal Husbandry [/h2]

The Barn is a new craftable structure (like the greenhouse) that works within the new animal husbandry mechanic. The Barn has its own butcher table and can house two animal types: goats and chickens.

Chickens: Can be tranquilized and, once picked up, are added to the backpack. You can add them to your kept animal list by interacting with the Barn. Chickens produce eggs that are used to craft complex foods.

Goats: Can be tranquilized, picked up, and carried to the Barn. Goats produce milk that is used to craft complex foods.



[h2]The Garage [/h2]

The garage, previously used to summon the truck, has been updated to summon the ATV.



[h2]Bush (New foliage type) [/h2]

Similar to trees, you can cut down with a bush with your axe - they yield 10-15 sticks instead of logs.



[h2]Various New Items [/h2]

- Tires that can be found in the lighthouse (for the ATV)
- Veggie Mix (used in the crafting of some complex foods)
- Milk, drop from goats in the barn. (used in the crafting of some complex foods)
- Eggs, drop from Chickens in the barn. (used in the crafting of some complex foods)
- Tranquilizer Arrow
- Fishing Pole and Fish Bait

[h2]Changes to Caves and Ores [/h2]

Acquiring ore within caves has been updated! While you must still place an extractor, each cave will now randomly drop all three ore types (Aluminum, Cobalt and Copper) instead of being restricted to one type. Iron acquisition has not changed - placing an extractor anywhere *not* within a cave system will yield Iron.

[h2]Other things of note [/h2]

NEW- Tree regrowth option in settings.
NEW-- Toggle to disable lighting effects in settings.
NEW - Wind system, wind turbines will no longer give a steady income of power. Probably wise to use a combo of wind and solar now. NEW - Can now harvest dead animals in the wild without the need for the butcher table - the trade off is that you receive far fewer resources.
NEW - Various UI Button click sounds.
NEW- Added a suicide button to in game pause menu with confirmation buttons, useful if stuck.
CHANGE - New Tutorial/tasks
CHANGE - Log wall meshes texture change
CHANGE - AI settings options changed to accommodate the new AI.
CHANGE - No more shield delays, looks strange but a must to use the shield well.
CHANGE - Various food recipes have changed, consult the itempedia.
CHANGE - Instancing build parts, results in massive performance gains when players have huge bases.
CHANGE - Removed fish oil from the Antidote and swapped it with tallow because in winter only game mode, no fish are available.
CHANGE-Plank size in inventory adjusted from 1 x 6 to 1 x 5.
CHANGE- Default button for BLOCK is now Right Mouse Button. New players will have RMB as default, old players will still have T bound but it is recommended to change to RMB.

[h2]Bug Fixes [/h2]
The following are descriptions of commonly reported bugs that have been fixed.

BUGFIX - Destroying the Jack O'Lantern ghost when no pumpkin was even added, would return a free pumpkin.
BUGFIX - Various UI Bugs.
BUGFIX - Could grab weapon using the mouse wheel while in the truck.
BUGFIX - Constructing and moving gates would sometimes result in the gate door collisions not properly being set.
BUGFIX - Armor not working against any Vambie Hits
BUGFIX - as soon as you press "E" to use the cart if you immediately press the Shield button you have the shield up while moving the cart, but then if you press E you drop the cart but the shield stays up and you can't interact with anything
BUGFIX - If you're using the Bow, do not try and raise the shield right after firing or it breaks it and you can't use the shield
BUGFIX - Metal Tip Spikes durability would be restored to its max after moving it.
BUGFIX - Build a greenhouse above your base building it will keep 23 degrees below without need for adding any coal or wood.
BUGFIX - Some characters such as (.,/) is new game names would cause loading issues.
BUGFIX- Spamming axe was allowing players to fast chop trees.

Progress Update!

Hey folks! I was hoping to have enough new footage to post a second developer video update for January, but that didn't work out. We'll make a post or video when we have additional recorded footage available. Currently the next update is still on track to be released by the end of March- if that window changes, we'll let folks know.
Development continues on the game's map, models, and mechanics, so let's dive into the details.




[h3]Progress Notes[/h3]
  • Finalized models for werewolf and vampire-styled AI
  • Model and UI work towards animal husbandry asset: Barn
  • Addition: Added a field harvesting option with reduced material drops. Will provide a little less reliance on the butcher table.
  • Land Claim Pole- will function to address light/noise measurements for AI attacks. The pole may have further uses in the future.
  • Addition: Wind values, giving turbines variable generation
  • Addition: New food recipes and the addition of milk to some older recipes
  • Addition - toggle setting to adjust lightning flashes
  • Alteration: The vehicle garage will be able to summon the truck or ATV
  • Optimization work on building pieces- large buildings and the relation to frame drop






[h2]New Models[/h2]

The final model versions for both the vampire and werewolf styled AI are now complete! Note: There will be no naked vampire styled vambies frolicking through the map, he's just a model preview that didn't have time to dress appropriately.




[h3]Animal Husbandry[/h3]





In case you missed it, here's a link to our first Devlog, posted back at the start of December. There's a lot of great content coming down the pipeline, including an entirely new map!
[previewyoutube][/previewyoutube]

V13.0.8 Hot Fix Update.

Hey folks - this is just a small patch to remedy some issues that the community has reported. Thanks to community requests, in a future patch we'll be adding in the ability to bulk craft repair kits and medkits.


CHANGE - Thank you for the continued reports on the AI teleportation quirks. We've made some adjustments to how & when the AI teleport when stuck. This should (hopefully) address some of the weird teleportation issues players are reporting.
FIXED - Shield block sound sometimes fired twice.
FIXED - A specific AI attack (the kungfu looking attack) would visually seem like it hit the player but was dealing no damage. (Trace is more accurate)
FIXED - Mike would sometimes disappear when players loaded back into a game. This bug would place Mike back at one of the two spawn locations as if he was never found. This fix should address the bug moving forward, however current files that are experiencing this issue will have to find the NPC and administer the antibiotics.

Comments will be locked upon posting to divert folks to the proper Infected subforums for feedback, suggestions, and bugs. We appreciate you guys posting to these sections and working with our moderators & helpers to keep the community both active and on topic, it helps us locate and address posts/info more quickly.

Keep in mind that some of these channels require you to be logged in to view or post, to determine game ownership.

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Game Feedback is for your feedback about things currently within the game and how you feel they should be improved and/or changed.