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SCUM - Hotfix 0.9.601.85308

[h3] Hello everyone, happy Thursday! Hope you are enjoying 0.96! We are deploying a hotfix for the more critical issues with an unfortunate announcement as well. Check it out! -> [/h3]



Since the release of the 0.96 we have seen an increase of feedback as well. This is awesome as it helps out a lot for our GD to make changes and balance things out, so keep it coming. We would also like to ask you, if possible to have screenshots and even better videos, ready so we can nail it down.

One thing we saw was happening was overwhelming exploit to take down mechs and get high end loot easy. This will be fixed this update and unfortunately we will have to take a measure here. Hence all high end loot gained from mechs in this way will be removed. This was a better option as the alternative would be another wipe and we do not want to punish legitimate players.

Now to the bugfixes:

  • Fixed the issue where puppets would have massive HP.
  • Fixed the issue where sleeper puppets would not react when shot.
  • Fixed the issue where squadmates could not destroy window fortifications.
  • Fixed the issue where it was difficult to place BB elements in some cases.
  • Fixed the issue where some backpacks had wrong grips assigned to them.
  • Fixed the issue where you could not exit prone position with the prone position key.
  • Fixed the issue where Brenner would get bugged out when destroying chests.
  • Fixed the issue where tutorial tasks would sometimes skip steps.
  • Fixed the wrong audio when crafting armbands.
  • Fixed the issue where turrets could be destroyed even if BB damage is disabled in zone settings.
  • Fixed the issue where interacting with some items while prone would bug out the character.
  • Fixed the issue where vehicles would sometimes spawn in inaccessible areas.
  • Fixed multiple animation and clipping bugs.
  • Fixed the issue with missing localizations.
  • Fixed the issue where DEENA would skip voice lines sometimes.
  • Fixed the issue where headlamps would be repaired with sewing kits instead of electrician tools.
  • Fixed the issue where some BB elements had wrong destruction zones and particles.
  • Fixed the issue where pushing vehicles would sometimes make you float.
  • Fixed the issue where you could not place tree branches in log sheds
  • Fixed the issue where m249 had wrong malfunction icons.
  • Fixed the issue where you could build wooden BB elements through buildings.
  • Fixed the issue where dropships would instantly pick up sentries once they were delivered.
  • Fixed the issue where some quests would not give proper rewards.
  • Fixed the issue where turrets would have wrong range displayed.
  • Fixed the issue where mechs would take too much damage from some sources.
  • Fixed the issue where minigun turret would keep fire audio on loop when empty on ammo.
  • Fixed the issue where server restart would break the quest cycles.
  • Fixed the issue where puppet navigation could sometimes cause a server crash.


  • You can now only have 1 tutorial task active at the same time.
  • Mechs now drop 2 boxes of 50cal ammo instead of 4.
  • Made it easier to see which tutorials are completed.
  • Reduced melee damage dealt to Razors.
  • Slightly reduced the size of the improvised backpack.
  • Removed GL grenades from traders.
  • Turret mass now depends on ammo it contains.


  • Implemented a dropship encounter blocking option for custom zones.
  • Implemented server settings that control the spawn weight multiplier of dropship and zombie cargo drop encounters.
  • Turret attitude towards prisoners, puppets, vehicles and TEC1 (Sentry and Dropship) can now be changed through server settings.
  • Added a server setting to control if quests can block purchase of tradeables.
  • Further explanation of a previous setting in the economy file:

    "gold-price-subject-to-global-multiplier": "1" - Enables or disables predefined modifier based on holidays and weekends. This is still a work in progress.
    "gold-base-price": "-1" - Sets base gold price.
    "gold-sale-price-modifier": "-1.0" - the percentage of the base purchase price for gold that will be received for selling gold.
    "gold-price-change-percentage-step":: "-1.0" - This setting will take the percentage of gold missing from the trader, and divide it with gold-price-change-percentage-step to get amount of steps, example: maximum amount of gold in bank is 10, 2 is missing, that will take 20% and divide it with gold-price-change-percentage-step which for this example we will set to 0.1 (10%), 20% / 10% = 2
    This number is the multiplier with gold-price-change-per-step (for example 0.02), which gives us 0.04 (4%), and our new base gold price is gold-base-price
  • 1.04 (1040 if the gold price is set to 1000)
    "gold-price-change-per-step" : "-1.0" - This setting is defined in the percentage and it will be multiplied by the result of the gold-price-change-percentage-step to determine increase or decrease the price of the gold (depending if you are buying or selling gold).

    Example of "gold-price-change-percentage-step" and "gold-price-change-per-step" calculations:

    10 max in bank and is 2 missing
    2 of 10 = 20%

    gold-price-change-percentage-step - 0.1 (10%)

    20% / 10% = 2

    gold-price-change-per-step - 0.02 (2%)

    2%
  • 2 = 4%

    gold-base-price - 1000

    1000 + 4% fof buying gold
    or
    1000 - 4% for selling gold

SCUM - Community Showcase

[h3] Hooowdy ho everyone, while we collect your feedback from the update let's check out how you've been enjoying it with a Community showcase! -> [/h3]




SCUM - Bugfixes from Fame Seekers and Labor of Love award

[h3] Hello everyone, happy Friday! Hope you are all enjoying the update. As promised here is the list of bugfixes from yesterday so check it out! -> [/h3]



hey everyone, hope you are enjoying the new update. As for us we are passing out and looking at all the feedback from you guys so keep it coming.

Another thing we would like to ask is regarding this years Steam Awards! As every year we have been nominated for the Labor of Love category! So if you want to, it would be really cool to give us your vote. Appreciate yall! You can do so here



  • Fixed the bug where some BB elements would disappear when locked in SP.
  • Fixed the issue where explosive arrows would not explode if shot too far.
  • Fixed the bug where moving away from vehicles would turn off the radio automatically.
  • Fixed the issue where crossbow bolts would sell for no money.
  • Fixed the issue where camera would snap after jumping and looking in opposite direction.
  • Fixed the issue where you could place BB elements through items.
  • Fixed multiple issues where you could not place a blueprint when you should be able to.
  • Fixed the issue where cutting wooden logs in some cases would freeze the player.
  • Fixed the issue where making a smaller zone inside a bigger zone in server settings, the smaller zone would get overwritten.
  • Fixed multiple animation issues.
  • Fixed the issue where puppets would not attack players in 2 wheeled vehicles.
  • Fixed the issue where you could go into negative gold status.
  • Fixed the issue where players could hide in bushes and engage mechs without any return fire.
  • Fixed the issue where you could hide items under foundations.
  • Fixed the issue where you could clip some BB elements through each other.


  • Wardrobes and sheds cannot be stacked on top of each other anymore.
  • Increased dropship fire rate.
  • Increased dropship leaning when rotating.
  • Improved the way Sentries target BB elements.
  • Decreased first person dot sway.


SCUM - FAME SEEKERS 0.9.600.84830

[h3] Hello everyone, the time is here! The new update FAME SEEKERS is live! Check it out! -> [/h3]



And if you have not already done so, check out the new trailer!

[previewyoutube][/previewyoutube]



Let's start with the big one, quests are finally in! There are more of them and more ways to get them so listen up!

First of all, let's look at how to obtain them, there are 3 ways:
  • Quest boards in POIs.
  • Quest books at the traders themselves.
  • Mobile phones.




Quest boards can be found in most POIs in different locations. They work the way you would expect to, you walk up to it, interact, and see the list of quests available.



Once you accept the quest it will be removed from the board, so do be careful as it might hint someone else you've recently been there! On the quest notice itself, you will find all the details for that quest.



Quest books can be found at the traders on their counters. Each one has their own specific books so it is worth checking them all out.



Once you open the book you can go through pages and accept the quest.

And last but not least, do you guys not have phones?



When you find a phone, and a battery to go with it, you can accept quests from anywhere at any time. Just turn it on and look through!



All the accepted quests both completed and active can be found in your Journal tab in the TAB menu.



That is not the only thing back in the Journal menu, you can also see Individual trader progress and your level of completed quests.



This is important as there are 3 Tiers of quests! Each tear rises in complexity but also in the rewards you get for completing them.

Note: Unfortunately one type of quests have a critical issue so are disabled for now but will be implemented as soon as we resolve it.

So get cracking, them jobs are not gonna do themselves!

Another thing with the journal is the return of the fan favorite.

Hey you, are you a new player? You need some help with starting out. Do not worry as your totally friendly AI DEENA is back to help!



Yep, so when starting out and you need some help just follow her lovely voice and we promise nothing will go wrong!

The Manual tab also got updated with DEENA-specific tasks to help you start out and teach you the basics.





Next up we have a new way to defend your base from all sorts of dangers! Invaders beware as turrets are here!

These machine wonders can be placed in your base and improve your base security from those pesky raiders and even dropships.

We have a couple of them:
  • Basic
  • .50 cal
  • Flamethrower
  • Minigun
  • Rocket




Now this is important, each of them has different ranges and angles of detection so make sure you read the descriptions before you place them. Do not say you were not warned!

Now how to turn them on? Well, they run on electricity of course so you need a generator. And after you have the generator and turn it on do not forget to turn on turrets as well.



Hey ho, hey ho the old movement must go!

We have some big changes to the movement in the game so read this carefully. We recognized, as have many of you, that the movement in SCUM felt way too arcadey and did not really represent the rest of the game. So we decided to a "few" changes .

[h2]Jumping[/h2]

To start off, bunnyhopping, no more. Jumping has been reworked. It now works in a similar way to melee attacks. When jumping you will now use 30 SUs which will drain your stamina,



Then after a short delay, your stamina will come back rapidly.



[h2]Running[/h2]

There are multiple changes here. To start off there are now 4 running speeds.
  • Walk
  • Jog
  • Run
  • Sprint



Pay attention to the action difficulty bar,

It also depends on more factors.
You can not sprint if your Stamina is under 80% of your total stamina. So sprinting is something you will need to think about carefully when you want to charge in. So do not expect just full blasting it across the open, cover to cover is the name of the game.

It also depends on the item you have in your hands, some will prevent you from sprinting like rifles and some will prevent you from even running. So gear distribution is a big factor as well.

Another thing we have finally managed to bring back is the movement inertia. Your character when moving at a certain speed has momentum, physics ew I know. Before you could change directions quickly with no effort whatsoever.



Now inertia takes place, making your character actually make an effort to change directions as inertia is taking him one way and he wants to go another way.

You can adjust the inertia in server settings if you want.



With all these changes the movement meta, especially in PvP, will change so adapt accordingly. No more bunny hopping, zig-zagging, and thinking you can just run around with no consequences. This is the starting phase of movement rework so please do let us know how it feels so we know what tweaks could be necessary.



Not the only change that will shake up the meta. Time to get even more realistic. To start introducing new item Armbands:



This new craftable item will help your squad identify themselves as, when equipped, you can put your squad logo on them and show everyone that swagalicious emblem. Yes, I am bringing swagalicious back, sue me.

Now this is more important than you think because there is another big change, squad nameplates will no longer be shown. PID your targets! Communication and distinguished clothing are a must now when in new squads.

For private servers, this can be adjusted, if you want to be basic.

But this also brings in new possibilities, you killed an enemy and he has an armband? Grab it and be an infiltrator, the possibilities are there.



Wooohoo, changes to the hordes. We all love em. We have done a massive pass of adjusting the hordes making sure that they feel much more immersive. This includes the distance of puppet spawning, clearing them out, and much more. Oh and the return of sleeper puppets! Yaaaay. So let us know how it feels!



We have 2 new weapons and some news on the old one!

[h2]SCAR-L [/h2]

Finally the new Belgian beauty is here. Chambered in 5.56 NATO it will be your new favorite.



[h2]MAC 10 [/h2]

Next up we have the American horror. The MAC 10 submachine gun, chambered in 9mm, is perfect for those close-quarters situations. Careful with the fire rate tho as it really goes brrrrrrrrrrrr.



[h2]Improvised rifle[/h2]

With the new look, comes a new name as well. Since it can now chamber more types of calibers, Improvised shotgun is a name that no longer makes sense, so it is now known as an Improvised Rifle. With a new look as well!





With new weapons comes a new scope as well! The Spektral scope.



This multirole scope actually has 3 different views:
  • 2x zoom.
  • 6x zoom.
  • Ironsights.






We've done the new and back with the old! The cruiser is now here, and of course with modular goodies.



Get your motor running, this badass bike is a fan favorite and we could not be happier to bring it back to you, finally.

Speaking of bikes there is a small change with them as well. Their modular level has been upgraded, which means they can now lose their engine and can be pushed on wheels as well. So it is no longer one and done with them. This includes the RIS quad bike as well.



Fear of the dark? Fear of the daaaark! Well, fear no more as there is another way to illuminate your way. Headlamps can now be found and equipped, So you can shine your way through no matter what is in your hands. You do look like a dork though.





We have some new clothing as well. Starting with more variations of the beret hat.



And some new school backpacks for all you good boys and girls.






Some new things to base building as well.

First off new BB element, the hatch door! Giving you a better roof access option.



And as you can see, overall all BB elements have a revamped look as well!







Full bugfix list will be out tomorrow, as there is so much stuff here that we are running out of character limit but here are the most important ones that you were concerned with.

  • Fixed the issue with weapon malfunctions.
  • Fixed the issue where the weapon scope would sometimes disappear.


  • All weapons now have adjusted iron sight ALT when equipped with a scope.
  • Bedroll now spawns rolled up.




[World] - subcategory "NPC"
scum.EncounterHordeShouldPlayActivationSound=0 - Determines if the horde activation sound will be played.

[World] - subcategory "NPC"
scum.BaseBuildingEncounterDamagePercentageIncreasePerSquadMember=0.000000 - Increases damage to base building elements per squad member, the value is shown in percentages.
scum.BaseBuildingEncounterTimeToFullMinNumToEnd=-1.000000 - Amount of days required for Min Num To End to return to specified value. Default (-1) is 3 (3 days).
scum.BaseBuildingEncounterMaximumMinToEndReduction=-1 - Innitial Min Num To End Reduction Value (Default is 0), takes Integer.


[Vehicles] subcategory "SPAWNING"
scum.CruiserMaxAmount=50 - Max amount of Cruisers that will exist on the server.
scum.CruiserMaxFunctionalAmount=20 -Specifies the number of functional Cruisers that can exist on a server.
scum.CruiserMinPurchasedAmount=5 - Amount of Cruisers which you can buy from traders.

[Damage]
scum.WeaponDecayDamageOnFiring=1.000000 - This setting adjusts the amount of damage a weapon sustains with each shot fired, increasing the wear caused by firing.

[Features] - subcategory "BASE BUILDING"
scum.WeaponRackMaxAmountPerFlagArea=-1 - This setting defines the max amount of weapon racks in the flag area.
scum.WeaponRackStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of weapon racks in the flag area before they start decaying at increased rate.
scum.WallWeaponRackMaxAmountPerFlagArea=-1 - This setting defines the max amount of wall mounted weapon racks in the flag area.
scum.WallWeaponRackStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of wall mounted weapon racks in the flag area before they start decaying at increased rate.
scum.WellMaxAmountPerFlagArea=-1 - This setting defines the max amount of wells in the flag area.
scum.WellStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of wells in the flag area before they start decaying at increased rate.
scum.TurretMaxAmountPerFlagArea=-1 - This setting defines the max amount of turrets in the flag area
scum.TurretStartDecayingIfFlagAreaHasMoreThan=-1 - This setting defines the max amount of turrets in the flag area before they start decaying at increased rate.
scum.GardenMaxAmountPerFlagArea=-1 - This setting defines the max amount of gardens in the flag area

[Features] - subcategory "SQUADS"
scum.EnableSquadMemberNameWidget=0 - Shows / hides squad member names.

[Features] - subcategory "QUESTS"
scum.QuestsEnabled=0 - Enables or disables quests.
scum.QuestsGlobalCycleDuration=08 : 00 : 00 - This settings determines how long the quest cycle will last, after set time the quests will be replenished and the quest limit will be set back to 0.
scum.MaxQuestsPerCyclePerTrader=3 - This setting sets the maximum amount of quests per trader that player is allowed to complete per cycle.
scum.MaxSimultaneousQuestsPerTrader=1 - This setting sets the maximum amount of quests that player can have active at the same time at 1 trader.
scum.QuestsTraderRefillCooldown=00 : 00 : 01 - This setting determines how much time will pass before new quests appear in trader's book.
scum.QuestsPhoneRefillCooldown=01 : 00 : 00 - This setting determines how much time will pass before new quests appear on the mobile phone.
scum.QuestsNoticeBoardRefillCooldown=00: 15 :00 - This setting determines how much time will pass before new quests appear on the notice board.

[Features] - subcategory "MISC"
scum.EnableDeenaOnServer=1 - This settings enables or disables DEENA.




Changes to default serversettings.ini:

scum.DropshipWorldEncounterSpawnWeightMultiplier=1.000000
scum.EnableDropshipAbandonedBunkerEncounter=1

You can now give server restart command access to your admins and diversify which admin has access to which command.

In AdminUsers.ini:
Steamid ---> Has access to admin commands
Steamid[SetGodMode] ---> Has access to admin commands and godmode
Steamid[SetGodMode, RestartServer] ---> Has access to admin commands, godmode and restart command
Steamid[RestartServer] ---> Has access to admin commands and restart command

The restart server command is #RestartServer pretty please


SCUM - Community showcase

[h3] Hello everyone, happy Tuesday! Back with another Community showcase and as promised another announcement, check it out![/h3]