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SCUM - Development update #105

[h3]Hey hey everyone, happy Tuesday! Hope you are all good! Let's get this week on the road with a dev update![/h3]



You got a lot of news last week with the progress of the programming team, and mostly it continues on in this update as well. Work continues on quests and armed NPCs. With a little bit of bugfixing, mmore work on foliage simulation there is also something new brewing. Or better to say the return of the old. With the support of the animation team done, work has finally started on reintroduction of weapon malfunction. Will keep you posted on the progress.



Level design working hard on those optimizations and map reworks. Including sorting textures, replacing old assets, and touching up on POIS including airport, castle, etc.



Art team also optimizing as crazy. Animators working on new weapon animations, bugfixing and animating a new secret feature. All I can say is bases will be a bit safer.

Work continues on the cruiser bike, and new weapons. But also old weapons are getting a touchup.
2D is also working on some storyboard ideas as well.



The sound team work continues on ambient sounds and their implementation. With that it looks like we will be getting some updated guitar sounds as well.



QA/CM team doing business as usual: finding new bugs, testing new features, catching cheaters, and staying in contact with all of you. Also cooking up something that will interest all of you but more on that next week!



Questing system, questing system and questing system. It is almost as if that is all they do. They also been discussing the schedule on future updates.


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And now it is time for Q&A:

  • Brenner indeed does get stunned after a certain damage point for 10 seconds. Which should give you enough time to escape.

    It is a cool idea we toyed with as well, but it is a lot of work as well. So the priority right now is on finishing the features planned for the full release.

    Unfortunately not currently possible as it would break the snapping and stability system completely. We had those cases in the past.


  • Yes indeed, It is still in the works and will be so until it is ready.


  • Chopper is the one we can bring back the fastest at this point. And the faster we can bring it back the quicker we can get on other vehicles. New weapons will arrive as well.


  • Something like it is planned in the future. In what form and how exactly is still something that is in discussion.


  • As for the first one we agree that camo is an issue at this point, which is why it has been disabled for the past 4 years. What you are experiencing with trees and bushes sometimes is the anti 3rd person peaking happening but long distance. Optimizations that are in the works will take care of that problem.

    As for the other thing, will forward it to the QA guys to check it out.


Have an amazing week all!

Beda

SCUM - Hotfix 0.9.542.80211

[h3]Hey there prisoners! Hope you're having a great Tuesday! We've got another hotfix today with a significant number of fixes and improvements to make your day even better.[/h3]



  • Fixed the issue with the flickering ground textures.
  • Fixed the issue with wrong nutritional values for cooked food.
  • Fixed the issue where you were not able to fill containers on wells.
  • Fixed base building wells.
  • Fixed an issue where the cargo drop would not work as intended in singleplayer.
  • Fixed an issue where you could not disarm suicide puppet when the mines and traps setting was off.
  • Fixed an issue with the collision on the RIS plow.
  • Fixed an issue where the destruction of the roof or walls would destroy base building elements around them.
  • Fixed an issue where players could fall through the base building elements if logging out on them while being prone.
  • Fixed an issue where you couldn't buy base building expansion kits at general goods trader.
  • Fixed an issue where the RPK magazine would change color when the player would check their ammo.
  • Lockpicking minigames will now automatically fail when lockpicking a vehicle that moved out of range.
  • Fixed an issue where puppets could not reach you when riding a RIS.
  • Fixed an issue where prisoners could cut trees from any distance.
  • Fixed an issue where bases could be built around the event areas of Novigrad and Primal hunting ground.
  • Fixed an issue where jogging with a bow in combat mode with a female character, or standing still with bow in combat mode would make the shoulders look glitched.
  • Fixed an issue where players were unable to place a twig ramp on the foundations with walls.
  • Fixed an issue which caused walls and roofs to stay morphed even after destroyed.
  • Fixed an issue where attempting to change Dial Lock combination would fail when starting the minigame.
  • Fixed an issue where suicide puppets would not drop anything when being searched.
  • Fixed an issue where players couldn't put Belt Pistol Holster and Melee Weapon holster items into the trade table
  • Fixed an issue where the standing torch could be built within existing base building elements
  • Fixed various other base building issues.



  • Improved flying vehicle cheat detection.
  • Replaced finger gun emote with Yusuf pose.
  • Increased shark spawn times to 10 minutes if you're in the water and 3 minutes if you're bleeding.
  • The dropship will no longer be able to detect players who are at least 3 meters below the water surface.
  • Gameplay.log will now print correct success value for the dial lock and the switchboard mini game in the abandoned bunkers.
  • The #spawnrazor command now has a location argument, meaning that you can spawn it by either using:


    • #SpawnRazor "coordinates" (don't forget the apostrophes!)
    • #SpawnRazor steamid
  • BB dropship encounters can now trigger even when base damage is turned off in the settings or config.
  • Added new sentry spawner preset for basebuilding dropship event (Character-Sentries-SentryDropship.json)
  • Player under new player protection will now be invisible to dropships.
  • Improved and updated LODs for base building cement foundation and walls.
  • Lowered collision damage for the RIS.
  • Puppets that manage to climb the RIS will now slide off when velocity reaches 10 km/h.
  • RIS wheel armor can no longer be repaired without a car repair kit.
  • Tweaked RIS animation while mid air during hang time.
  • L-shaped support frame can now be placed on triangle foundation.
  • Single doors now get destroyed when their frame is destroyed.
  • Lowered the chance to trigger a horde




[h3]''World'' category > ''NPC'' subcategory
[/h3]

  • scum.DropshipWorldEncounterSpawnWeightMultiplier=0.000000
    This setting multiplies base value for a dropship world encounter to spawn. This setting replaces scum.EnableWorldEncounter=0 which was used to just enable or disable world dropship encounter. The base weight values are the following:

    Puppets 80
    Animal 19
    Dropship 1

    If Base scum.DropshipWorldEncounterSpawnWeightMultiplier is set to 1 chance for the dropship world event would be:

    1/(80+19+1)
    = 1/100
    = 0.01 (1%)

    If the setting was set to 100 then the calculation would look like this:
    100 / (80 + 19 + 100)
    100 / 199
    0.502 - 50%

    This value applies to the LTZ (Low Threat Zones) which has 20% chance to trigger the event, after the event is triggered the game will determine which of the 3 events will be triggered (puppets, animals, or dropship)

  • scum.PuppetWorldEncounterSpawnWeightMultiplier=1.000000
    This setting multiplies base value for a puppet encounter to spawn.

  • scum.AnimalWorldEncounterSpawnWeightMultiplier=1.000000
    This setting multiplies base value for a animal encounter to spawn.

  • scum.EncounterHordePuppetHordeActivationScreamOverrideChance=-1.000000
    This setting sets the chance for the puppet scream to be a horde activating one. The range for this setting is from 0 to 100, with the default value being -1, which equals 20%

  • scum.DropshipHealthMultiplier=1.000000
    This setting sets dropships max health multiplier.

  • scum.SentryHealthMultiplier=1.000000
    This setting sets sentry's max health multiplier.

  • scum.BaseBuildingAttackerSentryHealthMultiplier=1.000000
    This setting sets base building attacker sentry's max health multiplier.



[h3]"Damage" category
[/h3]

  • scum.SentryRailgunDamageMultiplier=1.000000
    Adjusts sentry railgun damage.

  • scum.SentryGrenadeDamageMultiplier=1.000000
    Adjusts sentry grenade damage.

  • scum.BaseBuildingAttackerSentryDamageMultiplier=1.000000
    Modifies damage from attacker sentries to base structures.

  • scum.BaseBuildingAttackerSentryRailgunDamageMultiplier=1.000000
    Adjusts railgun damage from attacker sentries to base structures.

  • scum.BaseBuildingAttackerSentryGrenadeDamageMultiplier=1.000000
    Adjusts grenade damage from attacker sentries to base structures.

  • scum.SentryBaseBuildingDamageMultiplier=1.000000
    Modifies damage dealt by attacker sentries to base elements.

  • scum.DropshipDamageMultiplier=1.000000
    Sets the damage multiplier for dropship attacks to characters.

  • scum.DropshipRailgunDamageMultiplier=1.000000
    Adjusts dropship railgun damage to characters.

  • scum.DropshipBaseBuildingElementsDamageMultiplier=1.000000
    Adjusts dropship damage to base elements.

________________________________________________

[h3]Known issues that are being worked on[/h3]

  • Poop is not visible on the ground after defecating
  • Certain characters have mismatched colorations between neck and the rest of the body

SCUM - Development update #104

[h3]Salutations, SCUM community! Hope everyone is easing into the week nicely! Here's this week's dev update for your reading pleasure![/h3]



We understand that the past few weeks have been a bit dry in this section, as the team has been mostly focused on bug fixing. However, this week we have a lot more to share, and we can go into greater detail about what our programmers are doing. First off, work has continued on the much-anticipated quest system and the content related to it, as well as on the armed enemy NPCs that will make your survival on the prison island even more challenging!

Next, the team has (re)started work on the armband, as well as the turret you'll be able to place on your base! Remember that dead speedometer needle on the ATV? That's being taken care of too. The way small vegetation reacts to the wind is also being greatly improved, making the map feel even more realistic. And last, but certainly not least, the team has started to make improvements to the horde and encounter system!



Our level designers are still hard at work reworking and improving some of the POIs, such as the castle ruins, airport hangar, military hangar, and the prison. They’re also reworking the terrain for the B0 sector. Optimizations are being made to the weapons factory POI and the town of Samobor, along with updates to the environment and level design for the airport.



The hard surface team is also working on the aforementioned turret and speedometer for the ATV, as well as improving the skeletal mesh of the dropship. Rework has continued on the M1 Garand, along with something the community has been asking for and patiently waiting for... Behold, the all-mighty Cruiser!








The soft surface team has been busy reworking several items and conducting overall optimizations. Meanwhile, the animation wizards have been working on a multitude of improvements, such as better animations for the SCAR-L weapon and weapon malfunctions. Work has also continued on improved foliage animations, a new trailer for the game, and overall bug fixing.



The sound team has been busy with recording sessions. We’ve heard sounds of the guitar and the forest during both daytime and nighttime.



As we’ve said, it’s business as usual with these guys, though they might be testing something specific this week…



Our designers have been hammering away on the quest system. It’s their sole focus right now, and we can’t wait to share more on that topic soon!


______________________________



To wrap things up, we’ll answer some of the questions that were posted in the comment section of the previous post:



  • Good eye on that one! Game development is like a box of chocolates—you never know what you're gonna get! Botched movie quote aside, other things that required the immediate attention of our programmers working on this system took priority, but we’ll get back on track with this rework as soon as possible.




  • We wanted to create a different type of enemy that the player simply cannot defeat, making these abandoned bunkers especially challenging. I mean, how do you kill something that literally has phoenix tears coursing through its veins?! All in all, there are no plans to make him killable, but who knows what the future holds...




  • We’re aware of the issue and will have it fixed sooner rather than later. The same goes for the water wells some of you have mentioned. We kindly ask for just a bit more of your patience.




  • We do indeed want players to have greater freedom in using prefabs as bases. We just need a bit more time to get that up and running. In short—we want to make this happen, and we’ll get there! As for the second question, we understand the frustration that comes with these wipes. After 1.0, we’ll see if we can reduce them to at least a manageable minimum. We can’t say for sure that we’ll be done with them entirely, but we’ll do what we can.




  • We don’t have any plans for additional language support at the moment, but we’ll see what can be done after 1.0.


See you next week!

Fratman

SCUM - Development update #103

[h3] Summer is slowly coming to a close, but what isn't slowing down is the work on our game. Here's a fresh new dev blog for your reading pleasure! [/h3]



The vast majority of our programmers are still hammering away at all those bugs, with the exception of a few who are continuing their work on the armed NPCs.



Our level designers are sprucing up existing POIs and other parts of the map. Over the last week, the team has been optimizing the nuclear power plant, and they've continued their work on the castle ruins and walls. Work has also started on reworking the airport hangar, the military hangar, and the prison located in sector C2.



Our art team, busy as bees, is working on a wide variety of tasks — from visually reworking items such as the small toolbox, cooked food materials, and a variety of weapons, to creating a new mesh for vehicle lights. Foliage and other level optimizations are underway as well. All departments do what they can to ensure that the game runs as smoothly as possible!

The animators are also keeping themselves quite busy as well with new and improved animations for the quad and for sentries when they drop from the... well... dropship. Significant progress has also been made with the NPCs in the outposts and I heard through the grapevine that the new trailer is shaping up nicely!



The sound team is still working on ambient sounds and their implementation. They are being very secretive about it, but we'll find out what they're up to soon enough.



The dust has slowly been settling after the patch, and our QA/CM team is returning to business as usual: finding new bugs, testing new features, catching cheaters, and staying in contact with all of you.



Work has continued on the much-anticipated quest system, while the team has also been researching ways to improve the driving camera and rebalancing the formula for meat cutting.


__________________



To wrap things up, we'll answer some of the questions that were posted in the comment section of the previous post:



  • While we can't give a specific date for its return, we promise that all the vehicles already in the game will return by the time we hit version 1.0 — including the hydroplane.




  • While that sounds great on paper, it's doubtful that the engine (and the game) would survive an additional enlargement of the map. It would be better to make the current map denser with additional POIs, buildings, or whatnot. However, all of that is reserved for future post-launch support of the game, which we fully intend to deliver. For now, as we've mentioned several times, our focus is on delivering the remaining features for version 1.0, along with overdue bug fixes, optimizations, system reworks, and more.




  • I pick these questions from time to time to emphasize the point we've already made. We know it's a contentious matter that created a lot of frustration for a substantial subset of players. That is why we want to remind and reassure our players by saying that the puppets and their spawn rates will be further tweaked. Our programmers are working on it, but it may take some time to implement. We kindly ask for your patience on this matter.




  • We're in the process of testing the fix for the well. We should have it ready for the next hotfix. Don't dehydrate on us!




  • It's a neat idea that's definitely worth exploring. We acknowledge that our players really want to exact their revenge on the sharks (or at least have the means to defend themselves while swimming). It was definitely considered, but it would require a lot of work, which would distract us from more pressing matters. However, after version 1.0, who knows? :)


Have a great week everyone!

Fratman

SCUM - Development update #102

[h3] Hey hey everyone, happy Monday. Let's take a break between hotfixes with a bit of an Dev update.[/h3]

This one will be a shorter one as most of the team is hammering away bugs and are not very talkative.





Programmers are bug fixing, bug fixing and more bug fixing. Our code wizards are at it to resolve issues you've been reporting to us.




Level design is back on the map rework. All of the previous work you've seen in these is now being tested and bug fixed to make sure once it is ready for release it is actually ready for release.


The art team on bug fixing as well but some other stuff also. Clothes are being reworked to reduce the level of clipping through layers and weapons are having their visuals updated as well.


Audio team is cooking up some new ambience sounds. They said they were recording something in the woods so who knows what that means.


QA/CM have been extremely busy since the update, collecting all of yours feedback and feeding it into dev machine. Our watch has not yet ended


The design team has been getting that feedback, and with the bugfixing, is also looking into any and all balancing issues to correct as well.

Unfortunately no Q&A this week, as most posts are the issue reports which we are working on. But do not worry it will be back!

See ya next week!

Beda