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SCUM - Community showcase & Player Survey

[h3] Hello everyone, happy Tuesday! We have a hybrid post for you today, a bit of a com showcase and a survey for you all! So check it out! -> [/h3]



SCUM - Development update #115

[h3]Hey there, SCUM community! Hope you've started preparations for the holidays and that you're enjoying the new update. Here's a quick look at what the team's been up to last week! [/h3]





This will be quick. There are still some things that need to be taken care of since the release of the new update, which is why the programmers are exclusively focused on bug fixing. And when I say 'programmers,' I literally mean all of them. It's all hands on deck to make the update and all the features that came with it work as smoothly as possible.



The level design team continues their gargantuan effort of reworking the landscapes across multiple sectors of the map. Some new destruction particles for base-building elements and improvised turrets are being created. Additionally, new rock and landscape materials are being worked on, and the snow function has been altered. It goes without saying that they've also been investing significant effort here.



The animation team is also heavily involved with bug fixing almost exclusively. Not much to add here. The same goes for the hard surface team.

On the other hand, the soft surface team has continued their work on clothes for the NPCs, and we have a sneak peek at some of their work:





The sound team is still working on trailer audio and ensuring that new weapon sounds are just right.



The team is sifting through your reports on the new update, making sure that all the issues you've pointed out are reported and relayed to the relevant teams.



Our game designers are also mostly focused on bug fixing, especially issues related to the quest system.


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Now that the update has been out for more than a week, let's see if we can answer a fresh batch of questions in the Q&A section:

  • Oh wow, that does indeed sound cool. Maybe like a base-building countermeasure for invading players or for camouflage, like the katana-wielding lady in that popular zombie show. It would definitely be cool, although we're not sure whether it would fit the overarching theme of the game. Who knows?


  • We're definitely looking for ways to add this option, but it's still a way off. If it happens, it won't be before 1.0, as our current focus is delivering all the other promised features.


  • We agree that this could be improved, and it's definitely not off the table. However, when it could be implemented is unknown at this moment.


  • As we've stated in one of the topics on our General forum, we need more concrete evidence of the inordinate or improper puppet spawns. Sometimes they could be location-based, or another factor could be influencing their spawns. It might be that something is indeed bugged. That is why we'd like to invite everyone who has encountered such spawns to record them and send the reports to us via any channel they want (Discord, SCUM support system, YouTube link, etc.), and we'll make sure to investigate them and bring about the necessary changes.


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As always, the patch has been out for a bit over a week and you're very welcome to share your opinions and feedback on anything that you encounter and anything that you might think we should look into. We value them greatly and we want to hear from you so if you have anything to share, feel free to do so!

See you next week!

Fratman

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.