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1.30 Update (New Zombies | Military Base POI | Terrain Barrier Breakthrough++)

Today we’ll be releasing the new 1.30 build on our default branch. Come check out some exciting new additions along with a few needed fixes! We have been busy, quite busy actually. I’m sure some of you have noticed the large land mass off the northeast corner of Black Island. When we released the last update we teased an army base and we’ve been cracking along developing our brand new POI.

[h3]New Zombies, Zombie Types and Area Specific Zombies [/h3]
Something we have wanted to add for some time is new models, it’s not easy with a team our size. Along with new models, the idea of zombie types has always intrigued the team. With the addition of our new military base POI, we’ll be introducing zombie types and area-specific zombies.

Players will find multiple military-based zombie types with varying difficulties. Along with ‘regular’ military zeds (stronger than civilian zeds) you will now also encounter more heavily armored, tank-style zombies. This expands on several possibilities when it comes to points of interest and player/team-created scenarios.

Along with military based zombies we’ve added police and inmate zombie variants. These can be found in the islands police stations and prison. They add a really nice vibe to both of these places and they’ve needed for some time.

Military Zombie

Gas Mask Zombie

Zombie Tanks

Gas Mask Tank

Armored Zombie

Police Zombie

Inmate zombies

BISD Zombies

BISD Swat

[h3] Black Island Military Base (Above Ground) [/h3]
The addition of this landmass and military base isn’t a small one. The island itself is massive, and the upper level of the base is massive. There’s a huge warehouse, and a newly designed military building (previously the schoolhouse - the schoolhouse is being updated.) There are barracks and tarp-style tents, shooting ranges, solar arrays (alternative power in the works), an additional runway, and much more.

New map base in Northeast

Civilian Barracks

Shooting Range

Military Base Long Shot

Substation

Military Office

Office Interior

[h3]The Tunnels (Breaking the Terrain Barrier)[/h3]
When we originally concepted STN and right through our original stress test the terrain was not a barrier for us. However, we quickly found (at the time at least) that AI and quite a few other logics didn’t play nicely below the terrain. We’ve wanted to get back below ground for some time and we’re happy to say with 1.30 we’ve done just that.

The military base is essentially two points of interest. There’s a massive above-ground base some of which you’ve seen above but there’s also a massive underground tunnel system. This system leads directly to our new POI’s reward a massive ammo cache.

Breaking below the terrain allows us to greatly expand on our map and opens up a new playing field. The power station rework is in the prep stage and you better believe that POI will have a large underground labyrinth to explore and we plan on incorporating it into an overall power mechanic (more on that when the time comes).

The terrain barrier no longer being an issue allows us to also explore other possibilities like massive tunnels linking POIs, sewers systems, structure basements, and anything else the community can think of, so feel free to share some ideas on Discord.

Zombie Lighting

Facility Map

Tunnel Infirmary

Tunnel Vault

Vault Long Shot

Interior Tunnels

[h3]Performance Improvements[/h3]
In 1.30 we've implemented changes to how assets are loaded. These changes should produce RAM savings up to 40% with potentially faster load times and smoother gameplay. We've achieved this by moving away from outdated asset bundle loading. This means that internal builds take slightly longer. However the improvements results in the removal of double references to the same assets within the project. We're trying out these changes in 1.30 to gauge the pro's and con's of the new system. Let us know how performance has changed for you over on the Discord.

[h3]1.31 Roadmap Preview[/h3]
There are a few really big updates planned. The ability to get below the terrain opens up a world of possibilities for us. The plans for the future will most certainly include getting back underground. In the mean time we’ll be improving our new POI the military base. We’ll get this quick update out as soon as possible while we continue to develop the larger 1.32 update (more on that in the coming weeks).

Additions
  • A military base is not really complete without a unique reward and while our new ammo crates provide a substantial amount of ammunitions' it’s just not enough. We plan on introducing a large military vehicle along with some fun new features and items ;)


Improvements
  • Item gravity has needed some attention and we’ll get to fixing those pesky issues in this next quick version.
  • Melee improvements


[h3]Patch Notes - 1.30 [/h3]

1.30.2
  • Improved design in stair wells leading to the underground facility.
  • Stopped weapon unequipping as you walk down into military facility.
  • Improved loot spread at military base and facility.
  • Improved spread of keycards around the military base.
  • Less zombies in the facility entry building
  • Fix for scenario that caused drowning damage while in the military tunnels.
  • Added new emergency speaker sounds at military base.
  • Fixed ai wandering through various military props.
  • Zombies in military facility now wonder.
  • Improved zombie wander navigation calculations.
  • Fixed missing sounds at facility.
  • Added emergency sound effects to the military headquarters armoury
  • Balanced loot in the headquarters and military facility
  • Added military base maps to the walls in the headquarters to help guide the player.


Zombies
  • Added new zombie variants
    • Soldiers
    • Soldier tank
    • Police officers
    • Swat
    • Inmates
  • Added functionality for zombies to have clothing items like helmets, gas masks and bullet proof vests.
  • Zombies now drop location/type specific loot.
  • Fixed headshot reactions


Player
  • Fixed the /stuck command
  • Added system for detecting when the player is stuck. So they can be informed of the /stuck command.


Assets
  • Added over 80 new military and tunnel network assets.
  • Added new zombie variant.
  • Added zombie clothing items.


UI
  • New map design
  • New images in the loading sequence


Performance
  • Reduced Ram usage by 2-3gb’s
  • Fixed issue which caused steam to think files need to be reacquired.


Admin
  • Added toggle options to the admin window for spawning zombies by type.
  • Fixed server errors when killing command spawned AI.



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Links
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Website: https://www.survivethenights.net

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