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Alpha Devblog #17 - Experimental Patch Notes - Alpha 1.4.23

Hello all,

The team is hard at working on player found issues and developing the 1.5 patch. We've released the 1.4.23 patch (alpha 1.5 release candidate) on our experimental branch via steam. This build will be moved to the stable branch if no major issues are found by players. We’ll introduce the build on default alongside a new mini trailer and vlog. You can find our patch notes below. Please report bugs and issues in game using the F1 menu.

If you'd like to track the patch progress and follow more closely with development, check our changelog and feel free to join our Discord.

How to get into experimental branch:
  1. Open Steam and go to your games library.
  2. Right click on STN and select "Properties"
  3. Navigate to the "Betas" tab and select "experimental" in the drop down menu.
  4. Close the properties window.


[h3]Experimental Patch Notes - Alpha 1.4.23 (Alpha 1.5 Release Candidate)[/h3]

Hordes
  • Added horde system with progressing difficulty the more hordes you survive. Hordes can be escaped by fleeing.


Regression Fixes
  • Fixed issues that were introduced in exp 1.4.22 with the change to using steam server list. Passworded servers work again, incompatible servers no longer show as "Not Set" and hidden servers don't show in the list as expected.


Player Leveling
  • Added base player XP system that will be expanded upon with rewards in future updates.


Free Placed Barricades
  • Added system which and all new barricade type fortifications that can be free placed to hold back and damage zombies and other players.


Quality of Life (QoL)
  • However UI now shows more quickly.
  • Scrap metal from empty cans recipe not requires 3 scrap metal instead of 9.
  • Zombies now damage the lowest condition fortification when attacking fortified windows.
  • Fortifying sped up slightly between all available tools.
  • Bandage recipe now takes 2 rags instead of 1 but gives 25 health instead of 15 meaning less inventory and crafting time.
  • Overall melee hit detection improvements. Especially affecting players with lower FPS.
  • D battery packaging is now green so that it can be easily distinguished from AA batteries.
  • Stamina drain is now varied dependent on not only weight but type of action.
  • Certain weapons are now much less likely to jam. Examples: all revolvers and double barrel variants.
  • Weapon jamming is now spread more fairly based on current condition and doesn't start until condition is lower overall.
  • Weapon wear working gain.
  • Lola and Rauser pistols now do slightly more damage.
  • Bateman accuracy improved when aiming down the sites.
  • FRKS shotgun now takes 5 shells instead of 7.
  • Pump action shotgun now takes 7 shells instead of 5.
  • Crafting certain items no longer craft with higher than their max quantity.
  • Items like nuts/bolts now have higher amounts per box when harvested from the appropriate locations.
  • Small work bench is now ground placement mode only.
  • Reduced overall weight of log drop.
  • AA battery harvesting removed in favour of spawning batteries in the conventional way. This should help save confusion.
  • Energy drinks simplified by having only 1 variant and making it more effective.
  • More scrap metal can now be extracted on each search.
  • Fixed issue which allowed players to get through walls by exiting the pickup seats.
  • Fixed intense reflections.
  • Windows bars can now be crafted properly.
  • Item condition now correctly syncs when joining near an object that is already loaded for another player.
  • Can now consume items from the inventory while looking at a cooking surface.
  • Engine access points on all vehicles updated to make it easier to open the UI.
  • It's now possible to inspect while inside of a vehicle.
  • Smaller rotation steps when turning items in placement mode.
  • Hotkeys now work while looking at fortifications.
  • Item hover now shows after dropping item while looking at it.
  • Compass now settles to position faster.
  • Large items are now slightly further away from the player when in placement mode.
  • Large items in placement mode no longer raise off the ground when looking up. This makes the system feel more fluid when placing items.
  • Replaced searching area functionality with the ability to hold F to keep the inspect menu visible.
  • Fixed areas in the police station where it was possible to stand on an invisible collider over staircases.


Engine Update
  • Reduced overall memory footprint.
  • Game project migrated to Unity 2019


UI
  • Quick start guide now animates on and off screen.
  • Added XP and Level display that shows when inspecting.
  • Data privacy button working again in Unity 2019.
  • Added new UI on new life that gives some back story and information for new players.


AI
  • Day zombies now agro slightly easier.
  • Lower scream chance once they spot the player.
  • Lower scream chance from annoyance.
  • Unfortified doors and windows now break open faster when being attacked by zombies.
  • Tweaks to zombie behaviour around door frames to spread them out more evenly and have them behave in a more dynamic way.
  • Zombies now start attacking the player as they are running toward. This helps zombies feel more fluid.
  • Slight improvements to zombies bumping the player. Still not 100% fixed.
  • Zombies are overall slightly faster.
  • Fixed several exploit issues with with zombie chase mechanics.
  • Zombies are now harder to kill with body/limb shots.
  • Zombies now attack vehicles when they cannot reach the player.
  • Resolved issue which stopped zombies being cleaned up around the player on logging in.
  • Added system for transitioning zombies into an aggressive pose after attacking. This prevents them entering into idle in between attacks.
  • Added system varied walking speeds.


SFX
  • Lower scream volume.
  • Music in game plays more often.
  • Overall music volume raised slightly.
  • Loud speaker at police station now correctly stops playing after electrics are turned on.


Animation Improvements
  • Add 2 new zombie walk animations and improved existing animation transition.
  • Arg15 fire animation improvements.
  • Rauser fire animation improvements.


VFX
  • Worn planks are now larger on the window frames.
  • Fixed broken tree chopping shader (introduced in unity 2019 1.4.22)
  • Breaking and damaging effects added for all new barricades.
  • Buggy explosion effect is now correct.
  • Rag dolls now receive correct force from melee and guns.


Animations
  • R-6804 fire animation improved.
  • Pump action fire animation improved.
  • Double Barrel fire animations improved.
  • FRKS fire animation improved.
  • Clinchester fire animation improved.
  • Bateman revolver fire animation improved.
  • Lola hand gun fire animation improved.


Props/Drops
  • Added new barb wire trap that lays on the floor and slows down and damages players and AI.
  • Added new battery drill drop.
  • Added barricade variants including barb wire, spike and wall types.


Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net

Alpha Devblog #16 - 1.5 Preview

Hello all,

The team is hard at working on player found issues and developing the 1.5 patch. If you’d like to help find bugs and tweak 1.5 features, jump on our experimental branch and check out the 1.4.22 patch. That will eventually become the next stable update. Check our Changelog and feel free to join our Discord. Below we'll go over the progress we've made with fortifications and and some tweaks we've made after testing. We have taken a bit more time with this update as it basically changes the entire game. After testing the team decided a few initial tweaks were needed. Mostly the addition of added tools for fortifying. We will do our best to get this build out on exp ASAP.

[h3]Fortification Improvements[/h3]
We've had a few good tests now preparing 1.5 for you guys and have decided to hold off on updating exp and default to put a bit more work into the added mechanics. Zombie hordes are no joke. You'll need to fortify a structure or flee to survivor. If the player chooses to stay, fight the horde and gain the xp from it they'll likely need to fortify a structure.

When it comes to covering windows with planks/boards, the current fortification method only allows for a hammer and nail setup. This simply wasn't fast enough in most cases so we've expanding tools a bit. You can now use a screw driver and drill to apply fortifications. The screwdriver is faster than the hammer and the drill is obviously faster than the driver. You will need screws for both drill and driver, nails still being required to apply fortifications with a hammer.

Screwdriver applying screws to fortifications

Battery operated drill applying screws to fortifications

The drill can also be used as a weapon (no screws required) ;p

[h3]Fortification Preview[/h3]
The initial 1.5 build will feature 4 types of freeplaced fortifications. Concepted by our moderator and concept designer Num47 and created by Andre the fortifications can be placed anywhere in the world and strengthened/repaired. They can be completely destroyed so be sure to keep on top of repairs and replacements if you want to keep that added level of security to your structure. Along with these additions you'll find you're no longer safe on top of vehicles as zeds will now attack and damage them to the point of explosion, killing you along with themselves.

Quick concepts from Num47

Implemented in game. You can see the 4 variants here.​

A secured structure​

Zombies destroying vehicles

Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!

If you're enjoying the game, please write a review or update your current one. Thank you! :)

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net

Alpha Devblog #15 - 1.5 Preview

Hello all,

The team is hard at working on player found issues and developing the 1.5 patch. If you’d like to help find bugs and tweak 1.5 features, jump on our experimental branch and check out the 1.4.22 patch. That will eventually become the next stable update. Check our Changelog and feel free to join our Discord. Below we'll go over the progress we've made with fortifications and the horde system. We're very close to pushing an update to the experimental build. This update will likely be a release candidate for 1.5 and should feature everything 1.5 has to offer.

[h3]Horde and XP System[/h3]
We'll be introducing our horde system with 1.5 along side our initial XP system. You'll gain XP by killing zeds, looting, fortifying, harvesting etc. Most of all, you'll gain XP with increasing horde difficulty. The player will receive a notification of an approaching horde. It will provide the general direction of the horde. At this point, you'll have the option to fight or flee. You will not gain XP by fleeing and your horde difficulty will not increase.

1.5 will be the initial introduction to the systems. We'll tweak along with the community as we work on our next build. As of now, XP doesn't really have a meaning outside of the rather addictive nature of receiving it and gaining levels. We'll turn to community input to fill in those blanks. If you have any suggestions, please feel free to share them here, on Discord or in game with the F1 menu. We have concepted some basic systems, higher loot drops on increased horde difficulty levels, character buffs, etc. Below we'll go over a few of the mechanics and features behind the horde system.

Below was our concept for the spawn sphere and offset on our horde system. James has used gizmos to visualize different spawning scenarios and found a spawn radius of 65m offset from the player by 20 with a minimum spawning range to the player of 40m felt the most realistic and fun. This results in an offset circle with a 5m gap around the back of the player where zombies can spawn.


Original Concept


In game the results are directional with a few randoms to keep things challenging


[h3]In Game Notifications[/h3]
The player will receive in game notifications for both hordes approaching and XP/Level notifications. You'll have a limited time to flee before the horde arrives, you'll be notified when you're leaving the hordes reach. Players that choose to flee will not receive the larger XP boost from killing the horde.


Approaching Horde


Horde Arriving


XP and Ding

[h3]Free Placed Fortification Update[/h3]
We're putting the last touches on fortification mechanics and you'll see all the new barricades in 1.5. These can be crafted and placed anywhere in the world, creating walls around structures or maybe even towns. We'll need to find a nice balance and get some kind of degradation system in place or things could get messy fast. That being said, zombies now attack anything placed in their path and will make their way through barricades to eat your face.

Zombie Horde Taking out a Barricade

Thanks for the continued support and continued issue and suggestion reporting :). We'll have another Devblog out next week with more updates on 1.5 and a new experimental build so you can break all the new features.. Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening, enjoy your weekend! :)

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net

Alpha Devblog #14 - 1.5 Update Preview

Hello all,

The team is hard at working on player found issues and developing the 1.5 patch. We'll most likely push another experimental build some time next week so get ready for more testing. If you’d like to help find bugs and tweak 1.5 features, jump on our experimental branch and check out the 1.4.22 patch that will eventually become the next stable update. Check out our changelog and feel free to join our discord. We will have another devblog out shortly showcasing some more 1.5 features :)

[h3]Free Placed Fortifications[/h3]
Along with hordes, free placed fortifications will really change the gameplay. Zombies actively hunting the player each night will create reason to fortify a structure and free placed fortifications will greatly increase your chances of surviving the horde. The mechanics behind them are rather challenging and interesting. Zombies have to be aware of placed fortifications, they have to attack fortifications, they have to avoid them when possible, receive damage from them and they have to stop attacking them when you're no longer behind them. The mechanics are coming along quite nicely with the visual aspects (something we'll showcase next week). You should be able to place them in the upcoming experimental patch, we'd like to get that to you early next week. Below is a video showcasing some of the AI logic, registering and attacking a placed fortification also being damage by the barricade. They also stop attacking and attack the player when he moves to the opposite side of the barricade. Below that you'll see a gif showcasing the logic rotating toward a fortification.

[h3]Video Showcasing AI Attacking Barricade and Player In Game[/h3]
[previewyoutube][/previewyoutube]

AI Logic Mock-up

Rotation Logic Mock-up

[h3]New Life Splash, Hordes and Gameplay Changes[/h3]
With hordes, a basic XP and leveling system in the works we've introduced a new life Splash Screen (skippable and only for new players). This will give a bit of depth and explanation to what's going on. We'll expand on character backstory and lore in the future. This sets a basic tone for anyone just picking the project up. You'll know by reading it that days should be spent gathering supplies, building fortifications and setting traps. The night will bring the dead and you should be ready for them. Players will be notified of approaching hordes and you'll have the option to fight or flee. Fleeing might get you through another night but you'll miss out on the XP provided from killing zeds and completing hordes and increasing their horde difficulty.

New Life Splash

Thanks for the continued support and continued issue/suggestion reporting. We'll have another devblog out next week with more updates on 1.5 and hopefully a new experimental build. Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening! Enjoy your weekend :)

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net




Alpha Devblog #13 - Experimental Patch Notes - Alpha 1.4.22

Hello all,

The team is hard at working on player found issues and developing the 1.5 patch. We're releasing our first experimental build of 1.5 to our experimental branch on Steam. If you’d like to help find bugs and tweak 1.5 features, please jump on our experimental branch.

Check out our Changelog and feel free to join our Discord. We will have another devblog out shortly showcasing some 1.5 features. Please do your best to check against the list of changes and report bugs and issues in game using the F1 menu. You can also make suggestions in game using the same menu and change 'bug report' to 'suggestion'.

How to get into experimental branch:
  • Open Steam and go to your games library.
  • Right click on STN and select "Properties"
  • Navigate to the "Betas" tab and select "experimental" in the drop down menu.
  • Close the properties window.


[h3]Experimental Build[/h3]
Not everything is testable yet. Below is the current changelog and what can be currently tested in today's release. The biggest change here is the engine update from Unity 2017 to Unity 2019. As you can imagine, an engine update requires a good deal of work and it also requires a good deal of testing. Please report any issue found in game. Thanks for the help!

[h3]Experimental Patch Notes - Alpha 1.4.22 (v1.5 Preview) [/h3]

Quality of Life (QoL)
  • Replaced searching area functionality with the ability to hold F to keep the inspect menu visible.


Engine Update
  • Game project migrated to Unity 2019


SFX
  • Loud speaker at police station now correctly stops playing after electrics are turned on.


Animation Improvements
  • Arg15 fire animation improvements.
  • Rauser fire animation improvements.


VFX
  • Buggy explosion effect is now correct.
  • Rag dolls now receive correct force from melee and guns.


Animations
  • R-6804 fire animation improved.
  • Pump action fire animation improved.
  • Double Barrel fire animations improved.
  • FRKS fire animation improved.
  • Clinchester fire animation improved.
  • Bateman revolver fire animation improved.
  • Lola hand gun fire animation improved.


Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!

[h3]Links[/h3]
Discord Forum Twitter Facebook YouTube Website