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Alpha Devblog #2 - Patch 1.2 Preview

Hello all,

Thanks for checking out our 2nd Alpha Devblog! Some of you might be new here so thanks much for the support! The team pushed out an update just before the Christmas/New year holiday and then took some much needed time off. We've been back at it for a couple of weeks now and have been busy at work with the 1.2 patch! Below are just a couple of features and mechanics we've been working on. Check out the full changelog here.

[h3]Lock Mechanic Rework (Coming in 1.2)[/h3]

Our lock system is rather unique. It's also not had too much attention since its introduction. After our last patch, we received quite a few heated bug reports. It seems there are instances where locks simply didn't work, among other issues. The last couple of weeks James and the team have spent a good deal of time reworking the system. 

  • Lock kits can now be removed while they are unlocked and reset.
  • Created functionality for weaker crafted lock kits.
  • Now have the option to hide the pin code being entered. This allows streamers to use the locks without worrying about their code being visible.
  • Locks can now have multiple owners (Auto locking/unlocking) by snapping a lock shut with the correct pin entered.
  • Locks now only scramble on opening/closing of UI rather than after a lock has been snapped shut from within the UI.
  • Added new weaker craftable lock kit variant.
  • Lock code starting with 0 now work correctly. Previously locks would break after server restart.
  • Locks no longer show in the locked state after trying to lock with 0000.
  • Resolved issue with locks where the highlight would appear again after taking items from a container.
  • Locks can now be operated with keyboard num inputs.
  • Locks now have additional UI to help explain lock function.
  • All new lock UI added which is bigger and clearer to understand
  • Placed locks now show on the map including after death so that players can return to their locked containers.
  • Added craftable lock kit


https://www.youtube.com/watch?time_continue=38&v=oM99ZhHNbPg&feature=emb_logo

[h3]Lock Markings on Map and Death Markers[/h3]

A lot of players have requested their placed locks be noted on map. This will allow them to return to their goods easier upon death along with a nice little death marker. Both of these were highly requested with our in game suggestion feature. Please consider using it above all else to report bugs and suggest features. It can be reached by pressing escape and clicking report bug or F1. This information is sent directly to the team and the more reports or suggestions the more time we can dedicate to the feature or issue. 


Lock Markers - The highlighted one will be your last placed but all will be tracked.


Lock and death markers - this should ease the burden of getting back to your loot and location.

[h3]Craftable Compass[/h3]
Many have requested a craftable compass variant. We've added that for 1.2 with a slight change to compass mechanics. Crafted ones and found compass both work the same just at different speeds. 

https://www.youtube.com/watch?time_continue=15&v=it1SEv7g5qc&feature=emb_logo

[h3]Time Display[/h3]

Another massively requested feature was a way for players to tell the time of day. The guys have spent some time this week working on a system just for that. You'll be able to access it with "F" just like the rest of your stats. 


Time Display on Inspect (F)


Time Display Readouts

[h3]Weight and other Information Readouts on Hover[/h3]

Another much requested feature is weight on hover. The 1.2 patch will feature the ability to hover over items and get a readout on the current item your hovering ons weight along with ammo amount. 


Displaying weight and ammo amounts on hover

[h3]Airport Point of Interest[/h3]
The airport strip in game is, well, quite lackluster to say the least. The structure was removed some time ago and reworks have started for 1.2 patch. The airport will feature out buildings (hangars) broken down planes alongside a massive terminal. There are a lot of feature mechanics going in here. The perimeter will be sealed and you'll need to power the structure to open the gates for vehicles access. The terminal itself will feature an armory far more challenging than the current police station armory. We'll have some video and more design in the next devblog but below is a quick sneak peek at some of the airport plans.


Interior boarding area


Exterior terminal 


Hangar

Thanks for checking out our second alpha devblog. We'll do our best to get a devblog out as often as possible aside from patch weeks. Please consider switching over to our experimental branch if you're interested in upcoming features as they will be first released there. We're hoping to have the next patch out on experimental branch by the end of the month. 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


Patch Notes - Alpha 1.1.4 (Hot Fix)

Hello all,

We’ve released the 1.1.4 patch to our stable branch on Steam. This hotfix covers FOV issues and all reported issues found in the winter update. We'll have a devblog out shortly explaining more about what's to come for alpha v1.2.

You can find our patch notes below. Please report bugs using the in game bug report system.

[h3]Patch v1.1.4 (HotFix)[/h3]
  • Fixed ammo dupe glitch.
  • Fireworks will now spawn around the world.
  • Locations based achievement unlocks like trailer blazer and towns should now be working again.
  • Disabled Holiday content.
  • FOV slider working.
  • Stags should be spawning again.
  • Fire barrels now working for cooking items.


[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

Patch Notes - Alpha 1.1.3

Hello all,

We’ve released the 1.1.3 patch to our stable branch on Steam. You can find our patch notes below. There’s a lot of testing and breaking to do so go at it! Please do your best to check against the list of changes and report bugs using the in game bug report system. Jay explains more details about the update in the devlog below.

This update includes a special winter event for the holidays. To participate in this special event, please head to any main town in the game and search for the giant Christmas tree. There you will find a sign outlining the rules on how to receive gifts under the tree. You'll need to power the tree and survive 3 rounds of zombie waves.

We have done our best to prevent server wipes and have not had a single wipe since alpha release. Unfortunately, it was necessary to condense servers and we couldn't pick and choose which ones to keep. You'll now see in the server list 6 US servers, 6 EU servers and 3 AUS servers.

Thanks for playing, submitting bug reports, providing feedback & supporting the game in alpha. Merry Christmas and Happy Holidays from the team at a2z Interactive :)



Patch Notes - Alpha 1.1.3
Features
  • Zombies are now drawn to additional sounds and light. Generators, fires, fortification damage and more all now agro zombies.
  • Added usable fireworks for new years. These can be used for signaling location or just making awesome displays!
  • Added fox passive AI that can be found in urban areas.
  • Vehicle storage added.
  • Added [Create All] button in the crafting menu.
  • Single ammo can now be loaded or unloaded in to all guns via the inventory.
  • Added field of view (FOV) slider in the settings.
  • Smaller roller shutter door now works.


Quality of Life
  • Fire barrels now have mesh over them so that cooking is possible.
  • It's now possible to clean rags in a canteen with water by boiling it on a cooking surface.
  • Hearth fireplace now includes a small area to cook on.
  • It's now possible to reload while sprinting.
  • Hydration system change to only count against overall health recalculation if it's actually at 0 when the morning calculations are done. Previously if hydration had been at 0 in the given day it would still negatively affect the overall health calculation
  • Sorting inventory by weight now puts the heaviest items to the top.
  • It is now possible to open doors while zombies are hitting the door.
  • Continued fire damage duration reduced to 1 second. Previously 3.
  • Players can now get closer to fires before receiving damage from them.


General Fixes
  • Fixed issue where ammo in guns could go out of sync. This resulted in ammo that couldn't be fired.
  • Fixed issue where dead players would always drop full ammo in boxes and weapons.
  • Plastic bottles now burn when put over open fire. 
  • Adding and removing battery from headlamp now works correctly.
  • Melee now does varied damage to window frames dependent on what weapon is being used.
  • Added working single and double manual garage doors.


Crafting
  • Resolved issue where some crafted items weighed more than the items used to create them. This could cause items to be lost when crafting with a full inventory.
  • Powdered milk now has a canteen recipe.
  • Disabled the air horn tripwire craftable. Implementation isn't fully complete.
  • Added firewood craftable out of the plank and the worn plank.


UI
  • Improved guide hints so that it's clearer that the guide continues after the quick guide.
  • Removed link to old issue tracker from the tab list and replaced with steam community link.


Models
  • Reduced scale of fixed campfires at starter camps. This should make them easier to get close to and use for cooking.
  • Updated some cooked cans that didn't have the lids popped off after being cooked.


AI
  • Zombies now break through window frames faster. 
  • Zombies no longer start moving to a different entry point while a door is opening.


Environment
  • Couches now give clean rags.
  • Pallets now return worn planks and nails.
  • AI navigation in strip mall next to police station in Addersfield should now be working correctly.
  • Broken down cabins now fire wood.
  • Water dispensers now give clean water.
  • Removed double harvest locations on tents.
  • Power station sealed off to save players wasting time looting while it's not finished.
  • Metal shed interior now loads from further away.
  • Removed the metal doors leading to the exterior in the power station building.
  • Blocked off all lower floor entries to the under construction apartment blocks and the power station.
  • Tweaked the hospital building so that the garage doors have space to work correctly.
  • Changed the bathroom door in the farm house to an interior door and filled gap in wall.
  • Added garages to various houses around the world so that players can now store their vehicles.
  • Raised the lights in the gas station so that RV's can fit.
  • Gas station trash in second garage bay cleared so that both are usable.
  • Gas station floor materials improved.
  • Fixed floating road sign in union point.
  • Removed rocks inside Addersfield house.
  • Moved strip mall from subsector to largesector in Addersfield so that their loading range reflects other buildings.
  • Removed the tree inside the cliff outside of Sage Creek.
  • Fixed hole north of old town where players could get stuck.
  • Removed floating rocks above Black Rock


Animation
  • Reviewed and made faster all consuming and interaction animations to make gameplay feel more fluid.
  • Improved the aiming position of the double barrel shotgun.
  • Added new manual garage door animations.
  • Fixed rare issue which would lead to a door snapping to the open position when trying to open it.


Major Known issues
  • Fire barrels currently don't work for cooking items. They do appear to be cooking but will never transition.
  • Other players and ai footstep SFX not working.


Links

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

Survive the Nights 20% Off - Steam Winter Sale

Survive the Nights is now 20% off for the Steam Winter Sale! If you have any questions before purchasing, please join our discord.

https://store.steampowered.com/app/541300/Survive_the_Nights/

Links
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
Changelog: https://changelog.survivethenights.net

Alpha Devblog #1 - Hello World!

Hello all,

Thanks for checking out our 1st Alpha Devblog! Some of you might be new here. Thanks much for the support! We've been quite busy over the last 6 weeks or so getting out our first alpha builds. We were patching quite frequently and we've not had a chance to share much more than patch notes since alpha launch. Our longer term supporters will tell you we're rather active when it comes to devblogs and we will do our best to get one out every week.

This devblog will focus on what we've been working since our 2nd alpha patch, 1.0.2. There has been a tremendous amount of bug reports submitted and suggestions made by all of you and we're very grateful. We had a small but dedicated team of 'testers' for the last two years in unlisted pre-alpha and with the player base expansion, issues are being found quicker. We're able to tell what really needs doing first just by how many duplicate reports and suggestions we get. We'll not delve too far into fixes here although we'll list them at the bottom. The blog today will focus on just some of the suggestions and improvements the community has made that we're now implementing.

Thank You
Firstly, the team would like to thank everyone for their continued support of our project. We've not had the greatest start for unlisted pre-alpha 2 years ago. This was largely due to our past lack of knowledge. It has taken some time for Survive the Nights to grow but it's finally doing so. Thank you if you've been here a while. As you know, STN is our first project and we've grown quite a lot over the last few years. Our development pace reflects that growth. The learn as you go method ,while tried and true, isn't the fastest and we wouldn't be here without our original backers helping to push fixes and features.

A major thank you to all the new supporters in alpha! The community and player base has grown quite a bit over the last 3 weeks and our bug reporter/suggestion tracker reflects that. We're here and paying attention to your issues and ideas, so please continue to share them they truly will help to shape the project and the game you want and are now playing.

Crafting Adjustments
One of our biggest requests in regards to the crafting system so far has been the ability to create the maximum amount of an items. James has spent some time this week working out [Create Max] mechanics for the crafting systems. You'll see these mechanics introduced in the next patch. Crafting will continue to be improved. If you have additional suggestions, please use that in game tab.

Create maximum at once

Weapon Unloading
One of the biggest weapon requests outside of additional weapons has been the ability to unload weapons. This week James has spent a bit of time working on weapon unload. You'll now be able to remove ammo and it should restack to an ammo box in your inventory. You'll see this live in the next patch :)

Weapon unloading

Zombies and Player Window Damage
Something we've noticed watching you all play and have wanted to sort for some time is window damage. Andre has spent a bit of time this week working on random window damage. You'll notice now that zombies and players do random damage to window fortifications. If you've not put it together, this means zombies will get out and into houses quicker now so keep that in mind ;)

Zombie causing random damage

Player causing random damage

Field Of View
Something requested often has been a FOV slider. Andre spent time this week getting that back into the project and you'll see it available to you in the coming patch.


FOV slider in action

Garage Doors
​In the coming updates you'll see all of our garage doors functioning. By watching videos and watching players live on servers, it's clear to us now that you need and enjoy vehicle storage. John spent some of his time this week working on animating all the in game garage doors. The smaller warehouses with 'coming soon' doors will function in the next patch. We'll also be adding more garages to structures that don't have them including small residential garages, along with adding and animating garage doors on houses with attached garages.


Small warehouse garage doors functioning

New Passive AI (Fox)
Towns are missing a decent hunting source. While most do have chickens you need to venture to the wilderness for a bit more meat in most cases. In the next patch we'll be introducing foxes, they'll be mostly based in towns. This should breath a bit more life into towns along with providing the player with a chance at an additional food source. Jos has spent a good deal of time beginning implantation and you should se fox in our next patch :)


Fox, hope you have a hunting permit!

Additional Changes and Fixes
Please check our changelog out for a full breakdown of what we're doing and what's up. Above is only a small section of suggestions and fixes that we are working on. The changelog for the most part updates with pull request approvals and merges. What you see there should be in our next build. Below is the changelog as of writing this devblog.

Features
  • Single ammo can now be loaded or unloaded in to all guns via the inventory.


Changes
  • Plastic bottles now burn when put over open fire.
  • Adding and removing battery from headlamp now works correctly.
  • Sorting inventory by weight now puts the heaviest items to the top.
  • It is now possible to open doors while zombies are hitting the door.
  • Continued fire damage duration reduced to 1 second. Previously 3.
  • Players can now get closer to fires before receiving damage from them.
  • Melee now does varied damage to window frames dependent on what weapon is being used.


Crafting
  • Powdered milk now has a canteen recipe.
  • Disabled the air horn tripwire craftable. Implementation isn't fully complete.
  • Added firewood craftable out of the plank and the worn plank.


Models
  • Reduced scale of fixed campfires at starter camps. This should make them easier to get close to and use for cooking.


AI
  • Zombies now break through window frames faster.
  • Zombies no longer start moving to a different entry point while a door is opening.


Environment
  • Added garages to various houses around the world so that players can now store their vehicles.
  • Raised the lights in the gas station so that RV's can fit.
  • Gas station trash in second garage bay cleared so that both are usable.
  • Gas station floor materials improved.
  • Fixed floating road sign in union point.
  • Removed rocks inside Addersfield house.
  • Moved strip mall from subsector to largesector in Addersfield so that their loading range reflects other buildings.
  • Removed the tree inside the cliff outside of Sage Creek.
  • Fixed hole north of old town where players could get stuck.
  • Removed floating rocks above black rock


Animation
  • Improved the aiming position of the double barrel shotgun.
  • Added new manual garage door animations.
  • Fixed rare issue which would lead to a door snapping to the open position when trying to open it.


Future Content
Just wanted to share a few quick things we're working on for future updates. We'll have a proper roadmap up shortly. Clinton is working on design when he has the time. We've been working on quite a few new fortification mats and traps. Below are a couple examples of both.


Window fortifications (wire tripped flame thrower)


Plywood, reinforced planks and metal planking


Metal bars and metal sheeting

Thanks for playing, submitting bug reports, providing feedback & supporting the game in alpha. We'll do our best to get a devblog out weekly aside from patch weeks.

Please consider switching over to our experimental branch if you're interested in upcoming feature as they will be first released there. We're hoping to have the next patch out on experimental branch next week.

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!

[h2]Links[/h2]
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