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Pre-Alpha Devblog #27 (Experimental Build 0.11.27)

Hello all,

Thanks for checking out our 27th devblog! We’ve released the initial 0.11.27 build to our experimental branch on Steam. This is our first public build with vehicles implemented and we need some feedback. As of now, you'll only find the cricket car spawning until we're happy with vehicle physics and mechanics. The RV will be in before alpha launch. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes.

We’ll be updating to default once experimental is tested and stable. Please do your best to check against the list of changes below and report bugs to our tracker.

General
  • Ocean water source now infinite.
  • Fixed issue where items in placement mode would break if moved to far from where they got picked up from.
  • Eyes no longer glow on female zombie.
  • Tweaked shotgun spread to make it more realistic.
  • Resolved issue where shotguns would sometimes miss the target even though the crosshair was over them.
  • 12g ammo and arg15's now spawn!
  • Players are no longer pulled out of vehicles when driving over a bear trap. Trap does however still trigger.
  • Fixed issue where hotkeys would break after attaching an item to a weapon that wasn't your currently equipped item.
  • Fixed position of wooden club in hand for other players.
  • Changed VSYNC option so that it is independent from quality setting group.
  • Fixed issue where melee weapons would hit the ceiling when attacking inside a building.
  • Fixed issue where attachments would render in position before the weapon was out.
  • Removed error being caused by particles at various points during play.
  • Fixed issue where the player wouldn't be frozen in place while loading causing the player to start in the ground.
  • Wooden cup in shadows no longer floats.
  • Zombies no longer continue to play the scream animation while the player is too close. Animation now transitions to attack.
  • Added system for showing the most relevant guide hint on connection to the server. This will allow players returning to the game that haven't fully completed the guide to jump back into it.
  • Fixed issue with rabbit trap where it would never spring closed. Also removed the decay from the object.
  • Added system for world spawners so that loot can be found outside of houses.
  • Avoidance now works on baseball bat and club.
  • Take All button in back pack now works.
  • Resolved issue where items could spawn and despawn in line of sight of the player.
  • Added crafting recipe for small animal trap.
  • Removed errors which were being thrown into the log when item hovers were having issues rendering.
  • Added overall improved item distance network culling which allows less important objects to load from a closer distance. Specific objects like worklights, propane tanks and generators now have much further loading capabilities.
  • Changed functionality on doors so that the player can trigger the handle or slam points and move their camera away to another part of the door. Fixes scenarios where a regular open was wanted but a slam would end up happening.


Optimisations
  • Removed RAM overhead being caused by shells collision sounds effects.
  • Changed how trees are saved on the server in order to save overhead and reduce overall server load.
  • Removed item spawning overhead to reduce overall server build size and cpu intensity.
  • Removed some of the overhead from stag surface rotation calculations.
  • Fixes to particle preload scene.
  • Tweaked quality settings slight in order to optimise.
  • Fixed issue with Object quality which should show performance improvements for some.
  • Fixed several small CPU intensive pieces of code.
  • Optimised the harvest points in the world by pooling them.
  • Reduced the overall size of the server by removing objects that are not needed.
  • Disabled and replaced projected decals with static ones. This removes blood splatter however the system was causing extensive overhead.
  • Tweaked the LODs on multiple objects that were being drawn from too far.
  • Removed several points of design in Old Town which were causing lag.
  • Improved world loading system to reduce the amount of world that is loaded at any given time.


AI
  • Fixed issue which caused zombies to spawn in buildings that had just been cleared. This is not a solution for the greater issue of being able to prevent spawning in a secured structures. This change will be made soon.
  • Removed zombie spawners from small utility closets that are on the outside of some houses.
  • Zombies should no longer roam between building during the day.
  • Fixed are check which prevents zombies spawning in close radius of player.
  • Fixed issue where zombies would spawn in house you had just cleared of zombies.


Balance
  • Harvesting from stags and chickens now requires a combat knife.
  • Improved loot spawning prewarm system so that loot amounts is more accurate when the server starts.
  • Tweaks to items spawning cycles to make them more consistent and to help prevent stagnation.
  • Campfires no longer spawn around the world.
  • Removed double baseball bat recipes.
  • Disabled the ARG and Pump action from spawning in houses. These items can be found in police stations.
  • Created crafting recipe for bandages from clean rags.
  • Created crafting recipe for wire spool from scrap metal.
  • Tweaked arg15 stats to make it feel less like a pee shooter.
  • Tweaked spread and power drop off for shotguns to make them more balanced.
  • Improved loot spread to ensure that more relevant items spawn at police stations.
  • Tweaked item spawning so that more less generators and more generator related parts spawn.
  • Adjusted calories on consumables. Most drops set to a standard of low, medium and high.
  • Boxed food - Low 150 Med 200 High 250
  • Cooked boxed food - Low 300 Med 400 High 500
  • Canned food - Low 50 Med 75 High 125
  • Cooked canned food - Low 100 Med 150 High 225
  • Canteen drops adjusted to top highest canned drop
  • Meat drops adjusted to match or top highest canned/boxed/canteen drop
  • Adjusted meat names to include the word 'meat' and replace (Fresh) with (Raw)
  • Disabled all 'rancid' meat drops as they serve no current purpose
  • Cooked cat food created
  • Cooked dog food created
  • Mixed fruit cooked created
  • Pineapple cooked created
  • Removed spawnablility on cooked cans
  • Dog meat name corrected


Vehicles
  • Vehicles now recieve use effects.
  • Now possible to damage vehicles with melee and ranged weapons.
  • Now possible to damage players that are in vehicles.
  • Added base set of balances to Cricket. Gears, speed and suspension have all been tweaked.
  • Stopped player interaction with world items that are outside of the vehicle and hidden their UI.
  • Added temporary system that allows players to repair their vehicle via the engine GUI with tools and metal.
  • Zombies can now damage vehicles while attacking players inside them.
  • It's now possible to kill passive AI with vehicle.
  • House interiors now load while in a vehicle.
  • Vehicles now have impact effects when colliding with the environment.
  • Added functionality for vehicles to spawn with different colours.
  • Added base set of vehicle spawners around world.
  • Stopped dropping/placement on vehicles until a better system can be implemented for handling items resting on moving vehicles.
  • Added visible vehicle damage.
  • Vehicle horns now work!
  • Added functionality for enabling and disabling the headlamps.
  • Implemented engine functionality with various parts and fuel support.
  • Player backpacks are now disabled while they're in a vehicle seat.
  • Added audio effects when driving over terrains.
  • Resolved issue where vehicles being driven would snap to a different rotation when another player joined.
  • Improved vehicle relevancy so that they can be seen from further away when occupied.
  • Fixed scenarios where a player wouldn't be visible for other players while in a vehicle.
  • Added new VFX particles for vehicles.
  • Added system for playing sounds based on shock absorber compression.
  • Resolved collision issue between the vehicle and player when exiting seat.
  • Players now receive damage when exiting a moving vehicle.
  • Pressing interact key to enter/exit vehicle now only works when the vehicle is stopped. Hold interact is required while moving to reduce the chance of accidentally exiting.
  • Removed over bright reflection in rear view mirror on cricket.
  • Added support for for different engine sounds from outside/inside of a vehicle.
  • Added system for playing impact sounds for vehicles.
  • Improved exhause particles on cricket.
  • Now have surface support which makes them less effective in shallow water/off road.


UI
  • Fixed issue which caused the campfire UI to break if they were picked and dropped again after they'd had items put in them.
  • Wooden club now has the correct image in the description area.
  • Added new display when entering a vehicle which displays the controls and missing parts.
  • Added built in key binding support!
  • Clinchester and R-6804 no longer show the option to attach scopes.
  • [Interact] button in machines is no longer black when the machine cannot be started/activated.
  • Tweaked hydration notification to make it more clear for new players.
  • Added useful hints to attachments so that it's easier for new players to get used to.
  • Arg animation no longer clips while cleaning.
  • Light switches now give a hint when interacting while there's no live power.
  • Stopped health going negative during damage that kills the player.
  • Adjusted grammar on meat drops
  • Adjusted grammar and spelling on consumables
  • Adjustment to descriptions on consumables
  • Meat adjustments, cooking time adjustments making cooking take a bit more time
  • Added missing gui image to raccoon fresh


Animations
  • Wooden club now has a grab/take animation.
  • Full new set of animation for the wooden club weapon. Previously they shared the baseball bat animations.
  • Fixed finger position on lola and gary hand gun.
  • Added new animations for hatchet when cutting down trees.
  • Added animations for flashlight attachments on and off for each weapons.
  • Cooked cans now play a new animations which doesn't include the lid being taken off (Lids now pop off as they become cooked)
  • Chopping sections off felled trees now plays the correct chopping animation.


Environment
  • Moved interior doors in various building into the interiors for improved optimisations.
  • Fixed floating table in scene 61 by raising terrain.
  • Fixed floating rocks in scene 22 by raising terrain.
  • Added world filler design on terrain 18.
  • Increased the loading range of wooden tables.
  • Optimised and improved design around union point to make it more vehicle friendly.
  • Optimised and improved design around Black Rock to make it more vehicle friendly.
  • Optimised and improved design around Sage Creek to make it more vehicle friendly.
  • Optimised and improved design around Addersfield to make it more vehicle friendly.
  • Fixed issue where some items that were part of an electricity circuit were being culled too soon (Garage signs, garage doors, shop signs.)
  • Added weapon attchment spawners in appropriate places around map.
  • Fixed floating street signs in scene 61.
  • Fixed floating Car in scene 13.
  • Fixed floating Cabin in scene 13.
  • Fixed clipping rest stop in scene 13.
  • Removed invisible wall on bridge next to old town.
  • Added doors that were missing on house variant 5.
  • Lowered floating stone wall on terrain 53.
  • Lowered floating fence on terrain 53.
  • Lowered 3 floating houses on terrain 31.
  • Lowered vehicle that was floating on terrain 37.
  • Garage doors now have further loading distance.
  • Lowered grass height overall for improved visuals with stags and vehicles.
  • Optimised the performance of decals around the camp zones.
  • Lowered stone wall which was floating on farm.
  • Added environment filler design on terrains 46 and 52.
  • Added environment filler design on terrains 39, 40 and 63.
  • Added environment filler design on terrains 51 and 59.


Props / Drops
  • Coal, Hose, Metal bar, Metal place, Metal rod and wirespool are now all stackable.
  • All consumable drops are now stackable.
  • Setup Pump action weapon.
  • Setup Pump action drop.
  • Added new pump action shotgun prop.


Sounds
  • Added sound set for pump action shotgun.
  • Fixed missing footstep sounds from other players.
  • Fixed scenario where audio sliders would not work.
  • Added system which dampens footstep sounds of zombies when the're on an upper floor.
  • Fixed issue where zombie sounds could be cut off too soon.
  • Added new vehicle impact sounds.
  • Fixed scenario where empty shell hitting ground wouldn't play a sound.
  • Added extra variants of glash breaking for window frames.
  • Added 2 new engine sounds designed from outside and inside of vehicle.


Admin
  • Fixed issue which could cause a player to be moved slightly when another player teleports.
  • Resolved issue were players could be seen teleporting. Teleporting is now instant.
  • Fixed issue where /cleanup would delete vehicles that had players inside.


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

Pre-Alpha Devblog #26 (Town Optimization | Vehicle Parts Function)

Hello all,

Thanks for checking out our 26th devblog! We’ve released 0.11.26 build to our default branch on Steam. All branches should now be 0.11.26 so it shouldn't matter what branch you're on. Feel free to check that out as we need some feedback. There’s a lot of testing and breaking to do so go at it! Please check against the 0.11.26 changelog and report findings on our tracker.

Our devblogs will not be as content heavy leading up to our first public alpha build. While there's still much development happening most of what will be going on from this point until the initial release is polish and balance. The team is working on putting some good balance into existing features and smoothing out the general gameplay. The first alpha build coming this summer will feature most, if not all, concept video features in one form or another.

Vehicle Parts and Improvements

Vehicle spawning is now random along with randomized vehicle parts. While you'll only have access initially to the RV and the cricket for testing, the random part spawning and vehicle condition should add a good deal of variety. All vehicles will have random part spawns and conditioning. The video below outlines a bit of how the mechanic works.

https://youtu.be/acBBAQu_xj4

Town Improvements and Optimizations

Our towns are near original. We've gone back to them here and there, adding new props and structures but in the recent weeks Jos has spent a good deal of time and effort on optimization and general looks/improvements. Towns have been 'cleaned' up and roads made a little more accessible. Cleaning the roadways and parking lots up was needed for vehicle introduction as it was a real burden to drive the roads before this. Below are some shots of these improvements, old and new. Eventually, we'll likely be adding an additional town or two. We've concepted and spoken about adding onto smaller existing towns also.

Addersfield Cleanup Old

Addersfield cleanup park added to center of town reducing calls and structure clumping

Union Point old builds featured far too many apartment structures. This was some of the reason performance in Union Point was so rough.


Park added and structure clumping cleaned up. All the towns have had some debris removed but it's still very post apocalyptic.


Sage Creek road cleanup

Sage Creek park

Structure Claims and Spawning Concepts

One of our current issues is structure claiming. Not so much from a pvp perspective but more so from a pve view. Structures currently have no 'claim' system. Players are finding zombies spawning inside their fortified buildings. This puts a big damper on things when you're trying to survive. We have concepted a few ideas but would love a bit more insight on to what you guys think would be a good system to avoid this issue. If you have any ideas, please feel free to share them here on this open forum thread.

BBC No Filter Interview

A few weeks back James and the boys did an interview for BBC's No Filter. If you'd like to check it out the link is right here. Thanks much to the BBC crew and Kofi - the guys had a good time and the interview came out cool.

These are only a handful of what has been worked on in the last couple of weeks. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .12 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!

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

Pre-Alpha Devblog #25 (Vehicles | Optimization | Design Cleanup)

Hello all,

Thanks for checking out our 25th devblog! We’ve released 0.11.26 build to our default branch on Steam. All branches should now be 0.11.26 so it shouldn't matter what branch you're on. Feel free to check that out as we need some feedback. There’s a lot of testing and breaking to do so go at it! Please check against the 0.11.26 changelog and report findings on our tracker.

Weapon Attachment Animations

John has spent some time this week tweaking and creating weapon animations for our attachments. Below you'll see a short video showcasing the flashlight animation on the new T5 pump action shotgun and the ARG. We are aware of the current spawning issues on 0.11.26 and we'll get a fix in for those so weapons are spawning properly again.

https://youtu.be/3CA45TeY4PM

Vehicle Color Randomization

Vehicles in 0.12.6 will spawn with random colors and parts. This wasn't originally planned for the initial release but the mechanics have already been worked in quite nicely. Eventually, you'll see all vehicles spawn not just with random parts and colors but conditions as well.

Vehicle Random Spawn Colors​

Game and Town Optimization

A lot of work has begun on design overhaul and we're going through the wilds and filling in the blanks. At the same time, we're optimizing our towns and removing (in some cases) overused props and trash piles. Town and world optimizations are not just visual,. There's a lot of backend performance tweaking going into 0.12 and our first alpha builds. Below is a small example of Addersfield which you'll notice is a bit tidier. Along with that, you'll see some benchmark results. Andre has been working on optimizations and has already seen some fantastic results.

A small park design for Addersfield


Cleaner roads - this is needed for vehicle introductions. We'll eventually introduce destroyable prop mechanics.


Not all rubbish has been removed and towns still feel post-apocalyptic

Benchmark Results

Our benchmark system does performance checks at several places on the map and spits the results out into a text file which we use in a spreadsheet to monitor performance over time. These results are optimizations and cleanup started towards the end of our last build and into our current 0.12 development build. 0.12 should show some very positive improvements for most and we'll continue to optimize moving forward.


Benchmark Results Low Settings


Benchmark Results Ultra Settings

These are only a handful of what has been worked on in the last couple of weeks. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .12 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!

Pre-Alpha Devblog #24 (Vehicles | Pump Action | Key Bindings)

Hello all,

Thanks for checking out our 24th devblog! We’ve released 0.11.26 build to our default branch on Steam. All branches should now be 0.11.26 so it shouldn't matter what branch you're on. Feel free to check that out, we need some feedback. There’s a lot of testing and breaking to do so go at it! Please check against the 0.11.26 changelog and report findings on our tracker.

Vehicle Conditioning

With the basics of vehicles coming in the next few builds, the team has started working on vehicle condition. Vehicles will accept parts even on their initial introduction including fan belts, fuel, oil filters, alternators etc.. As of now, there are quite a few options and a few different concepts in the works for repair, upkeep, improvements and vehicle fortifications. Below you can see some of the initial visible mechanic. Damage occurs to your vehicle as expected the system is already very entertaining. Also making its first appearance is the T5 Pump Action Shotgun..It's a good deal of fun!

https://www.youtube.com/watch?v=ZKl3jP26vCU

Initial vehicle damage mechanic

"Good" condition

Someone has been on quite an adventure ːsteammockingː

Shader forge nodes for vehicle damage and color

Key Bindings YAY!!!

Yes, we know...it has been a long time coming but we're finally getting around to adding custom keybindings which you'll see these in the next build or so. The process, while it may seem simple, has turned into quite a beast. Nothing major just very time consuming. The feature is constantly requested and finally getting some love.

Key bindings

Animal Trap Concepts

We've been working on a few additional animal traps. In the future, the player will use different trap sets for different small game. The current box trap would be for larger game while a snare trap like the one below would be for smaller game.

Concept from way back

Working snare

Working mechanic

These are only a handful of what has been worked on in the last couple of weeks. Check out our changelog for a full list of what the team has been upto. Thanks much for checking out the devblog. We hope to have .12 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!

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

Patch Notes 0.11.26 (Hunting | Trapping | Attachments+)

Hello all,

Thanks for checking in on the 0.11.26 update. We've moved the experimental branch to our default and stable Steam branch today. The last few weeks have been very hectic. The team has been wrapping up 0.11.26 and working on 0.12+. Our interns have finished up their last blocks with us so sadly we're missing Marko, Rik and Ids. The team is 5 strong once again. The guys were a massive help to us and we hope the favor was returned in the form of some good experience and knowledge shared :)

As mentioned above, Ids finished up with us a couple weeks back so we'll not be doing a devlog for this update although we'll get those rolling again for the next update and all alpha updates, when possible. We'll recap below on just some of the progress we've made in the 0.11 build. We'll quickly go over the past few weeks devblogs. If you'd like to help find issues please check against our full changelog, below is only a few of the fixes and features we've worked on.

Player and Zombie Inventory System

Players will now drop backpacks, zombies will now drop small item loot, bullets/nails and rags to name a few. This has been requested and needed for some time, the system requires a good deal of testing please report any issues found.

Player dropped backpacks


Lootable zombies

Weapon Attachments

Weapon attachments have been a want and staple since the concept videos, we've added the basics and base for attachments in 0.11. You'll find scopes, sights, suppressors (including oil filters) and flashlights. We'll expand on the system as we work through alpha builds and generate new attachment needs and ideas.

https://www.youtube.com/watch?v=r4b4E3M0lqw


Small Game Trapping

Crafted animal traps will be functioning shortly. Crafted traps can be placed anywhere in the world. Traps must be baited and will require the player or players to vacate trap areas. You'll not catch much if you're around making noise. We'll expand on traps in the future, adding variants and animations. The video below shows the player baiting and setting a small animal trap. When the player returns to a sprung trap they have the option to harvest animal meats. Currently set up are rats, cats, squirrels, opossums and raccoons.

https://www.youtube.com/watch?v=n4njD237z7w

Continued World Design

Jos has been making fantastic progress on world design. Filling in the wilds will be something we focus on right through alpha, there are a lot of design ideas to be fleshed out. For the 0.11 update you'll notice far more starter camps along with the addition of a handful (soon to be more) bunkers.

Bunker Entrance

Bunker workspace

Additional world design since pre-alpha launch


Hotfix 0.10.26
  • Cooking fixed.
  • Several small issues with traps fixed
  • Extra scope sensitivity when scoped in.


General
  • Improved the light emitted by fuze burning down on propane tanks.
  • Small props no longer fall through rugs.
  • Breaking windows frames is now quieter overall.
  • Random light flicker tweaked to make it less likely.
  • Food cooking SFX are now affected by the correct audio slider in the options.
  • Rifles no longer clip the camera when aiming down the sights.
  • Shooting tents no longer produces the wood particle effects.
  • Updated footstep sounds on alternative concrete surfaces.
  • Fixed errors being caused by the fuel cap at fuel stations.
  • Added ARG15 weapon.
  • Fixed issue with harvested items which prevented them from being harvested.
  • Fixed scenario where the player wouldn't always be marked as in game. This was causing multiple small things to break.
  • Harvesting from tents now gives cloth.
  • Searching for items now fixed. Previously it was possible to search an object and find nothing and then be able to search again to immediately find items. Once a search point is depleted it will not give items again for X amount of time.
  • Fixed issue with audio where it wouldn't always be correctly muted when it was meant to be while in the menus.
  • Rivers can now be searched and give water.
  • Added sliding damage when sliding down steep cliffs.
  • Added sliding when standing on steep cliffs.
  • Stopped the player being able to stand on thin fences. Players now slide off.
  • Holding interaction on door handles now opens the door as well as the normal press to open functionality.


Balance
  • Increased the chance of receiving berries through all seasons.
  • Cooking cycle adjusted on can variants
  • Cooking cycle adjusted on canteen variants
  • Burned variants for canteen drops, turning them into empty canteens
  • Burned variant for clean water canteen, turning it into an empty canteen
  • Removed cooking script from Pineapple cans
  • Removed sickness chances on mixed fruit


Weapon Attachments
  • Added support for default attachments like iron sights.
  • Rolled out base set of attachments to weapons.
  • Added core functionality for scopes on weapons.
  • Added functionality for flashlights on weapons.
  • Suppressor functionality added.
  • Added core functionality for weapons to have attached objects.
  • Added functionality for pickups to have visual attached objects.
  • Proximity/Radio Voice Chat
  • Proximity chat now working.
  • Radios now work.
  • Radios in backpack now receive transmissions.


Player Loot
  • Dead players can now be looted. Weapons are dropped into the world and the backpack becomes a mobile container.
  • Tree Improvements
  • Pieces cut from trees now appear instantly!
  • Logs cut from trees can no longer be moved using placement mode due to an issue with their pivots that prevents them functioning as expected.
  • Fixed issues with felled trees where the player could bump into the chop sections.


Passive AI
  • Added chance based small game hunting traps that can be placed around the world. When the player leaves the area there's a chance they will catch an animal.
  • Stags now die with a rag doll.
  • Stags and chickens can now be harvested for items.
  • Base introduction of Stag and chicken AI.
  • Chickens now die with rag doll.
  • Passive AI now flee from noises created by bullets flying past them.


Vehicles (Limited access pre version 0.12)
  • It's now possible to switch seats while inside a vehicle.
  • Fixed issue which could sometimes mean drivers/passengers would be invisible inside a vehicle.
  • Vehicles now have resistance when driving on water.
  • Vehicles can no longer drive on water.
  • Added functionality for the player to slide off vehicles when they start moving.
  • Added functionality for player to receive damage from moving vehicles.
  • Added functionality for damaging AI when being hit by a vehicle.
  • Can now enter vehicles pressing interact.


Animations
  • Fixed issue where flashlights would play turn on animation and attack when pressing right mouse. All flashlight functionality has moved over to "V" input.
  • Lola handgun jam animation now plays correctly.
  • Assigned animations for crawling zombies attacking.
  • Fixed various fps animations that included an empty cartridge/shell that could be seen when slamming doors open.


Weapon Improvements
  • Reduced firing sound reverb when outside.
  • Melee weapons now have a shorter time between attacks. This remove,
  • Holding down attack button now continues to swing weapon.
  • Ejected shells/cartridges now play sound when they hit the ground. These are specific per weapon and to the surface the player is stood on.
  • Weapons now eject shells/cartridges.
  • Decreased and fixed the intensity of the muzzle flash distortion.
  • Updated and improved all weapon muzzle flashes.
  • Bullets now whistle as they pass overhead.


Optimisations
  • Removed cpu overhead that was being caused by zombie checks for traversing objects.
  • Balance
  • Axe and hatchet now do more damage to trees.
  • Axe and hatchet now receive less damage when being used on trees.


UI
  • Small workbench no longer has multiple hover UI's
  • Changed the achievement icons in the Guide page. They no longer include the grey backdrop.
  • [Equip] button for the weapon you currently have selected is now grey.
  • Fixed issue which caused the kitchen taps and industrial doors to have 2
  • Fixed issue in the Guide page where the achievement icon would be have incorrect alignment.
  • Tweaked spacing in the Guide page to allow the help field to have more space.
  • New day notifications reasons for overall health changes now work again.
  • Current day UI gets cleaned up when forced disconnect happens.
  • Added the remainder of the GUI for the guide.
  • Item hovers now start fading as soon as an item is picked up.
  • Highlights for cut point on trees that have been cut down are shown from further away so that they are easier to find.
  • Added highlight to selected item in the inventory to make it clearer what you have selected.
  • Added functionality for highlighting possible attachments.
  • Added functionality for viewing and removing attachments in the inventory.
  • Improved description area layout in the inventory.
  • Fixed inventory descriptions getting cut off.
  • Fixed issue which allowed the player to navigate past the last page of the guide.
  • Progress circle UI when interacting no longer plays if the item doesn't have the action being requested.
  • Item hovers are now slightly brighter.
  • Item hovers now fade over distance
  • Item hovers fade closer at night to simulate limited vision.


Environment
  • Added environment filler content on terrain 57, 58, 24 and 36.
  • Added environment filler content on terrain 13, 50 and 49.
  • Spawn point west of old town moved to make finding guide campsite a bit easier.
  • Zombies no longer run through large trash piles.
  • Fixed floating platforms around mount baron.
  • Road texture in Fishing town improved.
  • Church no longer disappears when it should still be visible at distance.
  • Fixed issue with camp zone smoke disappearing and not being loaded again until the area was fully unloaded.
  • Fixed gab in floor between doorway in Old House variants.
  • Added environment filler content on terrains 28, 2 and 10.
  • Added environment filler content on terrains 42 and 47.
  • Added environment filler content on terrains 35, 36, 43, 44, 12 and 4.
  • Fixed missing interiors in house variant 3 and 2.
  • Fixed garage lights that were clipping.
  • Popovs roof access now has a door and frame.
  • Added environment filler content on terrains 62 and 54.
  • Added environment filler content on terrains 14, 22, 37 and 29.
  • Added environment filler content on terrains 08, 15, 16, 31 and 32.
  • Added new POI/Campsites guide locations around fishing town.
  • Added new POI/Campsites guide locations around Sage Creek.
  • Added 2 new POI/Campsites guide locations around Addersfield.
  • Added 2 new POI/Campsites guide locations around old town.
  • Water tower no longer pops in from so close.


Aggressive AI
  • Increased the visibility range for AI.
  • Fixed scenario where zombies would sometimes jump through a window and then warp back.
  • Fixed scenario where zombies could climb through windows that hadn't been smashed.
  • Zombies now attack player that are inside of a vehicle.
  • Improved overall player noise mechanic so that it's more reliable when triggering zombies.
  • Fixed zombie vision (Broken in 0.10)
  • Tweaked the idle sounds to make them less confusing against the new annoyance mechanic.
  • Reduced the overall distance that zombies are drawn to the player from. This is intended to stop them aimlessly breaking out of buildings unless they have a chance of reaching the player.
  • Reduced the overall wander range and frequency for day zombies.
  • Added zombie annoyance functionality which allow the player to sneak and receive feedback from zombies. They grunt and become agitated as they hear you moving around.
  • Zombies can now be looted for items. They have a chance of giving a small amount of ammo, rags, nails etc.
  • 6 new attack animations added.
  • Shorter delay between attacks.
  • Fixed issue where the zombie would throw errors into the log when inactive.
  • Zombie attack speed tweaked to make the zombies feel more aggressive.


Animations
  • Added animal harvesting animations.
  • Added base set of animations for Cricket vehicle.
  • Proxy and player driving animations added.
  • Added all new melee animations for 3rd party characters.


Crafting
  • Burger Helper canteen variants
  • Rice canteen variants
  • Ramen canteen variants
  • Oats canteen variants
  • Instant potatoes canteen variants


Props / Drops
  • Fixed floating nail in broken cabin models.
  • Added filled canteen variants.
  • Added new stag.
  • Added canteen variants of energy drinks.
  • Updated all broken cabin prefabs so that their doorways are accessible to zombies.
  • Added water storage container drop.
  • Removed the resource requirement from antibiotics in all treated crafting recipes.
  • Removed the resource requirements from Cleaning Kit (wire spool)
  • Removed resource requirements from Clean Rags (washing liquid and bleach)
  • Removed resource on antibiotics, bleach, washing liquid and wire spool.
  • Added ARG15 iron sights.
  • Added APUG sight Drop
  • Added Compact sight Drop
  • Added Reflex sight Drop
  • Added Suppressor Drop
  • Added Oil filter short Drop
  • Added Oil filter long Drop
  • Added mobile water storage container.
  • Added all new a2z Cricket vehicle.
  • Added 4 variants of overgrown vehicles
  • added 4 rural car park variants.
  • Added 2 rest stop area variants.
  • Added 3 variants of shipping containers that have smashed open.
  • Added 4 new industrial compound variants.
  • Added 16 new graffiti objects. Predominant use is for guiding the player to useful objects.
  • Added bunk beds prop.
  • Added 3 variants of shipping container bunkers.
  • Added 2 variants of popup refugee camps.
  • Added 2 variants of rest stops.


Optimisations
  • Added new culling system to specific objects like window inner frames and electricity circuits.
  • Removed shadows being cast by various objects that didn't require them.
  • Reduced view distance of various small props.


Admin
  • Added benchmark system which spits out a text file with relevant benchmark information.
  • Added new video permission used for new video tools.
  • Added /Dronecam command which allows player to fly around with smoothed out movement.
  • Added /Videomode command which disables unnecessary UI for recording.
  • Added /Resest achievements command to reset stats and achievements.
  • Added /PauseStreaming command which allows player to stop any sector loading.
  • Added /Daylength command which allows player to set the day cycle length in seconds.
  • Added parameter to /spawn command to allow player to spawn zombies in a circle around them.


Thanks for checking out the update. Stick around for 0.12 devblogs starting again next week! We have a lot of exciting stuff to talk about with vehicles being a big part of that. We've made some really fun progress and look forward to sharing it. As always, thanks for the continued support!

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