1. Survive the Nights
  2. News

Survive the Nights News

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

Pre-Alpha Devblog #23 (Experimental Build 0.10.25)

Hello all,

Thanks for checking out our 23rd devblog! We’ve released the initial 0.10.25 build to our experimental branch on Steam. Feel free to check that out, we need some feedback. 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
  • 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
  • Axe and hatchet now do more damage to trees.
  • Axe and hatchet now receive less damage when being used on trees.
  • 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.


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.


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.


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.


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

Pre-Alpha Devblog #22 (Attachments | Traps | Wiki )

Hello all,

Thanks for checking out our 22nd devblog! Progress is moving along nicely on 0.11.xx. We should have experimental builds out early week. We're currently waiting on a rebuild and a few tweaks. 0.11 introduces a good deal of mechanics and mechanic changes. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.

This weeks devblog will be a bit shorter than normal. We're working on polishing off this initial 0.11 build and we don't want to discuss to much of 0.12 + until we get this build up and live.

Weapon Attachment Work

Weapon attachment work has carried on nicely. You'll see quite a few being introduced 0.11 +. Below is a short clip Jos recorded. You'll see optics, suppressors and sights. We'll expand on attachments in the future including actual attachment animations if the community thinks it's a good fit.

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

Wiki Re-Work and Help

The wiki links in game are functioning again and the official Survive the Nights Wiki has been cleaned up a bit. We'll be asking anyone that's interested to please check in on all drops you come across in game and be sure there's an active wiki link by clicking the wiki logo.



These are only a handful of what has been worked on this week. 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 .11 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 #21 (Weapons | Vehicles | AI +)

Hello all,

Thanks for checking out our 21st devblog! Progress is moving along nicely on 0.11.xx. We hope to have experimental builds out by the end of next week. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.

Shell Ejection and Weapon Improvements

Weapon attachments are only one part of planned weapon improvements. We've spent some time this week working on shell ejection sounds effects and visual effects on current weapons. You can see some shell ejections and sound effects in the video below. You'll see many of these improvements moving forward, including some in 0.11. Checking out the changelog for all current changes.

https://www.youtube.com/watch?v=xns7HL63egE

Vehicle Work

Some of you may remember the 4x4 from our concept videos. Rik has been hard at work this week reworking models and textures. The 4x4 will be introduced early on in vehicle development. Eventually it will feature the fixed storage and tool holsters seen in the original concepts. Mobile loot and mobile bases are still a number one priority after the basic introduction to the mechanics.

Old 4x4


Improved 4x4

Passive AI Work

Passive AI will soon be introduced. The start of the process will include the stag and chicken. Both animals will be harvestable and both will provide meat. Work continues on passive AI this week. Among other things, Jos has been working on AI ragdolls. Below you can see both the chicken and stag ragdoll. You can expect to see the basic introduction in 0.11 and we plan to greatly expand on both animals and mechanics during the alpha stage.


Stag ragdoll


Chicken ragdoll...poor thing


Ragdoll in action

New Day Notifications

Some of you have reported new day notification issues. These have been fixed for 0.11 and are now a bit more informative. The player is made aware of his current status at the day's start. Just after this new day splash screen, the player is greeted with the new notification. This notification will inform the player on how they can improve their situation or what benefits they're currently receiving.


Notifications

Weapon Attachment Work

James has among other things worked out flashlight attachments this week. Flashlights will attach to most long guns and make night time survival a bit more bearable! Below is a gif of the attachment (in this case a large flashlight) receiving additional battery power. You'll not need to remove the lights to do this.


Powering an attached flashlight

These are only a handful of what has been worked on this week. 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 .11 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 #20 (Player Loot | RV Update | Design+)

Hello all,

Thanks for checking out our 20th devblog! Progress is moving along nicely on 0.11.xx. We hope to have experimental builds out by the end of the month. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.

Player Loot

James has been cracking along on a few features this week, one of the biggies is player loot. As mentioned in last week's devblog, zombies will be harvestable on death now. They will provide low-level loot. The 0.11 update will also include player dropped loot, something that has been missing since our stress tests. Some of you may remember when we first started testing network backend players would literally explode on death. All of their contents would just fly out of the model. It was rather entertaining.

Our new system is a bit more refined. As you can see in the short video below, players now drop their weapons and backpacks on death. Player loot and weapons will also of course spawn on a zombie related death. It's now possible to track down all your hard earned loot!

https://www.youtube.com/watch?v=0tQKz0_6VRw


Radios

Radios haven't functioned for quite a few updates now. They'll be making a return in 0.11. Players can find radios in the world and tune to 3 different channels as of now and communicate globally. In previous builds, radio chatter could be heard by all players even if they didn't have handheld radios. This issue is now fixed. Radios will require a good deal of testing.



Additional Weapons and Weapon Animations

We'll be introducing additional weapons in coming builds and have quite a few planned for alpha builds. We'll also be introducing a pump action shotgun shortly. John has been working on quite a few animation improvements, new zombie attack animations and new player animations along with our passive AI. Below is a preview of his pump action shotgun jam.

Pump action jam animation

Continued Design and Design Map

With each update in the foreseeable future we'll be including world design. Jos has been hard at work filling up the world gaps. In the screenshot below you can see his design map. The southern part of the map is filling in very nicely now and there's still a ton of design to be done and work will continue. We'll do our best to fill up the wilderness and we'll soon be introducing additional bunkers, container forts and roadside points of interest.

Additional design and campsite map

RV Rework and Update

The RV is a massive feature that we're very excited to be working on. Rik has spent the week reworking our concept RV which is nearly 4 years old now. A lot of our concept designs need love and a lot of them are getting it. The RV has had a total rework and will be introduced shortly after the introduction of vehicles. We hope to have all of the functionality working right out of the box.

Our old/concept RV interior

Rik's reworked RV Interior as of today

Our old/concept RV dash

Rik's reworked RV Interior as of today

These are only a handful of what has been worked on this week. 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 .11 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