Hey everyone,
First of all, apologies to everyone for how long it has taken to get back to updates. Now, this first update back focuses on stability of 0.8 and fixing some of the main issues that were plaguing the experimental build for too long. After this, more will be looked into actual features and more improvements. Then finally, 0.8 stable which will close out phase 1 of the roadmap and onto the more exciting things I showed in the last dev update! This post will be updated with experimental patch notes. To get onto experimental do this -> Right click Surroundead, Properties, Game Versions & Betas, select experimental.
It should also be said that saves on 0.8 will not work with 0.7 so make sure to backup your save if you want to go back.
Experimental Patch Notes - 23/10
Added new item: Pot
Added more stone spawns to the world
Pot is now required to boil dirty water
You will now see a direct difference in texture settings helping performance for lower end computers
Added setting to use 12 hour clock
Added setting to enable shadows from vehicle headlights
Added setting to disable distance field shadowing
Added setting to enable a continuous music loop
When you succumb to the infection it will no longer kill you right away, you have around 60s to figure something out as it trickles down your health (Only a cure will stop it now)
Improvement to 'dark areas' like bunkers, lights, etc will now actually be bright and more comparable to 0.7
Saw, Hammer and Cans allowed in toolboxes
Crossbow headshot multiplier increased from x3.5 to x4 and damage increased from 35-50 to 45-55
Attachments like NVGs can now go in the ammo tin and weapons case
Toolboxes allowed in Tools Cabinet
Broken glass bottle can now be used as a throwable to attract AI (You may have to find a new one)
Towing a vehicle now saves
Explosive throwables buffed
Extended mags now increase reload speed by 10%
All weapon mags now show what caliber ammo they take
Flashlight shadow setting now also applies to the weapon attachments that emit light
Adjustment to AI shooting code
Screamer can no longer attack the player with its non existent arms
Improved blood splatter effect
You can now edit global illumination quality without having to enable lumen or screen space
Player bite difficulty setting now correctly saves with your current save
Grenadier zombie archetype is more forgiving; less checks for if a player is in its vicinity (Was doing it twice every second), slightly smaller explosion radius, and 1 extra beep worth of time before explosion
Human AI use to despawn after 10 minutes, this has been increased to 20 minutes
No more extra animal meat bag, extra meat is added directly to its "container"
Fixed rocket launcher not damaging humans
Fixed an issue that would cause mist around zombie mouths to stay even after death
Fixed player standing up after sitting down
Fixed an issue that would cause settlement survivors to not spawn if you spawned at the safe zone
Fixed disable damage numbers not actually disabling them
Fixed multiple weapon's muzzle flash effect being rotated the wrong way
Fixed an issue that could cause the player to still be damaged after death leading to a few issues
Fixed Deadeye not having a suppressed audio and suppressor in wrong location
Fixed an issue where 1 of the classified container quests would not remove its marker once completed
Fixed leaning right while not aiming would move the camera slightly more right
Fixed the largest random spawn bandit camp not spawning a boss
Fixed an issue with unique vehicle spawns by adding an extra backup check to the unique vehicle spawning system (It should also be noted that only 1 of those unique vehicle can spawn in your save)
Fixed issue where a stationary vehicle wouldn't be able to move against zombies (I still want to look into this but this will make moments like this much less annoying)
Fixed Carry Vest showing wrong amount of slots
Experimental Patch Notes - 16/10
Fixed an issue that could cause a vehicle to damage the player when it took damage below 0 health even though you were not even in it
Fixed an issue where you could get infinite XP by constantly stomping on dead bodies
Fixed stretchy zombies
Optimised zombies when they're dead
Deadeye buffed and now accepts more attachments (Find a new one)
Improvements to the action bar
Fixed issue where shooting a dead body with a crossbow would keep giving xp
Fixed scenario where unequipping fishing rod would have it float around your body
Adjustment to zombie spawner that detects if a player is close by, stopping the spawn
Fixed an issue with buildables where there power would be shown to off
Fixed an issue with generators where they would always show turn on even if they were already on
Moving an object now powers it off
Experimental Patch Notes - 12/10
Fixed weather not changing (Updated system, you will see new changes and improvements to the weather system, also the in game date will be reset)
Possible fix for vehicles smoke not disappearing
Possible fix for spaghetti dead zombies
Fixed an issue that could cause acidic zombies to explode again if damaged after death
Fixed an issue that could cause items to not spawn out of classified containers
Change to save UI, no longer is the thumbnail shown on the save itself but is shown in the 'save info' details panel when it is clicked on
Vehicle spawners reverted to how they were before last update
Crouch sprinting is more forgiving now (With the noise it gives off)
Added an option to disable the player bitten animation
Fixed some issues at the lodge and mansion POI
Adjustments to some melee animations
Fixed and optimised zombie eyes
Experimental Patch Notes - 30/09
Fixed normal zombies not dropping any loot
Fixed water well constantly saying it can't fill
Fixed an issue that could cause a crossbow kill to give multiple kills and some other issues
Possible fix for stretchy zombie limbs on death
Fixed Classified Containers not spawning
Fixed an issue where reloading and then playing a different animation would bug the magazine being reloaded
All consumption/usage animations have been made slightly quicker
Fixed being able to fill a water bottle from anywhere
You are no longer able to rip equipped items
Fixed an issue where held items would stay in your hand
Fixed filling a plastic bottle not working
Still working on a fix for the weather system
Experimental Patch Notes - 29/09
Added new items: Saw
Big change to crafting Wooden Planks. It now requires only 1 Wooden Log but you also are required to find a Saw (The Saw does not get consumed on craft) and this will be looked at getting added to other craftable recipes
Adjustments to muzzle flashes (Only smoke will appear if a suppressor is attached and less than before)
Fixed an issue where animations like reloading, chambering a weapon, etc would not play if it isn't rendered on screen
Fixed laser disappearing when hipfiring
Fixed grenadier zombie archetype beeps before explosion not playing if you killed them
Fixed Screamer constantly screaming if you were closeby
Fixed turrets not actually shooting/damaging
Possible fix to traders not refreshing items
Fixed an issue that could cause issues when changing weapon (Not being able to shoot, only push, etc)
When a zombie loses visibility of the player, instead of going back into a roaming state, it will go into an alert state and move to a location close to where the target was last located
Fixed issue that would cause elimination quests to not count the kills
Fixed an issue causing the mist around zombie archetype mouths to not be removed on death
Headshot with a bolt will no longer destroy it
Bolts have an increased chance to spawn in ammo containers now
Sledgehammer swing is slightly faster
Medical bag now accepts infestation sample
Increased crossbow headshot multiplier from x3 to x3.5
Adjustments to player bitten animation
Fixed bandits and coyotes not attacking your vehicle
Reduced radius that a bite can actually bite you
Increased APC health to 300, you may not see this change until getting a new APC however
Fixed an issue causing sprinting/crouch sprinting to create the same amount of noise as normal walking
Fixed having to hold down interact to deactivate a turret even if press was enabled
Fixed an exploit where applying burn to dead AI (Molotov) would give free XP
Fixed infestation Molotov XP glitch
Fixed APC not able to detect vehicles for towing
Fixed some AI being able to tank explosive damage
Issue fixed where slot.sav would corrupt and thus cause crashes when launching the game or trying to access that save (Thank you to Hegi)
Possibly fixed an issue that could cause you to be unable to use a consumable when it's in another container
Fixed collisions of new workbench models
If a water well is placed somewhere it cant fill, it will no longer repeat the notification but only only show it once after being placed
Wooden rove concave corner and viking ornament now have the correct item when it is picked up
Fixed not being able to use consumables in vehicles
Loot all will only close the inventory UI if all items are looted
Possible fix to zombie ragdolls having stretchy arms
Reduced dynamic event spawn time down to a maximum of 60m
UI notification on reading a book/magazine and what is has done (eg, give XP, etc)
Fixed crowbar not losing durability on unlocking a door and you now get xp
Added a notification that tells the player to unequip the item before equipping another
Crossbow now accepts scope attachments (Look to find a new one)
Zurvivor