Hey everyone, This update outlines the next update and a refined roadmap.
An Apology
I said I was going to get this update by before Christmas. I'm not going to be able to for 2 reasons; one, I'm currently not happy with how it would of been released, with it being a full rework of the inventory (Which I heavily underestimated the work on) I don't want this having multiple issues and would rather sit down and keep improving it. Two, while I will still be working on the update over the current days and weeks around Christmas and New Years I'm going to be spending some time with family and friends, simple as, not much more to it then that. So, when is it you ask? January, over the next 1 to 3 weeks I'll be able to lock down a more precise date and start with a long overdue experimental build before stable.
The Roadmap
Phase 1
- The majority of phase 1 is coming out in the the first major patch in January, with the possibility of it including the bunker additions too and if not that will be released shortly after.
Phase 2
- Building a settlement system - This system will tie into quests but revolves around upgrading a settlement from ruin to glory. More information in the future.
- Reworked human AI/Other AI - Human AI is meh. It does what it needs to do, but not very well. I'm going to completely remake them so the system works smoothly and allow some various actions the AI will be allowed to perform.
Phase 3
- Vehicles - This is more of a "layering" system for the vehicles. From physical modding to enhancing general specifics, or even a towing system for trailers and more.
Phase 4
- Lore - I'm going to keep adding to the notes, radios and some new systems but with this you will see a full fleshing out of the lore and what happened to this place.
- Character perks & traits system - From the occupation you chose, to specific features about your character, this will all come together to a more in depth character creation and life of your character (I do not plan on forcing you to start a new character to reap the benefits of this system).
- World electricity system - Go to the power plants and electrical substations, clean them out and keep others out to provide electricity and goodies to selected locations.
Phase 5
- Multiplayer - Simple as. The penultimate ending to coming out of early access.
- And more...
[ 2024-12-18 22:38:30 CET ] [ Original post ]
Hey everyone, Steam Autumn Sale is here, Steam awards are here and an extremely good looking 2025 to come.
As we come to the end of 2024, if you feel SurrounDead is worthy of being voted for, I'd be grateful if you do!
Good luck surviving and look forward to the future!
Zurvivor
[ 2024-11-27 18:59:28 CET ] [ Original post ]
Hey everyone, Just a quick update on what is happening at the moment.
When is the next update?
First of all, apologies for this update taking longer than I thought. However, the plan is to have this update before the end of the year (Most likely slightly earlier than that so I can enjoy the holidays however). Progress has been mainly focused on the inventory system and some other features that I look forward to people seeing.
What will this update have?
[olist]
What's planned for next year?
A lot is planned. The roadmap will be getting some changes (Multiplayer is still staying where it is however). There will be 1 other thing involved that some people have been asking for (Not related to game updates) that I'll hopefully announce then too. So, look forward to that and hearing what is coming in 2025! Zurvivor
[ 2024-11-25 01:31:38 CET ] [ Original post ]
Hey everyone, This is just an update on what is happening with the inventory remake/rework.
Stats & weapon malfunction chance
So to begin with a controversial feature; weapon malfunctioning is coming to the game but what does this actually mean? [olist]
Experimental testing
Stuff is starting to look better for the remade inventory but it still needs some extra stuff and many new items (There is only like 15 at the moment). With that what I will say that at this moment it is not long until I start open experimental testing for everyone to try and see how it expands as I add and change more stuff via community feedback.
Next to do with all this
At the moment I am currently sorting out the mass list of weapons in game, sorting out their stats, if they should be in the game, etc. For example the M4 (The larger version of the M4CQB) is being removed and replaced by the M4 FDE. Also, adding features like disabling backpack in backpack is still needed and once this is done I will be looking at the community requested features on the the Google Forms link I posted a few weeks back. The changes I add will be shown in the experimental build when it is released. More info on all this will be said at the end of this week also. Zurvivor
[ 2024-10-21 21:36:51 CET ] [ Original post ]
Hey everyone, This is just an update on what is happening with the inventory remake/rework.
Progress
Progress has gone really well and the system is up to a base standard where it could be used in the game now, but missing features and improvements that need to be done first. Systems that still need to be completed are stuff to do with the difficulty system, attachments and many parts of its UI design and a few more things. However, I am very happy with the look of it and some of the stuff I'll be able to add to it in the future.
What is new?
- Randomised Stats: Weapon stats and some equipment stats will be varied. Now 1 question you may ask is "Isn't this going in a very looter shooter way" and to a degree that is true but in no way do I want the game to turn into that. The randomisation of stats is more to increase the variety of items and what you can find and make you want to look out for the better stuff as you scavenge "The Valley". The stats that are randomised are: Weapon damage, firearm RPM, critical hit chance & multiplier, malfunction chance on damaged firearms, melee stamina drain, throwable damage, armor protection and possibly more.
- Loot Container Marking: The old system of putting items in loot containers caused quite a few issues and with the new system it fixes these. After looting a container, you will now be able to mark it as a storage container and whenever it is marked it will save the loot that is inside.
- New Firearm Damage System: Firearms now have 1 damage stat and damage to AI is adjusted via multipliers depending on shot placement (Body, head). As an example and all is still WIP: Pistol / SMG: 200% - Base damage = 20 dmg -> 40 dmg AR / LMG / Marksman rifle: 225% - Base damage = 45 dmg -> 101 dmg Sniper Rifle: 250% - Base damage = 90 dmg -> 225 dmg Shotgun: 150% - Base damage = 20 dmg for 6 pellets (if all hit = 120dmg) -> 30 dmg or 180 if all hit
- And More
What is not being removed or changed?
- Backpack in Backpack: This is not getting removed, despite some confusion. This will continue to be a difficulty option that players can opt in and out of. I am also looking at improvements to the system when it is enabled.
- Weight System: This is something I am currently not looking at adding to the game. I will look at it in the future but at this moment in time you will not see it soon or at all. However, with everything please suggest stuff (even if it is a weight system) and all.
[ 2024-10-13 22:03:20 CET ] [ Original post ]
Hey everyone, So the plan at the moment is to rework the backend stuff of the inventory to the new system. Now once this is completed I will start to release experimental build updates that will start with hardly any items and go from there. Following on from these updates, I will also look at improvements once it is at a base standard to what we currently have. Now, I will also release frequent dev updates on the discord and here in 'dev updates' on steam to let everyone know how everything is going and what you're to expect. With that, the next update won't just be just this inventory stuff but it will also include the brand new infestations system (You will probably not see this in the experimental builds). Doing all this will make stuff in the future much more fluid and reduce quite a few headaches I've had with the current system. A lot is still to come and I'll let you all know what that is soon. Big and juicy updates are coming! Zurvivor TL;DR Inventory System backend changes and improvement, new infestations system and more
[ 2024-09-30 23:24:40 CET ] [ Original post ]
After the recent update an issue occured via loot containers becoming invisible. With this quick hotfix all you need to do to fix it is to; [olist]
[ 2024-09-29 23:35:13 CET ] [ Original post ]
Just a quick hotfix with a big improvement to the attachments UI. I am now looking at undergoing the inventory stuff also.
- Attachments are much easier to access now
- Setting a current save manually is now an option you have to opt into
- Fixed invisible objects at the hotel
- Fixed being prompted to "Click to start" every time you go back to the main menu from in game
- Fixed saves not changing their information when looking at them
- Fixed prompts for saving, loading and deleting saves
- Fixed an issue that sometimes the main menu would stay even after entering the game
- Fixed cursor disappearing in main menu and not being able to do certain actions after this
- Fixed after starting a new game, respawn points, etc from your prior save would also apply to your new game
[ 2024-09-27 23:17:55 CET ] [ Original post ]
Edit: This is not removing bagception, etc. It is a behind the scenes remake of the system and with this I can look at making additions and changes to the system that the community wants Hey everyone, I am looking at currently upgrading the behind the scenes of the inventory system. This involves recreating every single item in the game and more. This does mean once this update comes out your saves would not work (As your player inventory system would cease to function as it has old data, but I will look into it so you can continue your current but having none of your previous items). So, what stuff would you want to see added, changed or removed to the inventory system? Answer below: https://forms.gle/VLv7SvXQvMc4oH1w5 Also work is continuing on the infestation system and the irradiated area in the north of the map. Lots more to come... Zurvivor TL;DR Remaking the inventory system, old saves wouldn't work and continuing on with infestations and the northern irradiated area
[ 2024-09-25 16:13:30 CET ] [ Original post ]
Apologies for missing these out when doing the patch, I will be updating this post:
22/09 - 16:00 (BST)
- Fixed scope issue with scrolling
- Fixed floating animal meat bags
- Fixed typo when repairing a vehicle
- Fixed not being able to remove 2 sets of trash piles in a fire station building
- Fixed sound of equipping and unequipping larger melee weapons
- Fixed footsteps when walking with binoculars being used
- Fixed issue with first person audio being wonky (Please report further issues with this)
- Fixed first person ladder climbing
22/09 - 14:30 (BST)
- Added option to disable weapon scrolling (If disabled no holding Alt for camera distance)
- New building block at POIs is now default set to false (There is also a difficulty option that came out shortly after the patch yesterday)
- Fixed issues with weapon scrolling (Building, inventory, etc)
- Fixed vehicle braking above 25mph
[ 2024-09-22 13:35:02 CET ] [ Original post ]
First of all, apologies for the delay in this patch. Look forward to patches coming after this one as I stated in the previous dev update. Now onto the patch notes:
- New small town located next to the Airfield called "Lower Bottom"
- New difficulty setting that stops you from building at "dungeon" POIs (Traps can still be built)
- You can now scroll through your equipped weapons simply by using your scroll wheel
- Option so you can press interact key to loot a container instead of holding down the key
- You can now sleep via using the RV
- When getting in a vehicle, your current weapon will no longer be unequipped and will show back when you exit the vehicle (also weapons and backpack are hidden)
- Airdrop markers now show what type they are and are larger on the map
- Improved detection of being at a POI (mainly at the bunkers)
- Trees and stones now drop all of their materials once they're destroyed/chopped down (Less picking up 10x stones, etc)
- Reduced hits needed to chop down a tree and destroy a rock
- Picking up a container/tent now drops the items at your position instead of blocking you from picking it up until all items are removed
- Adjustments to loot table
- Hold Left Alt and scroll mouse to change camera distance in third person
- Improved lighting of placed objects
- Reduced noise that crouching produces
- Consuming rad pills, etc now instantly stops geiger rad sound
- Dead player inventory UI now resembles 'alive' inventory look
- Adjustment to where the player perceives audio in first person (please say if there's any issues)
- Adjusted all vehicle physic models (Mainly to do with collision)
- You can no longer remove large boulders when placing objects
- You can now disable AI bullet trails also
- Improved location of where flashlight beam is spawned from
- Flipping a vehicle only changes its rotation now
- Secret intel laptops no longer sell for $1 but $500
- You can now use binoculars near walls and move while using them
- Slightly reduced chance to find fish
- Player placed turrets now produce much more noise (aggroing more AI)
- AI weapons now produce a lot more noise that will aggro more AI around them
- Improvements to visibility of text when choosing options in save menu (A better formatting system for text that will be used in more locations in future updates as it's more modular)
- Adjusted some zombie spawns at the port
- Improvements to main menu
- Fixed markers disappearing after death of the player
- Fixed trying to build inside a no build zone could cause you to get locked in build mode
- Fixed power attack (mainly) and normal attacks with melee weapons sometimes not dealing any damage or not hitting a target mid swing (when it should)
- Fixed issue where a laptop quest wouldn't start as it's calling an already started quest. Will now be unique every time and drop the laptop/show a warning if there no more laptop quests in you "play session"
- Fixed reversing where vehicles would go faster than going forward
- Fixed issue where geiger rad sound wouldn't stop
- Fixed oxygen bar randomly showing up when it shouldn't
- Fixed markers not showing on the compass after loading a save (This will only apply to new markers you place)
- Fixed POI bosses not counting towards kill count if you go to area, leave area and then come back to it (Would also change their name to default)
- Fixed loot refill timer difficulty option not actually working
- Fixed when dying in a vehicle it keeps driving off even after death
- Fixed issue where a corner roof piece couldn't be placed if a floor piece was underneath it
- Fixed not being able to snap floor pieces to triangular floor pieces
- Fixed still being able to use night vision after taking the battery out while using it
- Fixed lockpicking not giving any scavenging or thief skill
- Fixed issue where some UI elements wouldn't be able to be recreated after death or exiting to main menu
- Fixed resetting all key mappings doesn't take effect until restarting the game
- Fixed issue where you could infinitely sprint by changing weapons when at 0% stamina (toggle on)
- Radio UI now gets removed correctly when exiting to main menu
- Fixed not being able to open up riot gear equipment when it's unequipped
- Fixed some boss spawn locations
- Fixed passive skill UI showing as default numbers until an action that changes them directly causes a change in their UI
- Fixed an issue that would randomly not allow you to open debug menu
- Fixed an issue that could weird times with loot refill
- Fixed Pacific Palm Mall POI details and boss spawn
- Fixed zoom in with binoculars causing you to see player body
- Fixed not being able to remove a marker if it was on top/below of a POI marker
- Fixed infinite XP farm to do with POI crates
- Fixed wolf ragdoll
- Fixed binocular view
- Fixed front prison door being backwards (Caused issues with keycards, etc)
- Fixed blood decals appearing on weapon attachments
- Fixed spelling mistake at Ellwood radio
- Fixed floating trash at Grain Valley Subway entrance
- Fixed Deadeye not aggroing nearby AI
- Fixed hair type 7 showing as bald in character creator
- Fixed falling through map at a couple of locations
- Fixed vehicles changing color
- Fixed garage door not actually fully opening or closing
- Fixed garage door not allowing a few vehicles to go through it
- Fixed crashed aircraft collision
- Fixed an issue that could cause the airdrop marker not to spawn
- Fixed small building (mainly located at the port) where you couldn't walk into it properly
- Fixed human AI weapon tracers going through vehicles
- Fixed Z fighting in police station
- Fixed collision issue in particular garage of a house model
- Fixed flashlight not showing scoped in or using binoculars
- Fixed airdrop plane randomly disappearing in the middle of flight
- Fixed not allowing difficulty change during gameplay not even working
- Fixed not allowing difficulty change progressing to other saves and vice versa (this is mainly a fix for future saves, but may apply to your current save if you haven't changed to another save with it on the opposite setting)
- Fixed wanderer pants being spawned as cargo pants
- Fixed radiation still damaging player after an infestation was destroyed
- Fixed being damaged by razor wire while in a vehicle
- Fixed placed turrets damaging other placed turrets
- Fixed not being able to exit out of binoculars if you're looking at a wall
- Fixed a possible issue where skill points would show as 0
- Fixed 2 buildings in West Grove near the market causing players to get stuck
- Fixed multiple collisions at the port
- Fixed location at port where it wouldn't change player to swimming movement and you couldn't see the water
- Fixed floating trees located near to destroyed tunnel in the north of the map
- Fixed an issue with the battery charger station that could clear its contents
- Fixed not being able to quick drop items out of containers
- Possible fix for inventory staying on screen after death
- Fixed trader names not showing up as their unique name in dialogue
[ 2024-09-21 15:31:38 CET ] [ Original post ]
Hey everyone, I was hoping to of had the next patch out by this day however commitments outside of the game for this weekend has pushed this back. Work on said patch is still going well and fixes alot of issues you have had as well as bringing in new additions and changes. So what happens after this patch?
Reworked Infestations
Infestations in their current state are boring and sometimes broken. With this rework, they are getting a heavy visual uplift and a massive mechanical change too. When you start a game there will be "Primary Infestations" that need to be taken out for special rewards and more. These primaries also have secondaries that need to be destroyed first before taking out the primary one. To not give a way too much information, once all are destroyed you will still see randomly spawning, small infestations in a similar way to how they are currently setup.
Reworked Bunkers
Also coming after this is reworked bunkers. No more bunkers that look all the same, but unique layouts with unique puzzles and more. Expect the unexpected... Until next week, I will not be able to work on the game until my commitments are over. Until then keep surviving and enjoying the game! Zurvivor TL;DR Commitments this weekend, expect patch shortly after and news on infestations & bunkers
[ 2024-09-11 23:43:58 CET ] [ Original post ]
- POI System - All POIs are now discoverable and major locations have named bosses and unique containers to loot
- Alternate POI System - Beginning with the observatory. A select few POIs will have alternate styles they can have. From being covered with zombies, to covered with Coyote soldiers. For each of these, there will be unique reasons for why a certain thing spawns
- New overgrowth added around the map
- New truckstop location added (More smaller locations like this coming in patches to follow)
- Camera shake intensity slider
- A selection of vehicles now have a random color they can spawn with
- You can now open a locked door with a crowbar, however causing a lot of noise while doing it
- All traders now have unique dialogue
- More crashed helicopter spawns added to built up areas
- UI that shows durability of radiation filter
- UI that shows battery level of night vision goggles
- UI that shows battery level of flashlight
- You can now quickly drop an item or entire stack of items with Left Shift + Right Click
- New items:
- AR45
- AR45 Mag
- AR45 Extended Mag
- Wanderer Jacket
- Wanderer Pants
- Oil Rig Boots
- Oil Rig Tactical Helmet
- Winter Coat
- Old Chest
- Shark Ornament
- Boat Helm Ornament
- A few changes to the prison and oil rig and where loot is and some miscellaneous objects
- You now see all POIs you discover without a GPS but still need one to place markers or see unique events
- Allowing can opener in lunchbox, lockpick in tool cabinet and container and antiseptic in medical containers
- Improved melee accuracy and detection
- You can now open and close locked doors as you please after unlocking them
- Changed skill tree UI so more skills can be added
- On skills that require a key press, the default key used will be shown to the player on the tooltip of the skill
- Player marker now scales with zoom of map (Zoomed in it will be smaller and zoomed out it will be larger)
- Increased damage water does to vehicles
- Default camera vertical offset has been changed from 0 -> 5
- Changes to zombie loot table
- Changes to first person camera
- Increased camera shake when damaged and hitting with a melee weapon
- Removed airdrop timer setting due to changes to behind the scenes code of the system
- Time between auto saves has been increased from 300s to 600s
- Siren sound is no where near as annoying and loud now
- Animation when hovering over a player marker
- Optimizations to textures
- Optimizations to save menu UI
- Fixed unique oil rig equipment not spawning at the oil rig enough
- Fixed spot on oil rig where player could get stuck and not be able to move
- Fixed garage door not spawning pick up when destroyed
- Fix for oxygen UI still showing
- Fixed being able to shoot while building
- Fixed compensator attachment on SV98
- Fixed hunters scope attachment on AK15
- Fixed certain items not spawning on zombies corpses
- Fixed permadeath death screen showing an extremely large number for how far you have traveled
- Back-end change to AI health bars that should fix issue where it stays on screen
[ 2024-08-18 15:58:51 CET ] [ Original post ]
Hey everyone, just want to give an update on what is happening at this moment in time.
The 'Discovery' update:
To begin with stuff was a bit more busy than I expected today in real life. Also the issue I ran into has been fixed and stuff is looking ready. However, I want to delay it until Friday to add more content to it (Additional stuff the community wants). The POI system and other features are all done but I am eager to add a bit more for one larger update a couple days delayed. I will also look at doing a sorta impromptu AMA in one of the VCs in discord and make sure to poke me about this as the days goes on leading up to the end of the week.
The test:
I am going to create a secondary map for testing (a copy of the current map) and this version will allow it so you can destroy every single piece of furniture in buildings and a little bit more. When this test version goes up it will be used for performance testing and more so I can make sure that it doesn't adversely damage performance, saves, etc. There will also be a discord chat page created so all this talk can be localized there.
Finally:
I want to apologise for the delay, nor do I want to create this a normal thing with future patches but with the recent uptick in SurrounDead players I want to release a slightly larger update with more content, changes and bug fixes than what was slated for tonight but a bit later than expected. This post will be available on reddit and discord too. Zurvivor TL;DR Patch now coming Friday with more content, changes and big fixes.
[ 2024-08-13 20:37:14 CET ] [ Original post ]
Hey everyone, First of all, SurrounDead is on sale for the following week, so enjoy the 50% off and I look forward to hearing from new players! The next patch 'Discovery' will be coming out this weekend/leading into Monday. This patch will be the first part of updates including that add and improve the late game and reworking certain pieces of content/features. For example, reworked bunkers and infestations (No news today but look forward to more fun and an expanded experience for both pieces of content).
So what's next after these patches?
After these reworks and new content, we will be leading into the quests update that will be a heavy undertaking to add a lot of new content to the game and more. Furthermore, small and larger changes will be happening to current POIs in near and future updates (From slight level design to loot containers, etc). And a poll, about changes to base building: Poll about limiting (large) base building to selected locations around the map There will be a new dev update post after the 'Discovery' patch has been released going into more information on the future. Also a small teaser for what's coming, should we say to a city near you...
Zurvivor
[ 2024-08-08 19:51:27 CET ] [ Original post ]
Hey everyone, The next patch is around the corner (1 to 2 weeks max) and this patch is a slight move away, but also a big step forward for the world and content of SurrounDead. So what will this update consist of? The main reason for this patch is to give the world of 'The Valley' a bigger reason to be explored and reasons to go to now and old locations alike. At the moment, some of the features that this update will consist is;
- Explored/unexplored POIs - Discover them, loot them, defeat the undead or human enemies. After discovering a POI the location will be added to your map.
- More random events - From current heli crashes, to one or two new ones.
- Overhaul of observatory - Changes are happening, these changes may apply to new locations too.
- More bosses - Each prominent POI will have a named boss you can take out to get unique and desired loot.
- New locations - Not the Infected Deadzone but more in pre-existing areas.
- And more to add to the discovery of 'The Valley' that i haven't and won't outline here ;)
[ 2024-07-26 22:37:52 CET ] [ Original post ]
Hey everyone,
A smaller patch here today but the stuff on the horizon is looking very good. So what's happening?
To begin, I am going to be taking a break from game dev stuff until the end of this week so I can sort some things out. This then leads to the next patch after this; I'm going to be working on a new feature/slice of content from the roadmap before the release of the 'Infected Deadzone' (As well as other smaller updates).
Now. moving onto the 'Infected Deadzone', the scope of this update has increased to feature a large city and new content for the player to find, explore and suffer to the consequences from. This means the 'Deadzone' update and the end game update will actually release closer together, so once the 'Deadzone' update goes out don't expect to be waiting long for revamped bunkers, revamped infestations and more.
Finally, in the next dev update post I will be showing off deeper planning for the end game update and some hints for the Deadzone update (Which I want to keep more secret). With that, onto the patch notes:
- You can now rename player placed containers [*[ You can now sleep in player placed tents
- Buffed Makeshift Knife
- Slightly increased melee hit detection size
- Improved some building and vehicle lighting
- Slight camera lag when driving vehicles
- Fixed night vision when scoping in with a weapon
- Fixed some floating and sunken vehicles
- Fixed 'Sneaking Magazine' being wrong
- Fixed zombie dog stopping attacking and movement when hit with a weapon that can cause pushback
- Fixed zombie dog not having a hit animation
- Fixed zombies walking through stationary vehicles when you're inside them
[ 2024-07-10 20:02:32 CET ] [ Original post ]
- Fire from molotovs actually cause the AI and the player to burn even when they've left the "zone of fire". Fire will stay on the AI/player for approximately 15 seconds for AI and 12 seconds for the player
- Materials trader added to safe zones
- You can now disable an enemy turret by getting behind it and interacting with it
- Water wells added to safe zones
- New player spawns
- Battle Ready Glock, Cerberus, Winchester 45, Exterminator, Guardian, Survivor and Valkyrie buffed
- You now have to turn on the radio that plays constantly
- The power of which a grenade is thrown is now determined by what you're looking at (Distance)
- Improved radio text with new UI and texts (More to be added)
- When building, the degrees you are placing an object at (Rotation) is now shown
- Airdrops, jets, etc now disconnected from save system and are able to spawn from the first time you enter the world (Timer resets every time you reload the game)
- Reduced volume of AI firearms
- Notification when a helicopter crashes
- Slight delay between death and acidic zombie blowing up added
- Changed name of police station briefcase to avoid some confusion
- Health regeneration is now faster but only heals up to 80%
- Slightly reduced molotov AOE
- You can now stack books and magazines
- You can now gain toughness by standing in radiation without a mask
- You can now put attachments into a weapons case
- Ladders now have sounds when moving up & down
- Smoother vehicle driving and adjusted all vehicle collisions
- Adjusted katana position on player and other melee weapons
- Fixed ladder climbing where player would just walk off (Causing possible fall damage, etc)
- Zombies and other AI will no longer block the muzzle of your weapon
- Fixed 'Shakes Cones Trader' trying to sell item for credits instead of normal money (Same fix for other traders)
- Fixed zombies ignoring vehicle damage after being hit once by a vehicle
- Fixed lockpick being slightly offset after it shakes (Breaking)
- Fixed Big Rig causing crashing sounds when turning
- Fixed Charger vehicle hitting ground quite a lot
- Fixed stamina still going down once entering a vehicle
- Fixed weird zombie behaviour around infestations
- Fixed getting into a vehicle with 0 fuel still plays vehicle sounds
- Fixed closing save menu when in death screen doesn't show respawn options after
- Fixed frag grenade and pipe bombs randomly despawning before triggering an explosion
- Fixed regenerating health not starting when spawning in
- Fixed fishing probability to feel a tug on the line
- Shooting range targets now have a name
- Fixed trader names not showing in vendor menu
[ 2024-06-27 22:52:49 CET ] [ Original post ]
Hey everyone, Today marks the day SurrounDead has been out for 2 years. The game has changed massively since launch day (And I hope for the good for the most of you). There's still quite a bit more to go to create SurrounDead into the game the community wants and something I'd be happy to buy with my own money too as a full product. So what's next?
The Near Future:
- Infected Dead zone: The next large-ish update before the major one is the addition of a large irradiated zone with a small military town and military base. Destroyed due to outside attacks and attacks from within, discover the zone and fight your way through it.
- An Actual New Trailer: I've been terrible with this. At the moment, if you're not to look on youtube or anywhere there are only 2 very outdated videos of SurrounDead. At this moment in time, I am currently creating an updated trailer that shows the world of 'The Valley' and the dangers you will face. I expect this to be out around July/August.
- End Game Update: End game areas are gonna get a face lift, a larger reason to go to them and a more in depth design to them. No more, copy and paste bunkers but expect unique bunkers that differ depending on where you are. More information will come after the 'Infected Dead Zone' update.
- New & Reworked Locations: Apart from new POIs at locations that haven't been touched yet, I have plans to go and add to current POIs and improve or completely rework the design of current locations. The plan at the moment for locations currently is here:
- The City: Another new location and final "large" addition to 'The Valley'. Towering skyscrapers will cover the city to a surrounding suburban area. I will leave it at that, but extremely looking forward to everyone seeing how it turns out.
The Far Future:
- The Roadmap: There are still multiple major updates coming from; quests, to vehicle mods and a world electricity system you can control. I hope everyone is looking forward to these updates as they will add so much to the game. More news at later dates.
- Multiplayer: With major updates still to go, multiplayer is still coming but quite far still to go.
- Outside World Of 'The Valley' : What happens outside of 'The Valley'? In future updates you'll be able to travel outside of the world to smaller maps with unique locations. Get to these locations, get all the gear you can find, new lore to discover and then extract back to 'The Valley'. So yes, it sort of is a take on the extraction mode, but I don't want to overcomplicate it too much as this isn't replacing the 'base game' of SurrounDead at all but adds to it, with something you wouldn't even have to touch if you didn't want to. This also doesn't rule out anything about new 'large maps' but I am not currently creating a large one at least before 'The Valley' is completely finished. I will also share more information as stuff starts to get finalized, like how you get to these locations, what happens if you die and more. One thing at the moment is that however you will not be able to save at these locations or create a permanent base.
More news about certain things will be shown with time. Especially with new features like being able to go outside of 'The Valley' which I'm sure there will be quite a few questions about
Community Suggestions:
- Below is a link to a google form where you can suggest new content, improvements and bugs
[ 2024-06-24 23:14:14 CET ] [ Original post ]
Hey everyone, I'm back from my trip and starting tomorrow (19th June) I'm fully back into dev mode. At this moment in time, I'm looking at an update at the end of this week but more likely start of the next. I won't go in to detail of what this this includes but expect some new content, QOL stuff and many bug fixes. I'll be posting updates over on the discord with progress and more so keep an eye there for updates. Finally we're coming up to 2 years of SurrounDead and I'll be doing another dev update for that going over plans near, and into the future. There may be some other goodies but time will tell. Zurvivor
[ 2024-06-18 22:25:02 CET ] [ Original post ]
- Added a few abandoned camps that can spawn throughout the map
- The entire random event system has been rebuilt to use a new system (locations and behind the scene systems)
- GPU optimization
- AI animation optimization
- You can no longer open debug menu when in photo mode
- Improved left hand placement on weapons when moving
- Fixed an issue with first aid XP that could cause issues
- Fixed passive skill values when loading a save being different
- Fixed airdrop aircraft not moving
- Fixed an issue that could cause poor performance
- Fixed an issue with skill points being created from nothing after creating a save after playing another
- Fixed an issue where current passive skill points could crash the game on start-up
- Fixed flickering/pixelated water from a distance
What's next?
[olist]
[ 2024-06-07 00:15:26 CET ] [ Original post ]
Hey everyone, So what's next for SurrounDead. To put it simply, a lot but in this post I'm going to go through a handful of subjects that will show up before the next major update and an update on personal life from myself.
Random Events re-made
With the release of 1.5 came a few issues like some objects being invisible or not being able to move any objects. With this, I am moving away through from the system I use to spawn multiple objects in an instance. These instances are used from the settlements, to random events, heli crashes and some unannounced features that you may soon see (Some with this patch and some later on). With this, I have been currently remaking all of these instances from scratch which will mean 3 things; improved and new instances used in these events and more, improved performance due to how these are created and less bugs. This update will be released before 7th June.
Infected Deadzone
The next major location to be worked on is the massive radiated zone surrounded by an infected river. This area will deliver a different type of radiation zone where you will definitely have to plan ahead when you enter the zone. From human enemies to the infected, be on your feet and keep your eyes open. You'll be able to find a destroyed town and more. I will also show teasers and more as development of this area continues.
And more...
There is still a lot more to go in before the next major update and I'll keep the community updated on this over on the discord so expect to see other new features, quality of life changes and bug fixes. In other news I am going to be away from 9th June to the 17th June so expect little to no news from myself, but after this expect news on the 'Infected Deadzone' and more! Zurvivor
[ 2024-06-02 00:37:03 CET ] [ Original post ]
29/05 - Trader issue now fixed as the fix I implemented decided to revert itself before I pushed it to steam
- When the player is tying to interact with the vehicle's engine or fuel the interact UI will be hidden
- Adjusted vehicle values for both new vehicles
- Changed binoculars view position so it aligns more with the player's eye line
- All vehicles are now shown in debug menu
- Increased size of player marker on map
- Increased POI and quest markers size
- Fixed not being able to get out of your vehicle after it's submerged in water
- Fixed dialogue with Shakes Cones Trader & Military Trader
- Fixed buildable turrets not damaging AI
- Fixed issues with invisible objects, and doors you can't open at random settlements
- Riot armor now shows its protection value
- Fixed not being able to break open or picklock containers if a buildable was too close
- Fixed first person view when exiting binoculars (Scopes were fixed shortly after 1.5 release)
- Fixed wrong vehicle name for Van & Swat Van
- Fixed police station spelling mistake
- Fixed one of random scavenger safe zones not having a marker
- Fixed occupation drop down duplicating its values
- Possible fix for random issue where you can't damage AI with a vehicle
[ 2024-05-28 23:05:55 CET ] [ Original post ]
- A Revitalized Valley -
The entire valley has had its foliage update with new biomes. These all have a different atmosphere and break up the map instead of seeing the exact same tree throughout the entire map.
From your standard forest, to a birch meadow, or rolling hills with many flowers and the large trees of the pine forest. Be on the look out.
- POIs -
The north-west has been populated with new locations for the player to explore and areas to set up a base on. From a large forgotten hotel, to a ravaged police station and a new town or two.
- Dynamic Random Events - For now, you will start to hear an explosion or two when exploring the world and at these locations you will find a crashed helicopter. These will spawn at random times throughout your playthrough and give good loot. More will be added, stay tuned.
- New Survivor Settlements - When you spawn into the world in one of four locations on the map a new safe zone will spawn. These safe zones also have a settlement officer who will hand out classified laptop quests for a price. In future updates, mechanics for these settlements will be expanded.
- Removing trash piles - Starting with this update you'll be able to remove certain piles of trash in the world. Go up to them and smack them with the required melee weapon and they'll disappear. With following updates, dependent on player feedback more piles will be made destroyable.
- New Recoil System - A new recoil system has been made for SurrounDead. This system is now smoother than the last one making shooting a varied amount of weapons, much less annoying and more fun.
- Now when the player is aiming a weapon and decides to check around a corner you will now be able to lean around it and get a better angle!
- New loot options: 'Legendary Weapons' and 'Legendary Gear'
- New items:
- Scar-H
- Scar-H mag
- G36
- M1911A1
- M1911A1 clip
- M1911A1 extended clip
- Clothing cupboard
- Shelf
- Decontamination shower
- Weapons case
- Large weapons case
- Riot police jacket
- Riot police armor
- Riot police pants
- Riot police gloves
- Riot police boots
- Hawaiian shirt
- Swimming trunks
- Slippers
- New vehicles:
- Swat Van
- Resort Van
- Slightly increased max XP per each level
- Change to loading screen and when it removes the loading screen
- Max XP a level can go to is now set to 200,000
- Like modular building foundations; walls and fences will now remove nearby trees and rocks
- Improved inventory and context menu UI
- Reworked map system
- You can now scale the size of markers you place
- When looking downwards when attacking with a melee weapon, it will use the animation that will hit crawlers more easily
- Player spine now rotates to the direction you're looking in (Up & down)
- To pick up a buildable (Ones without the context menu) you now have to actually hold down the interact key until it reaches 100%
- Radio music now has its own audio setting
- Removed automatic door opening for locked doors when you were stuck behind them as this led to issues. You now interact with the door and it'll open as normal if you're behind it
- Changes to first person ADS camera position
- Changed UI location of medical effects
- 50 cal and 300 Winchester rounds have had their stack size increased to 100 from 25
- You can now stack razor wire, intel laptops and horde beacons
- Zombie sprinters (Roamer archetype) are now faster but do less damage
- You can now correctly see headwear shadows, etc when in first person
- Reduced zombie boss damage
- Reduced amount of fuel vehicles spawn with and slightly increased health they spawn with
- You can now increase zombie spawns up to 10x (Can cause performance issues)
- You can now craft rarer ammunition at the Weapons Bench
- You can now see a containers magnifier icon from further away but not from behind an object
- Zombies cant see behind themselves as much now (Sight peripheral set from 100 to 90 degrees)
- Recued human AI accuracy however sniper AI and boss AI still have higher accuracy
- Improved ladder detection (Especially when you're at top of one of them)
- Rotating a buildable is now more precise (From axis of 10 to 2)
- Increased possibility to find the oil rig keycard at the oil rig
- You can now free look in first person
- Ability to hide all markers when viewing the map
- You can now place a wooden roof top onto a roof piece and it'll line up with the roof piece on the opposite side
- Simplified fishing controls, you no longer have to right click to stop fishing just left click as normal
- Reduced selling price of harvestable materials
- Improved code for checking if a wall is in front of the player when aiming
- Random bullet hole rotation
- Airdrop locations should be much more random and be located across nearly anywhere on the map
- Changed unequip location for katana
- Slightly reduced noise made when crouching
- Reduced range around human AI where it'll alert others
- Buildables that can remove foliage will now remove stumps, etc
- Water and sand aren't as bright
- Lightning can now spawn closer to the player and is more frequent
- Optimizations to world objects, buildables, vehicles, etc
- Optimizations to zombie AI
- You can now hide cursor in photo mode again
- Fixed an issue that caused the player to never spawn and loading screen infinitely stay on screen
- Fixed issue with containers not resetting loot correctly
- Multiple clipping issues with first person fixed
- Fixed an optimisation issue with inventory item textures
- Fixed objects still being powered after the generator in the vicinity was removed
- Fixed bugs to do with transitioning between first and third person (Climbing ladders, ADS, etc)
- Fixed being able to damage an explosive barrel even though you're not near it
- Fixed player placed traps causing issues with shooting when near one
- Fixed player placed crafting bench displaying wrong amount of crafted items in stacks
- Fixed scoping in with a weapon, binoculars, etc sensitivity being heavily increased compared to normal sensitivity
- Fixed being able to shoot through buildables
- Fixed damage numbers covering up crosshair area
- Fixed adding an attachment to a headwear piece while in first person causes the mesh to be visible in front of the player's eyes
- Fixed splint not fixing broken bone
- Fixed player level not showing correctly after respawning from a death
- Fixed after death player max XP is incorrect of what the level should really be
- Fixed inventory UI issue where icons weren't centred to their inventory box
- Fixed multiple issues with ejecting rounds and muzzle flashes
- Fixed dropping portable lights turns into a lamp
- Fixed projectile rotations
- Fixed passive skill UI not showing when loading up a save
- Fixed in a new save passive skill levels showing as "50" and not displaying correct info until its updated via XP getting added to it
- Fixed water well being infinite if it somehow gets more than 2000 water
- Fixed some zombie types not making any footstep sounds
- Fixed hangars sounding like you're walking on metal
- Fixed shooting a landmine sometimes doesn't attract any AI
- Fixed zombie hound making a normal zombie sound on death
- Fixed entering photo mode when aiming messes with field of view
- Fixed wooden half wall not dropping an item and instead spawning itself again
- Fixed AI moving around landmines
- Fixed when opening map it shows "Zoom: " instead of "Zoom: 1"
- Made a change that could hopefully fix the random issue where you can't open the map
- Fixed FNFal mag clipping
- Fixed mag clipping on AK74
- Fixed some in engine issues with vehicle fuel, etc
- Fixed Saiga-12 scaling
- Fixed 50Cal muzzle flash
- Fixed some ladders showing a second ladder model
What's Next before the "End Game Update"?
- The 'Infected Deadzone' - A large destroyed town where no ones go and no one really knows what is happening on the other side of the irradiated water.
- New dynamic random events - Helicopters are in for now and more events will be added, from some sort of distress beacon, to a crashed survivor vehicle or a horde of zombies. There are quite a few possibilities here.
- And more!
[ 2024-05-27 22:54:12 CET ] [ Original post ]
Hey everyone, just a quick post here to say that development of 1.5.0 is going well and will be released by May 27th at the latest. Also, more stuff like removing trash objects from the world, new recoil system, fixes for loading saves and much more. Check on the discord as I'll be adding more teasers there soon. Zurvivor
[ 2024-05-10 21:27:46 CET ] [ Original post ]
Hey everyone, Patch 1.5.0 is coming and this post is gonna outline some of the stuff I've been working on, but not all of it. With that lets see what's coming!
Biomes
The Valley is getting an expanded range of vegetation. From the large pine trees, to the wetlands next to the river or the tropical beach side towns. While the above only shows 3 biomes there will be a total of 6 from; the standard forest biome you all know, pine forests, meadows with lots of flowers and few trees, a swamp, birch forests and tropical seaside's. With this will also come changes to animal spawns and I'm looking at adding foliage that will spawn food like berries and more. It should also be said, this change affects the entire map and not just the updated north west of the map.
POIs
The north west of the is going to filled with new locations including a large hotel, a large abandoned police station and others not mentioned. Each of these will come with their own puzzles for you to figure out and get unique loot from these locations. As well, there will be plenty of other smaller POIs, new towns and more.
Upgraded Random World Events
World events are getting changed to the point where most will spawn dynamically as you're playing the game. The only undecided factor is if this is communicated to the player via in game notification or should this only be allowed if you have a special item. For example, be hearing out for the sound of a crash of a military helicopter and more. Events like the contaminated tents will not spawn dynamically and only at start up.
Upgraded Friendly Scavenger Camps
At the moment, scavenger camps are boring and pointless. With this update this will change. Expect to see new and expanded scavenger camps that act as smaller safe zones with vendors, survivors and a quest giver that will get added with this patch.
And More
From new buildable objects, to new items, inventory improvements, UI improvements, QOL changes and all the usual bug fixes. I'm really looking forward to the community getting their hands on this update and experiencing a renewed Valley that prepares you for the upcoming major patches! Zurvivor
[ 2024-04-21 22:12:28 CET ] [ Original post ]
- You can now disable object snapping in the build menu
- Improved first person ADS camera position
- Improved detection of adding and removing an item for how it determines if the container should be reset or not
- Increased slightly chance for light rain
- Fixed some weird sized weapon attachments
- Fixed container loot reset timer being reset to the default value every time you loaded a save (This could cause object to look looted for abnormal amounts of time if you had restarted your game before the timer reset)
[ 2024-04-09 22:48:04 CET ] [ Original post ]
7th April 1845: Patch out to fix issues with save menu Releasing a patch to fix issues especially with loot containers in the world not correctly loading when a save is loaded. This also applies to other world objects, such as water wells ,etc. Zurvivor
[ 2024-04-05 23:05:49 CET ] [ Original post ]
- If you place items in a world container they will now save and also not be reset when loot refill timer is turned on
- New loot difficulty setting that adds a degradation value to all loot multipliers. For example, after 20 days finding food will be slightly more rare, etc
- If you are in close proximity to AI (Especially when first spawning in) they will not spawn
- New medical item models
- New medical bag item
- Change to depth blur when zooming in (Sight or MMB)
- Increased wood and stone from harvestable resources
- Airdrop spawn location is now more central to the map
- Improved Deadeye range and damage
- Improved zombie hitbox
- Optimization to foliage, certain models and UI
- Reduced gun powder required for crafting ammo
- Adjusted some UI menus and how they work/look
- Fixed Battle Ready Glock Suppressor not reducing noise produced by weapon
- Fixed overlap for roofing showing up as not allowed (Is allowed now)
- Fixed object distance culling
- Fixed issue for example where setting loot rarity lower would cause no meat to spawn on an animal
- Fixed an issue that could cause enemy health bars and notifications to not show
- Fixed issue where dying in water would cause weird flying movement when respawning
- Fixed issue where exiting to main menu and back after being in a body of water also caused weird flying movement (Should also fix other similar issues)
- Fixed player suicide if permadeath was active
- Player rotation now gets loaded correctly
- Fixed human AI not attacking wolves and bears
- Fixed random convoys having broken note spawns
- Fixed landmines being immune to gunfire
- Fixed turrets not correctly locking onto and attacking targets
- Launched projectiles should no longer explode in your face in first person
- Fixed AI spawning after an infestation was destroyed
- Fixed exit lockpick UI saying 'None'
- Fixed magnifier icon on world containers not showing
- Fixed shooting while on a ladder
- Fixed not being able to rebind auto walk/run
- Fixed XM250 box mag
- Change to make AI shooting through terrain hopefully fixed
[ 2024-04-03 22:34:28 CET ] [ Original post ]
This Patch:
- Fixed issues with backpack in backpack disabled. For example, not being able to fill up magazines in a backpack or not being able to place items easily in a container like a toolbox
- Grenade Launcher damage increased to 125 -200 from 75 - 125
- Rocket Launcher damage increased to 425 - 500 from 175 - 225
- G28 now accepts the Heavy Scope
- Fixed water well not filling up
- Fixed XM2010
Prior Smaller Patches:
- Fixed attachments disappearing if accidentally dropped in for example a 5.56 magazine
- Fixed not being able to place tools in the toolbox
- Improved how quest UI reflects to the player if a quest saves or not
- Fixed fishing probabilities
- Fixed G28, Hunting Vest & Rocket Launcher
- Fixed spinning in alternate melee mode
- Change to possibly fix a weird issue when entering a vehicle and unable to move forwards
[ 2024-03-23 16:30:17 CET ] [ Original post ]
- New clothing items: Hunting Vest
- New craftable buildable: Shipping container
- Foundation pieces remove harvestable trees and stones when they're spawned
- Footstep sounds for snow and puddles
- Added ability to view roadmap in main menu UI
- Tools are now back underneath centre inventory tab and inventory UI fills up a larger portion of the screen (This will come in handy in a future patch)
- Vaulting now has footstep sounds when the player interacts with the ground
- In the gun range infestation, it is now easier to get to the pile of undead
- Adjustment to firearms so when rotated they all face upwards instead of downwards
- Backend change to save game code
- All pause menu pages can now be exited with the escape key. Same for main menu and other UI pieces
- Can now close journal with Escape key
- Adjusted values that the radio volume buttons change
- General adjustments to weather probability
- Fixed laptop quests not behaving correctly
- Fixed UI issue with looting containers
- Fixed rotating snappable modular buildables if for example the foundation is snapped to the surface rotation
- Fixed not being able to zoom camera in and out while sprinting
- Fixed 'Roll' not showing in keybinds
- Change to possibly fix random issue where attachments don't show in their inventory icon
- Fixed being able to shoot while using binoculars
- Fixed classified containers not having the the lid of their container sometimes
- Fixed wolf mount item not being a wolf
- Fixed setting 'Search Time Multiplier' to 0 breaks looting of containers
- Fixed vulkan support not working
[ 2024-03-19 23:34:56 CET ] [ Original post ]
Hey everyone,
The above outlines my plan for the major updates and more for SurrounDead. Below I'll go into info about some of the above and what it entails.
#1
WORLD EVENTS & IMPROVED SCAVENGER CAMPS
- World events - At the moment, random events only spawn when you load up a save or start a new game. With this update, random events will now be able to spawn dynamically when you're travelling around. While some events like the convoys will not be dynamic, listen out for crashing helicopters and more.
- Scavenger camps - These camps at the moment bring nothing to the game and are quite pointless. With this, they'll be getting a face lift with new designs and traders at these camps. In the future, you'll be able to get quests here.
#2
REWORKED BUNKERS & INFESTATIONS
- Reworked bunkers - The bunkers all use the same model and to put it simply this is boring. With this update will being more complex and unique bunker layouts, puzzles and more. This will bring the bunkers more in line with the laboratory (Which there will be more of).
- Reworked infestations - As well as bunkers, infestations require a new appeal to them. With this, they will be getting improved loot rewards but with the choice that only certain one time items can destroy them (Found in end game locations). Also, other improvements will be made to infestations like enemy spawning and more.
#3
SETTLEMENTS
- Apart from random survivor camps, you'll be able to discover survivor settlements that have taken over random buildings across the map. Trade with them, help them and more.
#4
VEHICLE PARTS & GASOLINE
- Vehicle parts - Craft and find at mechanic areas parts you can attach to your vehicle. These attachments either allow your vehicle to work in the first place or improve a certain specific of the vehicle.
- Gasoline - While at the moment gas is a one time use, with this gas cans will be a container you use and can fill up. Also finding larger gas can cans will be an option.
#5
PERKS & TRAITS AND THE ELECTRICITY SYSTEM
- Perks & traits - Basically an improvement to the character creator, allowing you to choose stuff your character is better or worse at and if they're an alcoholic, a smoker and more.
- Electricity system - Throughout the world you'll be able to small power substations that provide power for certain areas on the map. Fix these up and protect them to use electrical objects and more in those areas. There are some other things I've got planned but unsure on them at the moment too.
#6
MULTIPLAYER
- This will be the biggest and most complex thing that will happen to SurrounDead. With that, this is the reason why multiplayer is still a while away from coming to the game.
- Something smaller that will get added is an unlimited wave horde mode. Scavenge for weapons, gear, unlock new areas and more. Get quick action and more.
- One of the main issues with human AI at the moment is their performance when they begin to shoot at the player or another AI. Apart from that, also comes their general intelligence with taking cover & more actions like throwing grenades.
- This will always be happening. A lot more optimization that can be done to improve performance for all and especially improve memory usage, as well as fixing the normal bugs that come with updates.
A NOTE FROM THE DEV
First of all, thank you everyone for playing the game, either for 5 minutes or 5 days. Still got a lot more to go with the game and I'm super excited for this future. Obviously this isn't everything but a stepping stone I will be sticking to for future updates. Also, next patch will be next week as I've used this as a sorta 'rest' although I have fixed a few issues with the last patch and started adding new content and more. Until then, enjoy the sale and enjoy the game! Zurvivor
[ 2024-03-15 01:43:30 CET ] [ Original post ]
-
Modular building -
Modular building has been added to SurrounDead. To begin with you'll be able to create wooden houses and as updates go on, this will develop into concrete, scrap metal and possibly more.
-
Radio & jukebox -
The radio now has an actual use. You're now able to add your own music to the game (Via the instructions at the moment) and play these via a radio, jukebox or inside a vehicle. I'm also looking at adding in a sort of cassette player/ipod so you can play the music on the go
- Weapons - The return of the old legendary weapon models in a new skin. You're now also able to to mod these weapons and they'll be easier to find than the legendary weapons
- New key binding system - I have changed the key binding system to the new 'Enhanced Input' system
- New items:
- AR15
- M4FDE
- G28 & Mag
- XM2010 & Mag
- 870 Tactical Shotgun
- AK15
- Specter Scope
- Jukebox
- Wooden Foundation
- Wooden Half Foundation
- Wooden Triangle Foundation
- Wooden Quarter Foundation
- Wooden Wall x2
- Wooden Floor
- Wooden Floor Triangle
- Wooden Window x2
- Wooden Door Frame x2
- Wooden Gable
- Wooden Roof
- Wooden Floor Half
- Wooden Floor Quarter
- Wooden Wall Short x2
- Wooden Wall Mid x2
- Wooden Wall Half x2
- Wooden Wall Half Mid x2
- Wooden Wall Half Short x2
- Wooden Corner Stairs
- Wooden Gable Top
- Wooden Half Stairs
- Wooden Roof Top
- Wooden Roof Corner
- Build crafting bench now has 2 sections for splitting up build objects and modular build objects
- Removed player built walls blocking the spawning of items in containers
- Increased amount of wood you get from trees
- Debug menu now used the items names and not their ID
- Updates to inventory UI
- New compression method for saving
- Removed inventory drop down animation
- Landscape texture optimization
- Optimized zombie animations (If goes well, will get applied to all other animations)
- Optimized landscape
- Improved charger vehicle hit collision
- Vehicle bodies can no longer collide with tree trunks
- Fixed opening and closing a container quickly causes the container contents to be cleared
- Fixed character name & days survived not being correct when checking different saves. To have this take effect you will have to save those saves so it gets the correct information
- Fixed not being able to load a save while in game
- Fixed world objects not being able to be damaged
- Fixed airdrops
- Fixed consuming items from hotbar not giving back can, using can opener, etc
- Fixed extra animal meat container loot contents
- Fixed water well not showing pickup option (Your water well may disappear and a new one will need to be placed)
- Fixed issue where you could infinitely place an object
- Fixed UI not disappearing when picking up a generator
- Fixed not being able to destroy turrets
- Fixed ambient audio not playing
- Fixed Lechie shot audio
- Fixed harvest master skill not working with scrap metal harvestable vehicle
- Fixed being able to fish while inventory is open
- Fixed suicide
- Fixed large bandit camps not spawning AI
- Fixed rocket launcher
- Fixed being able to fill up water bottles from anywhere
Also
With news for a roadmap, I will be releasing a dev update at the end of week outlining my plans. This will come with a graphical asset for it and go into more depth on some of the features I will be adding. And yes, multiplayer is on this roadmap.
How to add your own music to SurrounDead:
[olist]
[ 2024-03-06 22:48:58 CET ] [ Original post ]
18:00 - 19 Feb
- Fixed inventory not saving on new saves
- Modular building - At the moment this is only available in the debug menu and I will be adding these to the crafting tables and possibly spawns in the loot table
- Enhanced Input - I'm now using the new 'Enhanced Input' that Unreal have added. I expect there to be issues to begin with but for the future this is a good addition as it will make controller bindings easier to implement
- Optimization - A lot of optimization to textures, animations, the landscape and more have been done in this patch. Also work is starting to be done to further improve memory usage. Please report back if you're experiencing better frames
- Fixes - From the last update, a lot of issues occurred due to a change I made in the engine which ended up breaking other parts. With this most of these should now be fixed and more is going to get added as time goes on with this testing
- More incoming - Keep an eye on this post and the discord for additions that are coming to the testing branch :D
[ 2024-02-19 01:56:51 CET ] [ Original post ]
To fix keybindings:
https://steamcommunity.com/app/1645820/discussions/0/4206994023683171172/ Hey everyone, I'm looking at getting the modular base building update out to the experimental steam branch next week. Expect more information about this on the discord before it gets released for the start of testing.
This is just the beginning of building and more objects are getting added everyday to allow more intricate and complex buildings. Also, with this a quick hotfix has been released;
- Fixed human AI not acting normal
- Fixed not being able to load ammo into mags if it had more than one round in it
- More lenience for building collision
- Changes to scaling and color of legendary weapons (Prior hotfix)
- TSR anti-aliasing added back
- Sky/shadow optimization
[ 2024-02-08 23:55:34 CET ] [ Original post ]
Apologies for the bug with invincibility. Issue was caused by some item stats (Damage reduction/protection) resetting to 0 causing all damage if one of these items were to be equipped to be 0. Also, placing water well on landscape fixed. Look forward to the base building update next, I look forward to your new bases!
[ 2024-02-03 20:14:31 CET ] [ Original post ]
Updated game engine to UE5.3
- Hipfire - You're now able to hipfire your weapon without aiming. Fight off your foes quicker and more effectively at close range
- Upgraded legendary weapons - Upgraded weapon models and new weapon attachments unique to these weapons. Be on the lookout also as certain legendary weapons only spawn at specific areas or factions
- Headshot mode - Body damage is significantly reduced when enabled
- You're now able to place items directly from the ground, no longer having to search for it in your inventory every time
- Airdrops will now drop between 1 to 3 drops per flyby
- Change to pausing of game; game will now properly pause game (You can pause and go away for 1 hour and no stats will decrease), but with this when 'save game' is selected it will boot you out of the pause menu back to the main game (Un pausing the game basically)
- You can now build continuously as long as the item is in the same container or stack
- You can place a buildable in a location like a window as long as some part of the mesh is touching the surrounding objects
- Scroll wheel now controls rotation of an object and holding shift while scrolling will move object up and down
- You no longer need to equip a specific melee weapon to salvage scrap metal
- You can now push/stomp AI by clicking the shoot/melee key binding when no item is equipped
- Zombies will no longer spawn directly next to subway travel points
- New & improved GPS model
- Heavy body armor no longer restricts sprinting but only reduces the speed
- Increased amount of puddles
- Adjustment to vehicle physics when in air
- Adjusted speed/acceleration of slower vehicles
- Improved depth of field effect
- Hitting harvestable resources now has camera shake
- Slight increase to brightness in underground areas (Will still be quite dark)
- Changes to night vision
- Increased visibility with scopes (Black marks reduced, etc)
- Reduced filter efficiency of military respirator and increased efficiency of enhanced military respirator
- Increased maximum time for AI respawning (From 100 mins to 120 mins)
- Adjustments to minimum and maximum field of view settings due to issues higher FOVs can cause
- Optimized all animations
- Fixed invisible item slots on loading of a save by adding a check into the system that spawns items in your inventory
- Fixed issues that happen when there is no space in inventory while reloading
- Possible fix for map markers not showing
- Fixed fishing causing invisible spots in inventory
- Fixed empty water bottles having a thirst value
- Fixed firearms not showing up in vicinity
- Fixed consume sound when refilling from a body of water
- Fixed issue where dropping, unequipping, etc stops player movement
- Added a check to water wells so after loading a save they shouldn't be getting the wrong amount of water
- Fixed an issue with checking for nearby walls when shooting by changing what type of objects its checking for
- Fixed crosshair showing when interacting with a container and moving away from it
- Fixed not being able to loot a container even after you removed a buildable from the vicinity
- Fixed physics bug when game is paused
- Fixed overlap of scope and AI health bar
- Fixed audio issue when game is paused
- Fixed projectiles (Grenade launcher, etc) killing player when shot
What's Next?
The base building update is next and here's quickly what to expect;
- Modular building - Modular building pieces for your base
- Revamped crafting - Remade UI and more intractability with it like adding a fuel source for a campfire
- And more
[ 2024-02-02 23:14:20 CET ] [ Original post ]
Hey everyone, Next patch will be released next week and includes some of the following;
- Upgrade to UE5.3
- Hipfire - The ability to hipfire a weapon is finally being added, allowing quick evasive action while firing
- Upgraded Legendary Weapons - Most of the legendary weapons have been given a visual upgrade and the ability to add specific attachments that are built exactly for them
- Fixed invisible item slots - Loading up a save with invisible item slots is now fixed
- Fix to broken saves - At a minimum, if you have a save that doesn't load, give it a try now as it may be fixed
- And more
What's still to be done?
- Crafting multiple items at once
- Improved loot tables - Backend changes have been made for easy changing on loot tables
- Unique items in loot tables - More backend changes have been made for the easy ability to add specific items to certain containers and AI in different locations and event. With this, certain legendary weapons will only be found in different locations/events
- Headshot only difficulty - In this difficulty headshots are the way to kill the infected. Aimed shots are what you want
- And more
What next?
[olist]
[ 2024-01-29 00:03:17 CET ] [ Original post ]
- Vehicle trader - Find the vehicle trader in The Valley. He's able to sell you stuff for upkeep of your current vehicle or a brand new vehicle you haven't found yet
- Trash bin buildable - Throw items into here you want to destroy
- New vehicle - Charger (Go find it)
- Tagging enemies with binoculars - You're now able to tag enemies with your binoculars, this tag will last indefinitely unless you lose line of sight for longer than 60s
- New harvestable rock type, the old one is not harvestable any longer
- New binoculars UI/texture
- You can now toggle if player placed lights cast shadows to increase performance
- Added a cap of 36 skill points (Will increase as skills get added)
- Improved generator system as it will now every second check if an object requires power, if it does the object will be powered on
- Changes to crafting recipes, some include:
- Nails now cost 1 scrap metal for 3 nails
- Objects like simple fences, reduced in materials, etc
- Reduced recoil of all legendary weapons
- Zombie can now attack with their left arm, or both. Be careful
- Remade trash pile collisions so they're easier to manoeuvre on for both player & AI
- Improved accuracy of shoving and stomping AI
- Change to human AI shooting to hopefully improve performance when present
- Reduced human AI spawns near new player spawn areas
- Reduced pickup timer from 2s to 1s
- Improved visibility for what context option is selected while interacting with an object, etc
- Cursor is centred whenever lockpicking is started
- Increased player turret damage
- Smoke will stop on a destroyed vehicle when there is no scrap metal left to harvest
- Reworked code for how AI name/health bar is shown to the player
- Fixed not being able to add items by dropping them over a container when 'Backpack in backpack' is disabled
- Fixed issue where placing an object that required power, you would have to power off and on the generator
- Fixed vehicle fuel and repair UI staying on screen
- Fixed battery charge going to 102%
- Fixed batteries not charging after reloading a save (You will have to save and reload once for this to take effect)
- Fixed dead player crate flying away on death
- Fixed subway zombie spawns
- Fixed UI for sleeping
- Fixed animal meat bag name and flying away from death location
- Fixed eliminate quest near Whitewood with objects being in ground (Due to using wrong meshes)
- Fixed interact UI not being removed when exiting to main menu
- Fixed sleeping advancing days by 2 instead of 1
- Player now correctly stops fast swimming when stamina hits 0
- Fixed an issue with a light that could of caused it not be powered on after loading into a save
- Fixed a raycast setting that could cause weird spawning from the horde beacon
- Fixed sensitivity if you died while aiming down sights
- Fixed crosshair appearing after closing journal while in a vehicle
[ 2024-01-16 00:25:44 CET ] [ Original post ]
Patch has now been released
Apologies to anyone affected by new patch. While I have now fixed the game breaking issues, I will be working on adding extra polish to this patch and have a release later today (07/01/24). Again, apologies for any players that were affected by this patch.
[ 2024-01-07 11:07:41 CET ] [ Original post ]
- Battery charging station: Drop batteries you need charging into the station and as long as it has power going to it, all batteries inside will get charged
- Improved context menu allowing for multiple options for the player to choose from
- Change to horde beacon system: AI will now spawn in a close proximity to the beacon, however in that proximity you're not able to place buildables so the AI at least have some space to spawn and chase the player
- You can now craft a new radiation filter by using 2 existing radiation filters
- Added water wells to towns around the valley
- You can drink directly from a water well
- New item: Car battery added
- Interaction UI is now static
- Lockpick containers and tool required containers not act like normal containers that they save if they've been searched and will respawn loot after a certain amount of time (If enabled)
- When ammo is at 0, UI for current ammo will be red
- You can now craft molotovs without a crafting bench
- Increased chance to find rope
- Increased chance of finding polymer at high tier military locations
- Reduced area that classified container marker will disappear at
- Change to how resetting skill points is done
- Fixed issue of being able to hear water where you shouldn't
- Fixed molotov audio having a slight gap between it looping the sound
- Fixed issue with not being able to use a spawn point until you have reloaded that save
- Fixed setting respawn point on a sleeping bag
- Fixed picking up a battery/filter and it's durability getting changed and stacked to another similar item
- Fixed issue where if you didn't change anything in the character creator, you would spawn with the options of your previously saved character
- Fixed not being able to drop items from a vehicle's storage
- Fixed an issue with context menu that would result in wrong option being chosen
- Fixed an issue with getting in a vehicle
- Fixed containers not saying they are looted after reloading/starting a save
- Fixed zombies not being able to walk through player placed barbed wire
- Upgrade to UE5.3
- New dungeon - The Hotel
- Vehicle upkeep & gasoline revamp
- Snap base building (Building pieces)
- Map expansion
- Bunker/Prison revamp
- After this, look forward to full on quests
[ 2024-01-07 01:04:43 CET ] [ Original post ]
Hey everyone! First of all, hopefully everyone has had a good new year and holidays and going into a new year means more updates for SurrounDead. In this dev update I'll be going over near future updates and stuff a bit further than that.
Quests
The base for quests have been added now with the 1.4.2 update. In the background, I've been working on systems for the quests and at a point where I can start adding this to the base game. As quests get added the story of SurrounDead will get expanded. Find out the inner secrets of 'The Valley' or just help out your fellow survivors by getting them resources, taking out the undead and more.
Ability to remove world objects
Something I've recently started to concept/experiment with is the ability to remove trash objects from around the world map. While this may not be coming in one of the next few updates, it's possible to be added sooner rather than later.
Easier control with world objects
This will be coming in the next update but I've completely reworked the context menu system so that I can easily add more options for the player to interact with. This as well then links to stuff like generators, water wells, etc. Allowing more options for them (Like being able to drink directly from a water well) and easier control or pre-existing options (No keyboard combinations for the generator for example).
Base building - Walls, roofs, etc
More options for how you build a base will be added. From the normal thing of decoration items, etc but one new thing will be modular building. At a minimum, floors, walls, etc will be added.
Bunker/Dungeon revamp
This is one thing I believe is very much needed, bunkers need to have way more depth added to them. With this, systems like the keypad at the Oil Rig, or electrical puzzles at the Laboratory will begin to be added to the bunkers. In an ideal world I would have this stuff be randomised but I'm promising nothing with random generation stuff, more something I will look into.
Bounties - Random quests
Found in safe zones will be the bounty system. Check the board for bounties survivors need you to do. This could vary from finding a certain item, to hunting or classic kill quests. These bounties will link back into safe zone (More info when this is closer to getting added). Also, this whole system will basically be an off-shoot to the standard quests but using all the same systems that does.
Settlement system
Also coming, while different to safe zones are settlements. These will be areas where active scavenger survivors will call home. The locations for these will be randomized and different with each playthrough. These will also be a place to get new quests or trade for rare resources or gear. Give them help and they'll help you.
First person improvements
The main thing with this is proper first person ADS. First person aiming at the moment is quite painful and well the weapon just gets in the way. While this is one way first person will get improved other ways will be improved animations and just a more smoother camera system.
A full updated game trailer
The last game trailer for SurrounDead came out nearly 2 years ago and SurrounDead has changed heavily since then. It has now came for the time that it gets an overdue upgrade to show people what the game is nowadays.
Horde mode
Something more of an arcade mode, but somewhere you can have a quick play and slay waves of zombies in a unique map made only for this mode. The plan is to have it so you can unlock new locations, buy new weapons (Or find them), new equipment, etc. It's somewhere to have simple fun!
Crossbows
You may have already found this weapon in the dev menu. The next steps for this weapon are to create the bolt ammunition and give it some unique animations!
Vehicle upkeep
Coming in one of the next patches will be a revamp to vehicles and how you keep them running. From having to find a key unique to that type of vehicle (eg, Damaged Sedan Key), to fuel cans that you can fill up at the local gas station and vehicle batteries that slowly degrade over time.
More depth to player actions
At the moment, most player events have no animation that is linked to it. In the future, I will be looking at adding unique animations to certain events like; refuelling, eating, drinking, medical, filling up water, etc (One thing to note is that animations for eating, etc would not be overly long or complicated to not drag away from the gameplay).
World electricity/Substations
Take over a substation and provide electricity to a part of the map (Attacks, repairs, etc?) Something further down the road is the ability to provide electricity for certain parts of the map. This would allow the player to illuminate streets, unlock new objects that can help the player with certain tasks, production, etc. Suggestions for this system also would be welcomed as its still in the concepting stage.
More locked stuff with puzzles
With the addition of lockpicking, more minigames will be added to the game. These won't be just found in high level areas but places like towns or that odd house in the forest.
World events
This would make the radio item actually useful. If you've got that item on you in game you'll start to get notifications about events happening in the world. These can vary from a survivor in need of help, to a military encampment that has been spotted, or a special zombie located somewhere. There are many possibilities for this system.
Multiplayer/CO-OP
The simplest thing to say is, work is still getting done. Not soon however.
And more...
- Level design: Much of the west and north of the map is unfinished and still needs a lot of work, that is something I am actively working on. Expect new POIs in the near future. As well, a large city will pop up in the future.
- Companion AI: I am currently working on adding a dog companion to the game that you will be able to find around the map.
- Motorbikes: Has been on hold recently, but have got them working better recently.
- Farming: Create a small farm and gather seed packets, this is something I very much want to add, as well as foraging.
- New items: Always coming, got some fun stuff planned.
- etc...
[ 2024-01-03 00:38:12 CET ] [ Original post ]
- Speed of zombie hit animation reduced
- Increased chance of finding items in a safe
- Reduced scale of keycard pickup
- Increased size of hitmarker slightly
- Removed Christmas stuff
- Fixed fishing not working
- Fixed crash that occurred when stacking items from the vicinity UI
- Fixed being able to stack items with different durabilites
- Fixed being able to stack multiple batteries into flashlight, etc
- Fixed exploit with classified containers
- Fixed melee weapons never having hitmarkers
[ 2023-12-31 00:06:02 CET ] [ Original post ]
First of all, apologies for the delay in this patch and beginning next year expect more frequent updates.
Christmas
With this update comes Christmas content. Expect find Klaus at your local safe zone waiting for you, will he give you a gift?
- Red Nosed Shotgun added
- Candy Cane melee weapon added
- Seasonal decorations at safe zones
- Seasonal main menu
-
Water -
Water deeper than your ankles has finally been added. Look out for secrets in the deep and expect new locations in the water to get added in the near future (Even a flooded town).
-
Swimming -
With the increase in water depth comes swimming. You're able to swim above and under the water, but be sure to watch your oxygen. - Battery system - Flashlights and night vision goggles require batteries to work (You will have to find a new flashlight, etc for this system to work).
- Radiation filter system - Like batteries, respirators require a filter to stop the effects of radiation poisoning (You will have to find a new respirator for this system to work).
- New dungeon - Out in the water, an oil rig from before is left to rot. The danger is out there, waiting in the fog.
- Long melee weapons (eg. Baseball bat or axe) will now stagger zombie AI
- You can now refill empty water bottles at a water source (Ocean, river) and you will get dirty water that will need to be boiled
- Re-added tutorial when you start a game. Most will already know how to play so you can just exit to main menu straight away and it won't appear again
- You can now zoom in the player camera when not ADS or using binoculars (Default: Middle mouse button)
- The 'Undead Shambler' archetype has been changed to be a sprinter
- The number on the action bar is now related to the key binding
- Added a warning to picking up the generator that you will lose all gas in it
- You can now craft lockpicks at crafting benches
- Infected archetype now has a sound when it explodes
- Added camera shake when a noise is made when searching a container
- Water now has reflections
- New items:
- Dirty water bottle
- Dirty water canteen
- Dirty water jug
- Battery
- Radiation filter
- Oil rig keycard
- When searching a container, searching will be paused for a random period of time when a noise is made instead of time being taken away
- No more scrolling to pickup an item, that is now the first option and second option is to inspect the item's content
- If your backpack is full when crafting, the item will now be dropped to the ground
- Night is darker
- Foggy weather is more foggy
- Increased distance human AI can attack player
- Both military respirators now protect 100%, hazmat respirators protects 99% and the filter mask protects 95%
- Game will always start (New save) with partly cloudy weather type
- Increased AI spawn delay by 1 second
- Notifications will no longer display if it is exactly the same as another one currently visible
- Reduced speed of infected & radiated zombie AI
- Slightly increased quick search speed
- Slightly reduced stamina consumption
- Instead of a container being outlined when close to, it is now replaced with a small magnifier icon
- Removed some zombie models that we're out of place
- Reduced lockpick durability
- Reduced sensitivity of lockpicking
- Can now exit photo mode by pressing the same key you use to open it
- Fixed issue with quests destroying themselves when you should of successfully completed it
- Fixed issue causing an item (eg. From water well) to not be added to the inventory or dropped to the ground
- Fixed issue where player feet wouldn't animate
- Fixed a possible crash when ripping an item (Or after drinking one, etc) the item that is dropped to the ground and then attempted to be picked from vicinity crashes game
- Fixed issue where AI firearms sometimes wouldn't show the muzzle effect or a bullet trail
- Fixed issue where some containers would still require the player to go through the entire searching mechanic again when looting a container
- Fixed an issue that could of caused the lockpick to not break when it should of
- Fixed death of an AI or player where zombies would start attacking each other or nothing
- Fixed AI navigation at front of prison door
- Fixed an issue causing refilling vehicle %, etc to stay on screen
- Fixed bush not getting snow added to it
- Fixed a collision issue with round quarantine tent
- Fixed player not correctly snapping to a ladder
- Fixed alpine backpack not spawning
- Possible fix for map markers not showing
[ 2023-12-23 00:58:43 CET ] [ Original post ]
- Press ESC to exit map
- Fixed issue with item getting added to inventory flashing
- Fixed consumables not working in containers
- Fixed human AI not dealing damage or melee attacking
- Fixed zombie AI not attacking randomly
- Possible fix for item not getting consumed (Water well)
[ 2023-11-27 12:35:29 CET ] [ Original post ]
First of all, apologies for the delay in this patch. Expect the next few patches to come out faster than this one.
-
New looting mechanic:
Added with this patch is the new looting mechanic. With this system it will take a number of seconds to search a container before you open it. With this, you can also speed up the search time by holding the 'Quick Search' key binding. When you are quick searching there is a chance to cause noise, this will attract nearby AI to the location (Also, each time you cause noise the chance to cause it gets reduced). There is also a multiplier in loot difficulty settings to multiply how long it will take to search. -
New lockpicking mechanic:
You are now required to actually lockpick containers, etc instead of waiting on a timer to complete. Also, located around the map are new military containers that have to be lock picked. In the future, more will be added to lockpick and new mini games like this. - New backpack: Alpine backpack
- New ice axe model
- Added difficulty sliders for zombie archetype amount multipliers
- In the debug menu there is now an 'All' items list
- Night ambient sound added
- Quests now display a save icon in the corner if it saves its progress
- Item list in debug menu now shows item names by their debug/dev item ID name
- Slightly reduced chance of rain
- Increased chance of bleed after being hit by a zombie
- Player hit animation will only play if the player isn't currently doing another animation
- Radiated zombie archetype now checks what respirator the player has
- You can no longer enter a vehicle that has 0 health
- Increased how fast it takes water wells to fill up
- Increased accuracy of most human AI (Military AI generally have around the same, but a bit more accuracy)
- Changed how items spawn in the quest containers
- Max FPS setting changed to a slider
- Increased power attack stamina reduction
- Zombie archetypes now have unique names
- Wandering trader now spawns with a ranged weapon
- Adjustment to inventory grid slot design
- Increased human AI equip animation speed
- Human AI can attack with melee more often/faster
- Changed description of loot container refill so it makes more sense
- Improvements to foliage LODs
- Changed how horde beacons determine how far away AI will spawn
- Big optimization for containers & AI
- Optimization to weather textures
- Added a slight delay after rotating the player (Alternate melee mode)
- No longer able to loot Wandering Trader after killing them
- Adjustments to some melee weapon hit detection
- Fixed issue where bottles, etc wouldn't get added to inventory (Unfortunately bugged slots due to this issue cannot be fixed, as the game thinks there is an inventory item there)
- Fixed AI jitter when chasing player
- Fixed issue where melee weapon could get stuck carrying onto damage when not attacking
- Fixed quests deleting themselves when completed
- Fixed human AI spawning (This is mainly prevalent in the *REDACTED* Area where AI could be found spawning inside walls causing a not so fun encounter)
- Change to how save games are deleted, this should fix the lag spike that occurs
- Fixed issue where vehicles and buildable containers could be wiped due to the refill container settings getting attached to them (It shouldn't)
- Fixed loot container refill not working
- Fixed under water getting rain & snow
- Fixed reloading not correctly choosing mag with highest amount of ammo
- Fixed not being able to reload a weapon while scoped in
- Fixed AI going up/down stairs (eg. prison and bunker)
- Fixed issue where you couldn't complete a quest due to AI already being dead
- Fixed infestations still spawning near player placed objects
- Fixed notifications not appearing in game after a player death
- Fixed AI walking out of safe zone area
- Fixed some zombie boss spawners spawning 5 bosses instead of 1 or 2
- Fixed some container dimensions
- Fixed being able to vault on water
- Airdrops that land on a steep slope, should now be able to roll/fall down it
- Fixed container quests not completing task when reached location
- Fixed issue where you couldn't loot extra animal meat due to buildables being nearby
- Fixed interaction outline on hangar door
- Fixed not being able to finish horde beacon
- Fixed being locked in ADS while player rolling and letting go of ADS binding
- Fixes/changes to AI spawning for horde beacon
- Fixed player rotating when melee weapon not equipped if alternate melee mode is enabled
- Fixed notes location at crashed helicopter random event
- Fixed horde beacon debug box showing in game
- Fixed radio not looping transmissions
- Fixed 'Angling For Beginners' item description
- Fixed being able to interact with objects while climbing
- Fixed some floating grass and trees
- Fixed issue that could of caused your melee weapon to damage the player
- Possible fix for vehicle, containers, etc having their inventories randomly disappear
What's next?
Swimming (Next patch)
Battery system (Flashlights, etc)
Crafting overhaul
New dungeon & bunker revamp
Quests & bounty board
Settlements
Boss zombie revamp
These other features & more will be outlined in a dev post coming soon!
Zurvivor
[ 2023-11-27 00:50:12 CET ] [ Original post ]
Poll for new looting mechanic: Poll Link
-
New items:
- Empty water bottle
- Empty water canteen
- Empty water jug
- You can now refill empty water containers at the well
- You can now search the debug menu items list for specific items
- Once a canned consumable is consumed, a 'Can' junk item will be added to the player's inventory
- Once a water consumable is drank, an 'Empty' variant of that consumable will be added to the player's inventory
- Replaced keycard doors at airfield with a different entrance
- Increased water well capacity to 2000
- Stomp attacking has been binded to shove key
- Improved ladder detection
- Fixed issue where AI would randomly lose sight of player
- Fixed issue where AI on a horde beacon would not go towards the horde beacon itself
- Fixed animal AI behaviour
- Fixed elimination quest not counting deaths of AI in quest
- Fixed an issue that may have stopped airdrops
- Fixed AI spawners in prisoner
- Fixed some zombie spawners spawning AI in house walls
- Fixed pipe description being a duplicate of Kukri weapon
- Fixed infestation not removing radiation after being destroyed
- Fixed infestation zombie not moving towards infestation area
- Fixed floating trees near Whitewood
- Fixed floating prop in Whitewood hospital
- Fixed passive skill book multiplier carrying over from death and permadeath mode
- Fixed vehicle in ground near Lawrence Creek
[ 2023-11-06 00:21:27 CET ] [ Original post ]
- Areas with landmines now have a notification to give the player a warning
- Added 'Large Laboratory Backpack' and 'Spec Ops Coyote Backpack'
- Geiger sound now fades in and out once taking radiation damage. Once damage is taken it will take 15 to 20 seconds for the sound to fade out, if more damage is taken this timer is reset.
- If alternate melee aim is enabled, the crosshair will change when equipping the melee weapon
- Improved flashlights & vehicle headlights
- Removed halloween vendors and AI
-
Fixed interacting with traders, etc after a death causes the UI to not show and the player to be soft locked until a restart of the game
- Fixed NVG position on a tactical helmet
- Fixed alternate melee mode not rotating player to face camera direction
- Fixed geiger counter still not stopping after death
- Fixed Camping Axe not being able to cut down trees
- Fix to scaling of debug menu
- Fixed being able to vault/climb at 0 stamina
- Fixed wandering traders not wandering
- Fixed occurrence where AI would still be able to hit player after death
- Fixed entering and exiting free camera (Photo mode) removing mouse cursor
[ 2023-11-04 00:35:56 CET ] [ Original post ]
- Player stomp now has its own keybinding (Default: Left click)
- The player can now craft a splint
- Hospital building in Whitewood is now furnished
- Swapped archetypes of the infected and radiated zombies
- Adjustments to vehicle handling, etc
- Increased volume of player footsteps
- Zombie archetype that deals radiation damage in its radius will not deal damage to the player until rad damage is at 0.
- Removed vehicle getting damaged by objects (It was annoying, only damaged if hitting AI, which has been increased slightly)
- 'Rad area' zombie archetype special effect will now check for line of sight to the player. If player is behind a wall that covers the sight of the player, you will not be dealt any rad damage
- Fixed 'rad area' zombie archetype special effect still carrying on after death (Damaging the player)
- Fix to player spawning (New save)
- Increasing radiation protection will now properly control the volume of the geiger counter sound effect
- Fixed issue where dying does not stop the geiger counter sound effect
- Fixed not being able to damage turrets
- Fixed issue with depth of blur
- Fixed collision on hospital building
- Fixed safe zone UI staying on screen after exiting to main menu
- Fixed Cerberus not recognising Cerberus mags when reloading
- Fixed flying up ladders fast
[ 2023-10-31 23:26:41 CET ] [ Original post ]
Halloween
With this update comes some Halloween additions. This stuff will be purchased via a Halloween vendor and by next update will be gone. All items you will still be able to use however!
- Cerberus (Legendary variant of Guardian rifle)
- Cerberus mag
- 4x pumpkin heads
- Zombies have a chance to spawn as a 'Haunted' archetype. They have the chance to drop the pumpkin heads.
- Other spooky additions
-
Beginning of the quest system / Secret Intelligence Laptop:
While this update only has a very small portion of the quest system. A lot more work has gone into the the system 'behind the scenes' allowing the creation and design of quests to be smoother in the future. With the following patches expect survivors who are in need of help and a radio broadcast, reaching out for help. With this update, you'll be able to find 'Intelligence Laptops' in high tier areas and on AI human bosses. These laptops once scanned will lead to either a guaranteed legendary drop or a human AI camp. Once these quests are completed you will be rewarded for completing them. Expect more events to be added to this feature.
- New POIs; Whitewood Town and miscellaneous surrounding buildings
- Zombie archetypes; Each zombie type (Roamer, crawler, radiated, dog & infected) now have an archetype they can spawn as. These archetypes are distinguished by how they will visually look different to their normal counter-part. Each one has a unique thing about them, from extra health due to armor or radiated blood that damages the player. Be on the look out.
- New Journal UI
- Debug menu; Once enabled (In gameplay settings) you will be able to access the debug menu, enable noclip, spawn items, etc.
- Passive skill books; You are now able to find and receive books that the player can read. On reading these books, you will get a multiplier on the specific passive skill that book is related to.
- Passive skill magazines; On reading the magazine, adds a certain amount of XP to the selected passive skill.
-
New items:
- Survivor (Legendary weapon)
- Deadeye (Legendary weapon)
- SPAS-12
- MP7
- MP7 Mag
- Famas
- Noise Maker
- Kukri
- Pipe (melee weapon)
- Camping axe
- Tools cabinet (Used to store crafting materials)
- Small Survival Backpack
- Secret Intel Laptop
- Spec Ops Helmet (laboratory)
- Can opener
- Military Night Vision Goggles
- Civilian Night Vision Goggles
- XP Book Fitness
- Xp Book Strength
- Xp Book Toughness
- Xp Book Sneaking
- Xp Book First Aid
- Xp Book Reloading
- Xp Book Marksmanship
- Xp Book Thief
- Xp Book Fishing
- Specific helmets now have the option to add night vision goggles to them (If you already have a helmet like this, you will need to find a new one)
- Loot all button added to loot containers
- When close enough/looking at a crawler you are able to stomp on them with a normal melee attack
- New vehicles; Truck & Flatbed Truck
- You now require a can opener to consume canned meals
- Geiger counter sound whenever you go below 100% radiation protection (The lower you get, the louder it gets)
- Added a concrete mixer loot container
- Fitness passive skill now affects the time it takes to start regaining stamina
- 2 new markers to place on map
- Added option to select if quick save creates an entirely new save slot
- You can now rip clothing to receive a random amount of cloth
- New player spawn locations
- Functioning shooting range targets added to shooting range
- You can no longer attack while in safe zones
- New UI when looking at notes
- Zombie bosses will now lock onto your position and head towards you (eg. if you're sniping them)
- Litter on ground added to built up areas
- New difficulty option (Peaceful - No zombies, etc)
- Improved player melee hit detection
- Increased two handed melee animation speed
- Increased time between zombie attacks (Was 1s, now is a random time between 1.5s and 2s (Also, making one zombie easier, but multiple still a problem))
- Reduced zombie attack hitbox range (Halved)
- Increased player melee attack hitbox range (Doubled)
- Reduced stamina drain from melee weapons
- Change to how zombies find the location of the closest attackable target (Before it would get all of the objects in game that a zombie could attack, it now just gets the current perceived objects at that time)
- You will only melee attack when attacking binding is released (For power attack)
- Black market vendor will always spawn at the safe zones, and have a 100% chance to sell credits
- Improved vehicle handling
- Regenerating stamina won't start straight away, there will be a slight delay of 1s before it starts (Dependent on fitness passive skill)
- Weapons that would normally be fully-automatic, now start in that fire mode
- Increased player max passive skills level from 15 to 20
- Damaging a world object now shows damage numbers
- Improvements to difficulty preset changing system
- Increased passive skill XP earnt for doing the certain activity (Thief & fishing heavily increased)
- Improved accuracy of friendly/neutral AI
- Player will now start with a worn knife & a rag
- Rework of zombie/animal visual perception (Sight)
- Slightly randomized main menu scene
- Adjustments to some crafting recipes (eg. reducing amounts needed for fences, due to these being repeatable objects)
- Player will only hold melee weapon in 2 hands when aiming with it
- Change to UI when picklocking, refilling, etc
- Improved flashlights
- Items that can harvest resources are now shown in its stats
- New rocket launcher firing and explosion sounds
- Reduction in default chance of random events & infestations spawning
- Reduced time that bleeds will last for (light bleed now takes 5 to 10 seconds to stop & heavy bleed takes 10 to 15 seconds to stop, from around 30 seconds previously)
- New loading screen images
- Reduced player footstep volume
- Slightly increase sun intensity
- Multiple optimisations to lighting, LODs, game mechanics and objects
- Fixed being able to whistle through radial menu even if not unlocked
- Fixed flashlight not being able to be turned on through radial menu
- Fixed issue causing AI to spawn even though they were unable to (Causing them to stay in game at the centre of the world)
- Fixed unequipping a weapon from another slot while one is currently equipped, causing the player to not be in the combat state any longer
- Fixed flashlight sound when spawning in playing
- Fixed cancelling mid way (For example pick locking) that it doesn't stop the animation
- Fixed stamina going below 0%
- Sleeping will correctly fast forward the date to be the next day, etc
- Fix to horde beacon spawning AI even though it couldn't (Possible cause for not being able to complete it)
- Fixed climbing up a ladder where player wouldn't be to centre of ladder model
- Fixed starting clothing be equipped if player reloads a save where you had a clothing piece unequipped
- Fixed not being able to get out of laboratory due to power being off
- Improved collision of player loot box to stop occurrences where it would fall through ground
- Fixed sorting button on crafting UI highlighting all items
- Fixed bird noises while in buildings/underground
- Fixed being able to damage dead AI
- Fixed enemy health UI staying on screen after AI death
- Fixed shotguns not using effective range into damage calculation
- Fixed entering area UI showing twice then disappearing
- Fixed respawn screen stats being wrong
- Fixed door with zombies banging on it being able to be heard far away from its actual position
- Fixed loading screen using the same game art
- Fixed normal zombies being able to damage boss zombies
- Fixed shotguns not making any bullet holes, etc
- Fixed optimization issue with some containers
- Fix to player hitbox
- Fixed enemy health UI staying on screen after opening photo mode
What's Next?
With the next update/s you can expect;
- More events for the intel laptop system; To put it simply, more will be added with the next couple updates.
- Settlement system; While there are safe zones, settlements will be added. While some of these will be randomized and spawned in during the first time they are loaded, some (Beginning with 1 settlement) will be known as a 'Permanent Settlement'. These settlements will tie heavily into the quest system and other systems will be added to them that the player can control.
- Expanding quests; More quests will be added to put it simply. Behind the scenes work has gone into the system so that adding these will be easier as time goes on. You'll be able to find settlement & safe zone leaders who will give you quests, radios that call out for you, survivors in need of help and more.
- Bounties; In the safe zones there will be bounty boards, from these boards there will be a set of quests that are randomized (From a pre-made set). From killing a bandit leader, to finding an item, hunting, etc.
- Human Ai will move to the location of where they were shot from even if from a long distance away (Needs testing, already implemented for zombie bosses).
- A lot more is still planned!
[ 2023-10-31 00:37:46 CET ] [ Original post ]
Hey everyone! Patch 1.4.2 nears closer and with this I wanted to go over some of the content/features & more that will be added in this patch and going over a few things that will come in the future.
The start of the quest system
With this patch comes the beginning of a system that will soon bring lots of pieces of content to the game and lore! With this update a 'Laptop Event' will be added. Laptops can be found off dead AI human or zombies bosses, or in rare loot containers. These events will lead to quests that will consist of anything from the simple kill X at this location, to disabling a generator that is guarded by AI Bandits. A lot is possible.
In the future, quests will consist of these 'Laptop Events' to main story quests, bounties & more!
New Journal UI
A face lift of the Journal UI was needed and coming with this update is a completely stylized UI made by Thomas Buzata.
Also included are brand new skill icons to with this.
QOL changes & fixes
Big QOL changes are coming for zombies and melee. The time between a zombie being able to attack the player or another survivor has been increased from 1s to a random time set between 1.25s & 2s. This will make melee with zombies less annoying however keep that fear that multiple zombies can kill you. Also the zombie attack hitbox has been halved and the player's melee attack hitbox has been doubled. More changes include; bleeding lasts for a shorter amount of time and has been basically halved, new rocket launcher sounds, new POIs and more...
Dialogue system
At this moment in time I'm unsure if this will make it into 1.4.2 but possibly 1.4.3. The dialogue system will tie heavily into the quest system and finding out more about the world of SurrounDead. From simple conversations with survivors, to meeting bandits and either talking your way out of getting killed or telling them how you will kill them yourself. Apart from this, much more can be added and QTE like timed dialogue will also be added. In the future I hope to tie this system to other parts to make it more sophisticated to AI know the type of person you are...
Some other stuff I'm working on for after 1.4.2
- Multiplayer: Still progressing, work has slowed on it recently to get the quest system implemented but after this and in a month or two, work will increase again on MP.
- Many new POIs: New POIs from hotels, to abandoned survivor holdouts, new towns & a large city!
- Motorbikes: Main reason motorbikes haven't been added yet is due to issues with the physics of them in-game. Recently, I've been able to improve this of vehicles with two wheels, but work continues.
- Swimming: The animation system is complete for swimming and the next course of action is to start changing the map to allow swimming in the rives, lakes, etc.
- Filters for gas masks: One thing to increase the difficulty of radiated areas is to add filters you need to find to use the filter in these zones, as without you'd die in there.
[ 2023-09-18 22:31:13 CET ] [ Original post ]
CHANGES:
- Level scaling won't start until the player has survived at least 1 day (Both level and days survived affects this system)
BUG FIXES:
- Fixed AI health/damage issues when level scaling is disabled
- Fixed barber player location on ship teleporting player under ship
- Fixed M20 Enhanced weapon texture
- Fixed AI health bar showing incorrect max health
- Fixed AI spawns at specific location
- Fixed black box at end of safe zone location name
- Fixed AI health bar staying on screen after exiting to main menu
[ 2023-08-26 23:31:21 CET ] [ Original post ]
Vote on next feature: Next Feature Poll
ADDITIONS:
- Player barber. Found in the 2 large safe zones, you can go here to change details about your character's details and looks.
- New music while exploring
-
New items:
- Rocket launcher
- 66mm rocket
- Black military jacket
- Black military pants
- Black military gloves
- Military boots
- Spec ops plate carrier
CHANGES:
- Weapon now saves/selects firing mode last used when equipping again
- Made refuelling generating more intuitive (Easier to know when you're able to refuel it)
- Wind turbines now show a more exact speed dependant on wind intensity
- Opened up a closed off building in Ellwood
- Changed position of melee & sidearm equipment slot
BUG FIXES:
- Fixed issue throwing a grenade if a weapon was equipped
- Fixed small turret not firing at AI
- Fixed rotation of buildable not saving from the previously placed object
- Fixed 10km & 100km distance travelled achievement
- Fixed hotbar staying green for a weapon even though it was dropped/unequipped
- Fixed changing primary & secondary weapons
- Fixed weird alignment of some container UI
- Fixed after changing weapon, UI for full auto/semi not changing
- Fix to how game was checking for a repair kit/gas in a vehicle, could of caused FPS drop/freeze
[ 2023-08-25 23:53:50 CET ] [ Original post ]
ADDITIONS:
- Added small buildable turret that doesn't need any power to use
- Added metal barricaded metal door
- Can now snap buildables to the ground angle/rotation and reset it to normal
- New weather type added
- Added glass to laboratory doors
- Added doorway to entrance of large bunker player can build in
CHANGES:
- Increased delay before AI spawn
- Adjustment to stamina drain on nearly all melee weapons (Reduced)
- Current & max XP of passive skills now shown
- Hunger, thirst, etc will still be shown when opening inventory
- Increased chance for lockpicking to fail from 25% to 35%
- Adjusted values for weather (Thunderstorms reduced also)
- Aiming with melee now uses the combat crosshair
BUG FIXES:
- Fixed whistle not attracting AI
- Fixed main menu freezing/locking up after a couple minutes
- Fixed vaulting not being smooth
- Fixed bleed, etc not stopping on death
- Fixed laboratory doors merging with walls when opened
- Possible fix for rare occasion when your dead player body is still technically 'alive'
- Fixed Thief & Fishing max XP being 0 when starting a new game/character (To fix in a pre-existing save you will need to reset passive skills which is located in difficulty options, then 'Other')
- Fix to throwable having collisions when it shouldn't
[ 2023-08-10 00:15:58 CET ] [ Original post ]
This is something I get multiple questions about nearly every day. Before this I'd always give basically the simple answer that 'It is coming & nothing else about it'. That changes today.
I'm happy to announce that multiplayer / co-op is now being actively worked on & current features are being reworked & cleaned up to work in a multiplayer environment.
Also, I have an active trello page that will show the current progress of features/content as they get worked on to be multiplayer ready. (As linked below)
https://trello.com/b/yds2wUAz/surroundead-mp-trello
Another thing I know people will want to know is when will this be available?
At this moment I am not going to announce any date or time frame for multiplayer but I'd rather just show people progress as it gets expanded.
The first version of multiplayer will as well be a sort of test where players can join a world and do random activities, although these will not save between joining and leaving it. (Something that will come after 'test' release)
As progress continues, I will update the Trello board & start to release actual gameplay videos of players in a multiplayer environment.
Finally, will have another small-ish patch soon and thank you everyone, for everything.
[ 2023-08-04 23:47:03 CET ] [ Original post ]
Small patch today with exciting news to follow in the week!
CHANGES:
- Removed no build areas from certain locations
- Change to how the player interacts with buildables
BUG FIXES:
- Fixed level scaling not enabling/connected to airdrops difficulty option
- Fixed not being able to open GPS properly
- Fixed equipped item staying green on entering a vehicle
- Fixed collision of small industrial brick building
- Fixed being able to climb/vault over pickups
- Fixed mall collision
[ 2023-07-30 23:13:17 CET ] [ Original post ]
ADDITIONS:
- Level Scaling: As the player progresses in their save/world and if the player has this option enabled. AI will scale with the player as they get better loot, expect harder encounters as you progress.
- AI health bars
- Military supply crates buildable
- Concrete wall buildable
CHANGES:
- Buffed HK433
- If the player is crouched, when they whistle to distract enemies it will be quieter and only alert ones closer to the player
- Your current equipped item will be highlighted on your action bar
- Grenades now wont apply damage to objects it can't 'see'
- Increased ground friction (More friction for vehicles)
- Miscellaneous changes to UI
- Zombie boss speed slightly slower
- Improved inventory visibility
- Improved world interaction accuracy
- You no longer have to enable first person in settings
- Fixed damaged rifles & shotguns not spawning with a loader
- Adjustment to horde beacon wave settings
BUG FIXES:
- Fixed saves tanking FPS after multiple saves/reloads of game
- Fixed AI respawn timer difficulty setting not changing the timer in-game
- Fixed crafting UI not being centred
- Fixed days survived resetting to 0
- Fixed a performance issue with the 'easter egg' objects
- Fixed hit audio not playing
- Fixed issue where player was unable to place buildables
- Fixed weapons bench crafting recipe
[ 2023-07-24 21:56:03 CET ] [ Original post ]
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
CHANGES:
- Being low on stamina no longer causes you not to be able to melee, but will slow down your attack speed delay between swinging your weapon
- Throwables explosion delay shortened by one second
- Removed a melee animation causing the player to swing quite low
- Equip/unequip animations have been made slightly shorter
BUG FIXES:
- Fixed issue causing keycards to have extremely low chance to spawn in loot containers
- Fixed issue causing 'Open' container not to show
- Fixed not being able to walk out of new bunker
- Fixed name, sex & occupation not saving/loading as what player set it to (Loads as default)
- Fixed being able to scope in when changing weapons
- Fixed weapons like the Exterminator spawning with 0/0 ammo
- Fixed loot at random events/camps
- Fixed wrenches not spawning
- Fixed cartridges & vaulting when in proximity to an infestation
[ 2023-07-12 21:53:59 CET ] [ Original post ]
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
ADDITIONS:
- Option to disable backpack in backpack: When this is enabled you are unable to put items in a backpack when it is in your inventory or pickup a backpack with items inside when it is on the ground
- Difficulty slider to change amount of zombie hounds spawned
- Added a large bunker to the map that the player can build in
- Added an option to have Clock UI stay on screen
CHANGES:
- Updated hotbar & compass UI
- Other miscellaneous improvements to UI
- Now easier to run over AI (Less speed is required, etc)
- Keycard spawn rate has been increased on 'High Tier Military Containers'
- You can now designate what container is a 'High Tier Military Container' by its name
- Land mines now have a 50% chance to spawn
- Adjusted collision boxes for refuelling generators
BUG FIXES:
- Fixed difficulty option 'refill timer'
- Removed block input binding (As it has been removed)
- Fixed infinite gas cans/repair kits by dropping item while carrying out action
- Fixed first person showing stuff like eyebrows when activated
- Fixed while building, item will phase through other buildables instead of following its actual collision
- Fixed scrolling while interacting with an object scrolls camera back/forward
- Fixed permadeath mode not deleting skill save slot
- Fixed airdrop not falling
- Possible fix for airdrops not spawning
- Fixed high tier military containers not actually having a name
- Adjusted location of mines at observatory to stop AI walking into them
- Fixed landmines (world objects) not activating when shot or drove over
[ 2023-07-11 22:26:12 CET ] [ Original post ]
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
ADDITIONS:
CHANGES:
BUG FIXES:
- Fixed setting sex to female not actually changing player model while in game
- Fixed vehicle sounds while reversing
- Fixed fishing rod not being unequipped when entering a vehicle
- Fixed crouching ADS and player model being invisible (Without scope)
- Fixed miscellaneous level design issues
- Fix for vehicles still being on fire on reload of save
- Fixed hands/arms disappearing in first person
- Fixed laboratory doors using the all access keycard
- Fixed player suicide not keeping inventory, even if the option was enabled
- Fixed horde beacon not showing it can be interacted with
- Fixed respawn spawn point not setting/saving
[ 2023-07-04 22:08:46 CET ] [ Original post ]
With this update, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
ADDITIONS:
- SAVE SYSTEM REWORK & MULTIPLE SAVES: With this update brings multiple saves. You will now be able to have save multiple slots customized with different difficulties, characters and more!
- CHARACTER CREATION: Say goodbye to premade characters and hello to your very own customized character. Decide their name, their prior occupation and of course what they look like!
- CLOTHING AND BODY ARMOR: In addition to customizing the body features of your character, you will be able to find different clothing around the map in various containers. From your simple shirt or plaid shirt, to military jackets and body armor. Also, more clothing will carry on to be added in future updates.
CLOTHING ITEMS:
- Civilian body armor x2
- Makeshift wooden body armor
- Makeshift metal body armor
- Plate carrier
- Heavy body armor x2
- Heavy coat
- Heavy coat (Damaged)
- Military coat
- Office shirt
- Paramedic jacket
- Plaid shirt x4
- Police shirt x2
- Puffy coat x4
- Rider jacket
- Shirt x4
- Cargo pants x2
- Heavy jeans x3
- Kneepad jeans
- Military pants
- Office pants
- Paramedic pants
- Police pants
- Shorts x4
- Tracksuit pants
- Boots x2
- Hunting boots x3
- Jungle boots x2
- Office shoes
- Police boots
- Trail shoes x2
- Trainers x2
- Work boots
- Fingerless gloves x4
- Gloves x4
- Military gloves
- THE FIRST LABORATORY: Starting with this update will be the beginning of a new set of end game locations and content. In these locations expect to have to fight through crowded corridors of zombies and even possibly humans. In the future, larger laboratories and special locations will be added with new puzzles and dangers to uncover. Expect lore to come from these locations.
- ELECTRICITY & GENERATORS: Via either crafting a generator or scavenging for larger generators, you will be able to provide electricity for the lights, defences and other features of your base.
- STEAM ACHIEVEMENTS: You can now get multiple achievements while playing the game. Look to unlock them all. In total, with this update there are 20 achievements to unlock.
- HORDE BEACON: A placeable item that spawns a set number of waves of enemies in a radius around the beacon, these enemies have much better loot and is a good way to test your resilience. Find the best locations to set these up, or the hardest if you're up for the challenge. Found in military areas and from boss zombies.
NEW ITEMS:
- Laboratory keycard
- M32 Grenade Launcher
- 40mm Grenade
- HK433 Assault Rifle
- Phantasm (XM8 Assault Rifle)
- Phantasm 100 round drum
- XM250 LMG
- XM250 200 round drum
- CZ75 automatic
- Cleaver
- Makeshift wooden body armor
- Makeshift scrap metal body armor
- Makeshift Knife
- Horde Beacon
- Small Generator
- Large Generator
- Industrial generator
- Tent Cover
- Garage Door
- Concrete Military Wall x2
- Bear Head Mount
- Deer Head Mount
- Wolf Head Mount
- Concrete
- Spark Plug
- Razor Wire
- Chair
- Metal Fence
- Portable Lights
- Wrench
- New POIs including an off-road racing track
- Zombies now have slightly randomized health
- Added the ability to push/shove zombies
- When reloading, if your inventory has no space, the magazine will be dropped on the ground
- Added the ability to change between semi-automatic and automatic fire
- Infestations now spawn a wave of enemies at different amounts of health of the infestation pile. For example, if you get it down to 1000 health, it will spawn 8 enemies around the area in a radius.
- Added a difficulty option to keep inventory on death
- Vehicle spawning rework: Vehicle spawners now will now spawn a vehicle dependent on where it is. If a spawner is at a military site, expect the vehicle to spawn there to be of military type.
- Improvement to radial menu and more options added to it
- You can now change how long it takes for loot to refill if enabled
- New effects for infestation piles
- Added UI that shows at midnight or when loading a game, telling the player how many days they have survived
- Petting dog animations
- Added refraction to water
- Added option to change aiming sensitivity
- Some extra defences around military locations have been added, be on the look out
CHANGES:
- Improved / redesigned inventory layout/look
- Improved / redesigned in-game UI design
- Added text to survival stats
- You can now change weapons easier by selecting the same keybinding of the equipped item to unequip it
- Bolt action rifles and shotguns no longer need a loader (To put it simply it's now an invisible object that the player can't see)
- You no longer need an equipped tool for example to open a container, all you need is it to be in your inventory
- If a weapon has a scope, when aiming in, it will automatically use the scope when aiming (Has an option to disable this)
- Lowered spawn rate of keycards in a few specific containers
- Equipment now shows how many inventory slots they have
- Each keycard has a different texture
- When entering a vehicle, your currently equipped weapon will be unequipped
- You can now unload weapons like sniper rifles, shotguns & the grenade launcher
- If you fail lockpicking, you will lose that lockpick
- You can now change the loot rarity of keycards
- Changed zombie hound audio
- Changed siren sound
- New R700 model
- Can add Acog to Vector & MP5
- Vehicles now spawn with less health & fuel
- Vehicles now produce fire when extremely low on health
- Reworked ladder climbing
- Improved item hover UI
- Adjustment to vehicle UI
- Adjustment to vehicle UI
- Changed starting date to 09/Jul/2027
- Eating raw fish will now damage the player
- Increased 'Exterminator' shotgun ammo count
- Improved entering & leaving area UI
- Adjustments to item sizes in inventory
- Eating raw fish will now damage the player
- Increased aircraft sound
- Increased crouched footsteps audio
- Broken bone no longer disables jumping/vaulting but reduces the effectiveness of it
- Back-end changes to in-game notification system
- Adjustment to zombie eye colors
- After looting dead body crate, UI for location of death will be removed
- Slowed down infected zombies slightly
- Improved flashlight movement
- While in a vehicle and using radial menu, you can turn on/off headlights
- Added a limit to amount of vehicles that can be spawned
- Improved interaction UI with buildables
- Adjusted some fence collision so player can shoot through some of them
- Removed melee blocking in replacement for shoving/pushing
- Changed default 'Unequip' keybind to '\'
- Change to lighting/rendering
- Slowed down health regeneration
BUG FIXES:
- Fixed issue with human AI getting stuck in melee/combat
- Fixed first person sight zoom issue
- Fixed issues with optimisation rendering objects when far away from player and rendering lights when far away
- Fixed consuming food/drink increases first aid skill
- Fixed ADS while reloading cancelling reload
- Fixed cursor being in a random position when opening inventory (Now centres)
- Fixed items not dropping at feet of player
- Fixed issue causing zombie & human AI not being able to go some places the player could
- Fixed volume of weather in main menu
- Fixed loot refill, when enabled it still refilled on reload
- Fixed bunker door size
- Fixed audio being muffled while in first person
- Fixed bleed, broken bone, etc not stopping after an amount of time
- Fixed shooting at vehicle causing player damage
- Fixed entering/leaving area overlapping
- Fixed random events with radiation not having any name
- Fixed death marker staying on map
- Fixed resetting skill points not giving correct amount back to player
- Fixed hounds not causing any medical effects
- Fixed player spawn location that was spawning player right next to bandits
- Possible fix for medical stuff like bleeding not showing on UI
- Fixed being able to build on top of dropped items
- Fixed quarantine area note event
- Possible fix for AI falling through ground on death in areas such as the Subway
- Fixed invincibility not blocking medical effects
- Fixed floating for around a second when vaulting
- Fixed resetting of player stats when creating a new player/save
- Fixed Bandit Compound saving some containers (Random event so it shouldn't save any data of the event)
[ 2023-07-03 22:35:53 CET ] [ Original post ]
THIS IS AN UNSTABLE PATCH
With this update, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
Hotfix #1
- Added items to shooting range
- Reduced ammo on infected AI
- Removed steam cloud (Make sure to delete 'player' slot in SaveGames)
- Change to when player loads game (Hopefully fixing player's issues)
- Fixed black plaid shirt forearms
- Fixed collision at laboratory
- Fixed XM250 & Phantasm reloading
- Fixed bleed, broken bone, etc not stopping after an amount of time
- Fixed interaction with beds/sleeping bags for sleeping
- Fixed automatic usage of keycards in laboratory
- Fixed first person scope issue
- Fixed generator UI loop if move slightly out of interaction area
- Fixed player respawning having no equipment or being able to loot
- Fixed vehicle spawners spawning vehicles due to one not being spawned previously
- Possible fix for medical stuff like bleeding not showing on UI
- Save system rework & multiples saves
- Character creation
- Clothing & body armor
- First laboratory location & new POIs
- Electricity & generators (Buildables)
- Steam achievements
- Horde beacon
- Many new items including a grenade launcher
- New POIs
- Ability to push zombies when aiming a firearm
- Keep inventory on death difficulty option
- Improved infestations & vehicle spawning system rework
- Improved / redesigned inventory layout/look
- Bolt action rifles & shotguns no longer need a loader
- Fixed issue with human AI getting stuck in melee/combat
- Fixed first person sight zoom issue
- Fixed issues with optimisation rendering objects when far away from player and rendering lights when far away
- And more
[ 2023-06-20 23:00:02 CET ] [ Original post ]
To begin...
First of all, apologies for the lack of updates over the last 3 weeks as I've been away with work. Moving onto the next patch then, this update is gonna feature a rework to the saving system and vehicle spawning system, as well as new content, QOL additions and bug fixes. Now going into more of what this update will actually include. Also, the game is as well down from $15.99 USD to $11.99 USD. To add, I have a Twitter account for the game now that will be used, link here: https://twitter.com/PlaySurrounDead
What will be in this update...
Rework of saving system:
At the moment, the saving system for SurrounDead isn't that good, it only allows one save and the save folder is cluttered. With this update, I will be completely reworking this system with the plan of 2 things happening.
Multiple saves
With this rework, it will allow players to have multiple different save slots. Players will be able to load up old saves or create a new game if they wanted to while still having another saved game. I know a lot of people have wanted this and it's coming now.
A better optimized system
It's cluttered to put it simply, with this rework I'll be looking at organizing the saves and getting away from the clutter that is happening in people's saves folder (If you've had a look). Also, included with this is reworking the vehicle spawning system so that issues with vehicles spawning multiple times can finally stop.
Portable horde beacon:
Also coming with this update would be a new buildable to the game; the horde beacon. Placing this in a location will spawn a number of waves of enemies that will attack the player. While difficult the rewards for completing the waves will be very generous (Also that the beacon is a one-time use).
Steam achievements:
Show off the achievements you get in game on Steam. From achievements like 1000 kills, to 100 boss kills, 50km walked, many achievements will be added.
New base building objects/mechanics:
From new walls, to defenses, and now to generators. Expect to have to find gasoline around generators around the world to power lights and defenses at your base.
Controller layout and possibly in-game configuration:
Playing on a Steam Deck can be a bit of a pain at the moment. With this, a layout will be created and added to the game and possibly the addition of controller configuration in this update.
New POIs:
New locations, expect POIs to pop up heading towards the port, where soon that will start to get fleshed out.
Upcoming QOL changes & bug fixes:
- Infestations spawn waves of enemies while being damaged
- Easier access for switching weapons
- Fixed issue with human AI getting stuck in melee/combat and first person ADS issue
- And more...
What could possibly be in this update...
Clothing system - First Pass:
Customize your player with a variety of clothing, from business, to police, to paramedic, the choice is yours. (When this system is first added there will only be models for the male player model and female coming in the future)
End game content/locations - First Pass:
Within the first pass of this content it will include; smaller locations around the map that will give clues to where and how to get into the largest location, which is your main objective. Puzzles will be added and new mechanics to make these locations unique. Also, expect the loot to be plentiful.
What about the future?
End game content/locations - Finishing it off:
Adding the large end game location and all the mechanics to go with it, wont spoil anything here.
Rework of AI:
Another system to rework is the AI. From optimizing certain functions of the AI to possibly using an AI behavior system called 'Utility AI'. Other stuff includes having AI stats be randomized, adding unique special zombie AI and allowing boss zombies to have a ranged attack.
Quests, bounties & story:
Head to safe zones and help the communities thrive, to taking down thieves and destroying bandit camps, there is a vast range of quests that can be added. You'll also discover more about the world and uncover the lore of what happened to the world you are in and the direction it is going in. As well, there will be a bounty board, accept a bounty on it and it will be marked on the map, go to that location and take out the individuals there, head back to bounty board and collect your rewards. These will as well rotate/be random each time you join and more will be added with each update. In the future, you will as well be able to gain reputation with different factions in the world and this will affect who are your enemies and who's your friends are.
Multiplayer:
Not too much to say, you want it, I want it, no news yet tho.
Miscellaneous:
- Translations: Highly requested and in the works of getting this out for translating to start.
- Vehicle modding: Not coming yet, but still coming.
- Horde mode: Fun for everyone, something separate to the survival mode.
- Steam Workshop: Looking into this, if/when completing really looking forward to see what people create.
- Survival improvements: Player has to look for gas filters for their masks, to refilling bottles from the river and more.
- And more...
[ 2023-05-20 22:24:02 CET ] [ Original post ]
ADDITIONS:
- Splint now craftable at crafting bench
- New item: Money Briefcase, can store larger amounts of currency
- You can now change either first person or third person field of view separately
CHANGES:
- More adjustments to AI spawning in enclosed areas
- Adjustment to marker colors
- Adjustments to loot setting for how much it multiplies chance of finding that specific type of loot
- Adjustment to chance of snow in winter
BUG FIXES:
- Fixed notification UI displaying in wrong position/alignment
- Fixed issue with suicide not clearing medical system information on death, etc
- Fixed random events not having correct loot settings
[ 2023-04-21 23:02:09 CET ] [ Original post ]
CHANGES:
- Adjustments to scopes
BUG FIXES:
- Fixed crash with melee weapons
- Fixed energy drink consume sound
- Fixed large FPS drop near large amounts of AI
[ 2023-04-18 23:18:19 CET ] [ Original post ]
ADDITIONS:
- Medical system: To put it simply, the player can now bleed and break their legs. Also, this system can be added & improved to with new injuries and effects. These injuries can be healed by different medical items and with new items added this update. Added this update are:
- Bleed - Adds a light bleed to the player that degrades the player's health over time until healed.
- Heavy Bleed - Like the bleed, but faster and does more damage.
- Broken bone - Affects the player's sprint and jumping.
- Radiation - Affected by the player's resistance to radiation, activates when radiation is at 0.
- New loot settings: You can now change the amount of loot that will spawn for different types, from medical to ammo!
- New AI added: zombie hounds can be found at radiated locations.
- Added vicinity loot container to player inventory, in a radius around the player it will show dropped items that are on the ground.
- 2 new smaller locations added, including a gun shop.
- Some consumables will now have negative values.
- Added a furry friend to the safe zones.
- Crouch sprint; the player can now sprint while crouching, while allowing you to move faster while crouched, you will as well produce more noise to surrounding AI.
- Added a vendor that randomly spawns to safe zones that will always sell credits and possibly more in the future
- Added option to reset vehicles in game that have no item's in its storage(Could fix some people's performance issues)
-
New items:
- Splint - Fixes broken bone
- Antibiotics - Increases radiation/illness resistance
- Civilian medkit - Like the medkit, but not as effective
- IFAK - Military first aid kit, stops bleeding
- Auto injector - Increases health & energy
- Energy drink
- Tin of tuna
- Tin of sardines
- Cereal
- Milk carton
- Turret - Buildable guard turret
CHANGES:
- Silencers now affect headshot damage
- Vehicles are no longer a safe haven, while the vehicle is at 0 health, the player will be damaged by oncoming attacks
- Radiation is much deadlier, if your rad meter is at 0 and you're outside of a radiation zone, you will now continue to take damage
- Increased value of some difficulty settings that they can be changed to
- Zombie AI attack faster/more often
- All zombies have a chance to apply radiation damage to the player
- Rags heal decreased to 10 from 15
- You can now aim your weapon while being hit
- More items now have stats you can view
- Seasons have a difference now, expect weather like know more likely as you get closer to Winter
- Slightly increased stamina drain
- Increased delay before AI spawns
- Compensators now reduce recoil by 20%
- Battle Ready Glock base damage: 24 -> 26
- Exterminator headshot damage: 44 -> 48
- Colonels Revenge base damage: 37 -> 42
- Valkyrie base damage: 43 -> 45
- Valkyrie headshot damage: 114 -> 126
- Crusher base damage: 38 -> 43
- Guardian base damage: 85 -> 89
- Increased Colonels Revenge fire rate
- Increased Vector fire rate
- New sitting animation
- Improved notification UI
- Change to reflection capture resolution
- More optimization to vehicles & AI when they're not close to the player
- Weapon brass/shells will stay on ground for around 10 seconds after a weapon is fired
- Increased size of trace when firing weapon
- Adjustments to some zombie animations
- Vendors no longer spin but their head moves to the player's position
- Few adjustments to default difficulty settings
- Default AI respawn timer set to 1500 seconds
BUG FIXES:
- Fix to AI not reacting to player properly
- Fixed difficulty settings resetting themselves on restart of game (Make sure to select the difficulty you want again)
- Fixed issue where while changing weapons (From Firearm to Melee), weapon wouldn't change and firearm would stay equipped causing issues with melee
- Fixed rabbits not being scared by player visibility (Only from sound)
- Fixed pause screen menu buttons in shooting range, etc
- Fixed blood splatter system
- Fixed blood splatter effect never actually deleting itself from world
- Fixed color grading for health effect while health is regenerated
- Fixed some level design issues
[ 2023-04-17 22:38:25 CET ] [ Original post ]
CHANGES:
- Change to hitmarker design
- Ambient music kicks in much faster after starting a game or going into a different zone
BUG FIXES:
- Airdrop plane no longer has its landing gears down
- Fixed objects at random event locations being invisible
- Fixed Human AI not spawning at their actual correct positions (Mainly affecting large compound)
[ 2023-03-24 17:47:13 CET ] [ Original post ]
ADDITIONS:
- Added large Bandit Compound random spawn to world
- Added passive skill: Fishing (Increases chance of catching more & rarer fish)
- Containers will have an outline when the player is close to it (Toggle-able)
- Added container to Compound locations (Example: Observatory), these containers have the best loot in the game and highest chance to spawn those items
CHANGES:
- Level cap increased to 40
- All passive skills take longer to learn/master
- Increased speed of zombie boss
- Infestation markers will be removed from the map after destroying it
- Slightly reduced noise that vehicles produce
- Adjustments to some AI spawns
- Reduced range that human AI have that alerts others around them
- Adjustment to some some Prison level design to solve some issues with spawning
- Decreased width of interact outline
BUG FIXES:
- Fixed issue while changing weapons, if it gets interrupted that you wouldn't be able to use your firearm
- Fixed issue where map markers weren't loading their icon from a save (Place new icons and they will save correctly)
- Fixed Crafting Bench item model in inventory
- Fixed some floating objects on map
- Possible fix for positioning on ladder
- Fixed inventory UI scaling on some aspect ratios (eg. 1920x1200)
[ 2023-03-22 23:22:24 CET ] [ Original post ]
ADDITIONS:
- New location - Observatory. Beware of this location as a deadly force awaits you there.
- Added hit markers (Disable in gameplay settings)
- Added new infestation location/s
CHANGES:
- Increased chance for vendor to sell credits to the player
- General optimization
- Change to UI to show if price is in $ or Credits
- Improved Wandering Trader selling loot & changes to prices
- Changes to main menu level
BUG FIXES:
- Fixed issue where there would be a large hitch when reloading a weapon
- Fixed some map markers being at weird angles on the map
- Fixed action bar consumable positions not saving correctly
- Fixed lag while near to AI shooting
- Fixed instance where hitting multiple AI with vehicle at same time, could make vehicle come to a stop
- Fixed airdrop marker not showing icon
- Possible fix for fish not getting added to inventory/spawning at player
[ 2023-03-12 18:31:03 CET ] [ Original post ]
To fix not being able to equip fishing rod; load into game, save game, exit to main menu then load back to game
ADDITIONS:
- Fishing system:
You can now find/craft and equip a fishing rod. Go to bodies of water and you can fish. Collect different types of fish (Which will be expanded with future updates), cook or sell them.
- Added a setting to change in-game lighting saturation
- New 'Infected Zombie' added to infestations
- New items: Fishing Rod Small Fish Cooked Small Fish Fish Cooked Fish Large Fish Cooked Large Fish
CHANGES:
- Improved loot after destroying an infestation
- Everyone starts with a map, but it won't show any markers, player markers or the player's position until you equip a GPS
- Increased lighting saturation of game world
- Changed Molotov recipe & is now crafted at Weapons Bench
- Ammo Bench renamed to Weapons Bench
- You can now put the 'Lunchbox' container inside a Fridge
- Increased general amount that radiated & infected zombies apply radiation damage to the player
- Increased speed of health regen
- Harvestable vehicles now produce a small bit of smoke
- Infestations won't spawn if you have buildables placed near them
- Increased distance buildables will block spawns
- Upgraded workbench model
BUG FIXES:
- Fixed issue where changing weapons can cause issues with melee & shooting/ADS
- Fixed Wolf & Bear not dropping meat
- Fixed radial menu visual design
- Fixed changing difficulty selector (Could of caused issue with some AI health being 0)
- Fixed not regenerating health after taking damage
- Fixed door collision at damaged hangars
- Fixed being able to climb spiked wall
- Fixed 0% issue with containers you break open with picklocks or tools
- Fixed Lunchbox container (You may have to find new lunchboxes)
- Fixed saved map markers not showing on map (They were saving but just weren't displaying the UI marker)
- Fixed lag spike when opening keycard doors marker
- Fixed map resetting position when closing it
- Fixed issue that would of caused multiple water volumes to be spawned from exiting and loading multiple times
[ 2023-03-05 18:32:48 CET ] [ Original post ]
ADDITIONS:
- When health is below 25, the saturation will start to degrade, and worsen as health decreases. You will need to heal back up to max health to improve vision (Is toggleable)
- When hovering over an item, it will now tell you what that item is (eg. Melee, consumable, etc)
- Added in game marker when near to location of death (Can be disabled)
- Added a marker on the world map for infestations
- Added difficulty option to adjust infestation health
- Added flies to infestation piles
- Markers now save their location
- On screen markers removed, this is replaced by compass markers that appear on the players compass if they have one equipped
- Many smaller spawns of bandits added around the map
- Added item: Alcohol (Crafting material) & lunchbox (Store food and drink)
- Molotovs are now craftable via the Crafting Bench
CHANGES:
- Small adjustments to molotov effect
- Chance of siren noise and jets much more random
- Changed toolbox texture
- Increased radiated zombie base speed
- Adjustments to UI when hovering over an item
- Updated molotov sounds
- Updated loading screen
- Adjustment to how much noise AI weapons give off
- Permadeath mode won't disable auto saving anymore
- New money model
- General changes to game menus
BUG FIXES:
- Fixed exploit at gun shop
- Fixed free look not working with auto run
- Fixed Exterminator shotgun reload
- Miscellaneous fixes to locations of some AI spawners
- Fixed animal meat bags refilling loot after a set time
- Possible fix to AI falling through ground on death
- Fixed extra bag of meat saving its location
- Fixed some issues with compass
[ 2023-02-26 14:22:27 CET ] [ Original post ]
CHANGES:
- Changes to AI navigation
- Back-end changes to ladders
- Optimization to bandits
BUG FIXES:
- Fixed exploit with infestations
- Fixed zombie eyes not glowing
- Fix to invisible objects
- Fixed crafting
[ 2023-02-19 15:43:55 CET ] [ Original post ]
ADDITIONS:
- Infestation system - First pass:
Around the maps piles of bodies can spawn, and these are known as infestations, destroy the infestation to get some good loot and xp. These can be spotted by the red, dark blood color smoke they produce. More is still gonna get added to this and I really want to go over the art for infestations (Think SOD 2 & Last of Us).
- Map marking system - First pass:
Allows the player to place markers on the map, varying from different types and to colors. (Does not save)
- New original music added
- Buildable doors & walls now block spawns
- Added medical container for holding medical items
- Added Toolbox for holding crafting materials
- Added new skill - Huntsman (Extra bag of meat from animal kills.)
- New player stat - Infestations destroyed
CHANGES:
- Changed it so changing difficulty options is enabled by default while in game
- Fuel in vehicles goes down much slower when vehicle is near stationary/stopped
- Miscellaneous changes to loot pool
- Changed 7.62 rounds description
- Changes to depth of field
- Change to military AI sight perception
- Increased distance that certain buildables block AI spawns
- Removed ability for containers to fail opening when at 100%
- You can now block melee attacks in the alternate melee mode (Just hold 'Aim' instead of 'Block')
- Changes to ladder code
- Changes to spawning in classified area
- Optimization improvements
- Increased lockpick stack to 10
- Change to ammo UI
- Change to how game loads save info
- Increased airdrop timer default
- Water well now produces water even when it's not raining or snowing
BUG FIXES:
- Fixed vector drum mag description
- Fixed issue where if player is damaged and changing weapon at same time, game glitches and shows no melee weapon and 0 damage
- Fixed vehicle UI changing scale slightly as numbers changed on the UI
- Fixed on load into game, even if respirator equipped player takes radiation damage/poisoning
- Fixed weird interaction with branch bushes
- Fixed melee aim when alternate mode is turned on
- Fixed 'No Stamina' spam
- Fixed inventory UI staying on screen when exiting to main menu
- Fixed pause menu staying on screen when exiting to main menu
- Fixed military camp spawner multiplier not changing spawns at camps
- Fixed spawning of items in tutorial
- Misc fixes to crafting
- Fixed issue after death where player equipment stays at death position after relog
- Fixed an issue relating to deleting the game causing issues with loading a save file
- Fixed fire particle effect on main menu
[ 2023-02-19 00:47:39 CET ] [ Original post ]
Apologies about crafting, was completely my fault as broke it while testing some stuff, however fixed now. As well, new patch soon with proper patch notes.
[ 2023-02-10 19:53:32 CET ] [ Original post ]
BUG FIXES:
- Fixed boss spawn at Bravo
- Fixed crafting amount for nails at a buildable crafting bench
- Fixed AI getting caught on dead zombies collision
- Fixed crafting not using mats (Still needs tweaking for other things, items need to be in same container)
- Fixed picklock objects failing when the majority of items when thief level is high
- Fixed weird grenade mechanics for already thrown grenades when throwing another one
[ 2023-02-08 22:20:55 CET ] [ Original post ]
ADDITIONS:
- New grass & sand texture
- Night brightness difficulty option
- Removed military vendor from airdrop, now spawns randomly across map
CHANGES:
- Back-end changes to AI perception
- Reduced scale of deer
- Changes to terrain material
- Changed some spawns in classified area
- Small change to first person camera
BUG FIXES:
- Fixed rolling while sitting
- Fixed helipad stairs
- Fixed some collisions in classified area
- Fixed crafting not checking all stacks of ingredients
- Fixed flag giving wrong item
- Fixed weird positioning with ladders
[ 2023-02-06 22:02:46 CET ] [ Original post ]
ADDITIONS:
- The military are sending in APCs via airdrops that can be traded with for legendary items
- Added secondary melee aim toggle in controls
- Added option to disable holding right click for melee
- 25% chance to get skill points off boss kills
- New foliage from stuff on the ground and into the water
- Makeshift tent added (Craftable)
CHANGES:
- Visual change to military vehicles & humans that AI spawn with (For lore)
- Change to discord SDK (If crashing at launch make sure both the game & discord are at same administrator level)
- Increased time of chemlights to 4 minutes from 15 seconds
- Can now stand up from sitting down by jumping
- Parkour skill now improves parkour/vaulting speed
- Increased chance of nails, reduced crafting amount needed & increased amount needed for crafting objects
- Optimization to object distance culling
- New campfire model
- New rock & dirt texture
BUG FIXES:
- Fixed hidden caches saving their location
- Fixed opening map causes player to lose velocity/movement
- Fixed ranged AI causing FPS drops
- Fixed when standing still and rolling, that the player will always roll north
- Fixed exploit with loot multiplier
- Fixed issue with item not updating count after moving it to player inventory
- Fixed crafting not using multiple stacks of items when looking for ingredients
- Fixed pickup truck being a formula one vehicle
[ 2023-02-04 00:42:09 CET ] [ Original post ]
ADDITIONS:
- Visual display for if you made noise when lockpicking/breaking into object
CHANGES:
- DMRs made semi auto
BUG FIXES:
- Fix for multiple hidden caches
- Fixed 'Regenerating Health' notification after everytime consuming an item
[ 2023-01-31 10:04:07 CET ] [ Original post ]
ADDITIONS:
- New passive skill: Thief (Improves player speed of breaking into stuff and less chance of making noise)
- New currency item: Credits
- Locked safes added to map that can contain Credits & Money
- Wandering trader now sells rare items that can be purchased with the obscure currency 'Credits'
- Locked objects have a chance to produce noise when opening them, this will draw AI to your location
- Reset player camera position (Change keybinding to enable)
- Added audio when hovering over UI buttons
- Interact UI shows keybinding and if the container is inspected or not
- Removed keybinding for reset level and added a button in difficulty options that resets the player's level & skills
- Added new exploration music
- Added ability for player to sit down (keybinding in controls)
- Added UI for when health is being regenerated (Can be disabled)
CHANGES:
- Regen health is started by either using medical items or sitting down
- Improved crafting so that you don't have to click back on it each time
- To regain health (With skill) you need to have at least 15 health
- Changes to font of interact UI
- Increased lock picking of doors from 5s to 10s
- Backend changes to shaders
- Adjustments to some prices
- Changes to foliage
BUG FIXES:
- Fixed bug on locked objects where cancelling the progress will not cancel the animation
- Fixed rare issue when a vehicle runs out of fuel it will go backwards
- Fixed to random issue of zombie bosses spawning in weird positions
- Fixed floating trees near a motel location
- Fixed bug where you could loot hidden cache multiple times
[ 2023-01-30 21:45:00 CET ] [ Original post ]
ADDITIONS:
- Wolf & Bear reaction sounds
CHANGES:
- Increased range of AI ranged attack
- Adjustments AI human melee attack frequency
- Slight camera shake added to melee
- Removed unnecessary back end check when loading game
BUG FIXES:
- Fixed being able to access scope when a melee weapon is equipped
- Fixed crash on shooting range
- Fixed AI spawns in prison
[ 2023-01-22 22:19:07 CET ] [ Original post ]
To begin, I'd like to thank everyone for all the feedback, suggestions, bug reports and just your general opinion on the game. Without all of this we wouldn't be in this position today. However, I know one thing on people's minds is what's in store next for the game, and in this post I hope to give people that general idea that development isn't slowing and more fun content is coming to the game! I'd as well like to point out that the below is always up for feedback, not in any particular order of when it's coming and none of it is final.
1. New POIs
The current map will continue to expand, new locations with a variety of different infrastructure. Expect to see new towns, military locations, survivor locations and a large city. While I am using Synty Assets to develop most of these areas, I'm always looking at getting new types of buildings and environment made, from banks to even smaller details that will add to the lore of the game.
2. Base building additions/improvements
Base building is an important part of the game and something that needs to be added to and expanded. With additions to this system you can expect new furniture, to new traps and buildables that will allow you to better defend your camp against the dead. Another big question for this system is free building, allowing you to create large wooden, stone, etc buildings. I have not made a 100% decision on this system but don't expect is soon if it is added. Farming is another system that will be coming to the game so you can live off the land, grow crops and harvest them at the perfect time, and make sure to stock up for certain times of the year. Plus, an electricity system with generators that will power certain objects in your camp. And more!
3. Vehicle modding
If you've played State of Decay 2, this is the type of system I'm aiming for with vehicles. Find or craft vehicle upgrade kits that you can attach to certain vehicles, from more armor to more storage, these are the types of kits that could be added to your vehicle.
4. Quests!
Story missions, bounty board, etc This is quite simply the system I'm most excited about adding to the game. From going to safe zones and helping the communities thrive, to taking down thieves and destroying bandit camps, there is a vast range of quests that can be added. You'll as well discover more about the world and uncover the lore of what happened to the world you are in and the direction it is going in. As well, there will be a bounty board, accept a bounty on it and it will be marked on the map, go to that location and take out the individuals there, head back to bounty board and collect your rewards. These will as well rotate/be random each time you join and more will be added with each update. In the future, you will as well be able to gain reputation with different factions in the world and this will affect who are your enemies and who's your friends are.
5. Medical system
Broken legs, bleeding, nothing too in depth Adding the ability for the player to bleed, break legs and of extreme temperatures is another layer of complexity I'm working on. This will make it so that there's a a variation in the use of different medical items. Although, I don't want to make this system too complex or annoying for the player (A good example would be Unturned).
6. Special & more unique zombies
At the moment SurrounDead consists of just your normal zombies, irradiated and boss zombies. With more improvements to the AI coming in the future, you can expect to start seeing new types from your classic bloaters, screamers to even more unique type of zombies that will add an extra layer of horror to the game is what I've got in stores for you! You will as well be able to disable these types of zombies as you please.
7. Improved firearm customization
While an EFT weapon customization system will not come, I am looking at adding more attachments for the player to loot or even craft. From Laser Sights to flashlights and range finders, expect to see more tactical attachments and more long range sights and red dot sights. One possibility is the addition of a makeshift weapon station, where you will be able to craft custom makeshift weapons from broken weapons.
8. Melee weapon customization
Allowing the player to customize melee weapons will add another layer to the melee weapon system. Grab a bat and add a blade to it or some wire, these are the possibilities that could happen with this system.
9. Character customization / Clothing
Before clothing and proper customization, there will be character selection. You'll be able to choose the character you want to play and possibly as well the chance to name your character and give them a profession of your own choosing. Clothing may take some time but it's something I really want to add as well, so when it can actually be implemented (Waiting on actual models), I will definitely work on it and add it as soon as I can.
10. Motorbikes
Faster, nimble but weaker. Plus, they look cool.
11. Multiple saves
At the moment you can only have 1 save. In the future, I want to change this so you can have multiple saves and save each part of your journey.
12. Travel system
Travel to various other smaller maps. From exit points on the main map, you will be able to choose to travel to various other locations surrounding the base area. These locations could vary from small wooded areas with a large destroyed survivor campsite, to an irradiated nuclear area, to out in the water at an oil rig and even a large enclosed city.
13. Improved weather system
At the moment, between seasons you will no difference in the weather or how it affects the world. In the future, this will change to where actual seasons have unique weather variations and can affect the player temperature, possibly vehicles, AI and future systems like farming and fishing.
14. Fishing
Find fishing rods around the world and go to a body of water to find various fish types or even rare, submerged loot.
15. Horde mode
Just something that I will work on to the side is a horde mode. Enjoy taking out waving of infected on a unique map and earn points to traverse it and get better equipment.
16. Translation
This is a question I get quite a lot and it is something I will be working on is getting the game translated for various languages around the world as I understand not everyone is fluent in English and this can sometimes put people off the game.
17. Co-op/ Multiplayer
Yes... It's planned but nothing else to say apart from that.
18. Steam workshop
Allowing players the ability to share and create custom difficulty packs, new weapons, equipment and possibly maps.
Other Features:
- Naming inventory containers
- Improved trading & crafting
- Additional world markers on map
- Roaming hordes
- Bow & arrows / Crossbow
- Gas mask filters & batteries for equipment
- More & new random events
- Improved / Actual controller input mappings
[ 2023-01-21 22:00:13 CET ] [ Original post ]
ADDITIONS:
- Zombie & animal spawn multiplier difficulty option added (Be careful, as performance could degrade)
- Added option to respawn screen to choose either; respawn from spawn point or respawn from random location
CHANGES:
- Increased AI footstep volume
- Adjusted legendary weapon mag drop rate
- If player suicides, they will no longer spawn at their spawn point, but a random location
- Changes to passive skill add amounts
- Changes to XP given AI death
- Spec ops helmet changed to a green color
- Decreased zombie crawler speed
- Water, foliage and AI optimisation
BUG FIXES:
- Fixed random events not having enemies
- Fixed being able to loot all vendor items for free on trader death (While realistic-ish, can be cheesed way to much at this moment)
- Fixed issue where exiting to main menu while ADS with scope can cause scope to stay on screen
- Fixed terrain issues with foliage
- Fixed first person camera occasion where it would be zoomed in after using a scope
- Fixed ice cream truck vendor in tree spawn
- Fixed radiation random events still applying radiation damage even if the event didn't spawn
- Fixed MRE healing player (Should just give Hunger & Thirst)
- Fixed water causing weird lighting issues when a light is cast on it (Usually from a vehicle)
[ 2023-01-21 12:54:09 CET ] [ Original post ]
ADDITIONS:
- Added radio to loot pool
- Themed music added to airfield
- MSAA sample count option added
CHANGES:
- Adjustments to some AI spawn locations
- Adjusted collision of tree stumps
- No build zones around safe zones have been made much smaller
- Adjusted loot spawns of new legendary items
- Vehicles won't take damage until they're going faster than 30mph, this does not apply to hitting AI
- AI human melee slightly slower
- When in 'No Build Zone' UI notification tells player they are in this zone
- Improved/change to how AI spawn at random events
- Changes to navigation, please report if there is a big difference in frame rate
BUG FIXES:
- Fixed various terrain issues
- Fixed new lamp not spawning
- Fixed weird texturing on buggy
- Fixed random events having invisible containers
- Fixed Ctrl Click to crafting stations
- Possible fix for AI not dealing damage
- Fixed AI stopping attacking
- Fixed AI continually increasing in spawn amounts when exiting and entering from main menu
- Fixed rain & snow on main menu
[ 2023-01-14 12:43:11 CET ] [ Original post ]
Look forward to a post soon about future updates
And
If you run into an issue of the game crashing a minute after spawning, save the game as soon as you enter
ADDITIONS:
- Upgrade to Unreal Engine 5.1 from 5.0
- New Locations: The area around the airfield has been opened, go explore and discover [strike]REDACTED[/strike]
- AI Bandits, Scavengers & More - (First Pass): Around the world the player can bandits that will attack the player on sight, you can either find them at one of their camps or roaming randomly around the world. As well you can find friendly scavengers, they will not not attack you, unless you attack them first. In the future, you'll be able to trade with roaming scavengers and the bandit system will be improved heavily.
You will as well be able to find wandering traders and [strike]REDACTED[/strike]
- New AI Animals: New animals have been added to the game. These are a bit more dangerous then your deers and rabbits, but include bears and wolves
- Skill Tree: From leveling up, to killing bosses, these are ways the player can earn skill points, that they can then spend on the skill tree. The skill tree starts with 10 skills, and with future updates, this tree can continue to be modified and added to
- Passive Skills: From doing in-game activities, you can improve your player's ability in that area. From hitting enemies with your melee weapon, applying first aid, sneaking, sprinting, shooting and more, all these will improve the player and their ability to conduct that certain task
- New Vehicle: Modified Utility Pickup Truck
As well, this is a look into the future of what could come to vehicles - Firearm Effective Range: Each weapon has an effective range that it can fire to, once the weapon reaches it's effective range, damage falloff will be applied. For example, a sniper will have a much larger effective range, while a pistol will have a smaller effective range
- Critical Hits: Weapons have a chance to hit a critical hit, these shots will produce more damage than a regular shot. The quality of an items and the type of weapon it is plays a role in how
likely it will do a critical hit
- Find hidden caches that randomly spawn across the map
- New safe zone located on the river, on a broken down ship
- Can now climb numerous ladders that were already on the map
- You can now change distance of camera from player position
- New player stat: Animal Kills
- New item rarity: Rare
- Rare buildable ornaments added, find these rare items in residential buildings
- Speed added to vehicle UI
- Added anti-aliasing type graphic setting
- Adjust crosshair scale setting
- Added light shafts and a setting to turn them off
-
New Items:
- Airfield keycard
- Classified Area Keycard
- Pipe bomb
- Chemlight
- Biker helmet
- Alice pack
- Patrol backpack
- Damaged patrol backpack
- Enhanced military respirator
- 300 Winchester rounds
- M2010 Enhanced - Legendary sniper rifle
- M2010 mag
- Battle Ready Glock - Legendary handgun
- Colonels Revenge - Legendary assault rifle
- Colonels Revenge mag
- Exterminator - Legendary shotgun
- Valkyrie - Legendary assault rifle
- Valkyrie mag
- Guardian - Legendary marksman rifle
- Guardian mag
- Small couch
- Bed
- 2x Storage crate (New)
- Money safe
- Camp chair (New)
- Table (New)
- Flag
- Couch
- Dresser
- Bunk bed
- Piano
- Tent (New)
New Rare Buildable Ornaments:
- Cow girl ornament
- Dog ornament
- Globe ornament
- Goblin ornament
- Knight ornament
- Neon cactus ornament
- Newtons cradle ornament
- Orbiter ornament
- Samurai ornament
- Space shuttle ornament
- Toy bear ornament
- Viking ornament
-
New Difficulty Options:
- AI respawn timer
- Zombie health multiplier
- Bandit health multiplier
- Scavenger health multiplier
- Minimum timer until airdrops (Seconds)
- Maximum timer until airdrops (Seconds)
- Random event chance multiplier
- Day length
- Night length
- Reset passive skills on death
- Stamina depletion multiplier
- Stamina recovery multiplier
- No vehicle spawns in new save
- Bandit camp spawn chance multiplier
- Scavengers camp spawn chance multiplier
CHANGES:
- Containers are now more random with how they generate loot
- Big change to harvesting system; Now Trees and rocks can be cut down and mined
- Player now spawns a lootable container on death, hopefully this will solves issues with not being able to loot your own dead body
- Adjustments to firearm loot rarity
- Improved combat rolling (Now directional)
- Improvements to vehicle handling and how vehicles turn
- 2 types of locked doors to pick lock. Rooms with better loot now have an advanced locking system. To unlock this type of door the player will need to unlock the Lockpick+ skill in the skill tree
- Only crafting benches, campfires and base marker will block AI spawns / loot spawns
- Improved water material / shader
- Removed vehicle deformation (For now)
- Improvements to ladder system
- Major improvements to graphical design of subway
- Changes to ice cream vendor locations
- Noise made by player movement increased (Ties into to new passive skill system)
- Slight adjustments to inventory UI
- Slight adjustments to crafting UI
- Improved entering & leaving area UI
- Changes to some vehicle textures
- Changes to radiation weather when in a radiation zone
- Improved new game difficulty selection UI
- Improved item inspector/image quality
- Changes to main menu level
- Improved respawn screen UI
- Changes to player crouch camera
- Adjustment to shooting trail visibility
- Smoother switch camera side transition
- Can now carry 10 meat instead of 3
- Adjustment to amount of meat from animals
- Initial delay added when spawning AI
- Only change character model after a suicide (Not every respawn)
- Smoother player movement rotation
- Painkillers, radiation pills & bandages stack size increased
- Explosive radius increased drastically
BUG FIXES:
- Items stack when hovered and dropped over a container (Example, money in money pouch)
- Fixed crane collision
- Fixed not being able to roll while aiming down sights
- Volumetric fog video setting fixed
- Fixes/changes to AI spawning
- Fixed random chance to spawn event code
- Fixed first person building mode
- Fixed no context menu for equipping and un-equipping throwables
- Fixed some issues with water and collision
- Fixed spelling of 'ceiling' on lights
- Fixed position of Acog on Barrett 50 Cal Sniper
- Fixed buildable traps not counting towards kills (Eg. Landmine)
- Fixed animation not looping when breaking into a locked cabinet, etc
- Fixed airdrops giving way too much loot
- Fixed water well going into negatives
- Fixed dropping items from a dead AI body deletes the item
- Fixed animal footstep sounds
- Possible fix for 'Too close to wall' staying on screen
- Fixed issues with melee stance (ADS but melee)
- Fixed Mosin clip description
- Fixed climbing ladders forever if not near middle of ladder
- Fixed events not despawning correctly
- Fixed player model changing every respawn (Not suicide)
- Fixed MP5 compensator location
- Fixed 'auto save' saving even if the player is dead
- Fixed crawlers not being killed by vehicles
- Fixed random events spawning containers even when the event wasn't spawned (Could solve some people's issues with lag after saving and loading the game after many times)
- Fixed an error that was happening when crafting (Does mean you have to click back on object to craft again)
[ 2023-01-11 22:23:02 CET ] [ Original post ]
While this is not the full patch notes (Which will be released with the stable update) here are the main additions and changes in the 1.3.0 patch for testing: If you're having a crash after joining with a previous save, save your game straight after loading in Firearm view in inventory issue is known about 30/12/22 Bug Fixes:
- Another fix for firearm visibility in inventory
- Fix to levelling system not saving or loading
- Fix to invisible object on AI death blocking shots
- Added initial delay when spawning AI
- Fix for mosin clip description
- Fix for colonel revenge mag description
- Trees actually fall over
- Fixed all AI humans saying 'Dead Scavenger'
- Fix for not being able to put items in pockets
- Fix for being able to climb ladders forever
- Fix to flashlight view getting broken when scrolling camera distance
- Possible fix for suicide issue
- Fix for debug object showing in game
- Fix for advanced lock pick not working
- Fix for text ammo on M20 sniper
- Bandit camp near New Richland fixed
- Fix for getting out of vehicle
- Fix for falling through ground in classified area
- Fix to firearm visibility in inventory
- Possible fix for dying extremely fast (And dead body staying in game, alive kinda)
- Fix for guardian headshot damage
- Fix to too many AI spawning
- Possible fix for weapons not doing damage
- New locations; New airfield and surrounding areas
- AI Bandits, Scavengers & More; find randomly spawning pockets of AI, from feedback this can be increased and added to new areas
- Skill tree & passive skill system; will need balancing
- New animals
- Firearm effective range & critical hits
- New safe zone
- Ladders
- New items and legendary items
- New difficulty options
- Can now harvest all trees & rocks
- Player crate on death instead of looting body
- Many changes & bug fixes
- And much more
[ 2022-12-29 23:38:06 CET ] [ Original post ]
Happy holidays to everyone and I look forward to seeing new faces with this Christmas sale!
I hope everyone is enjoying the holidays and the game. Shortly after Christmas day (and before New Years day) I will be releasing an experimental patch for the 1.3.0 update, for the new content to be tested. Furthermore, the weight system that was going to be implemented has been delayed until a future update.
Speak soon, when I release the experimental patch!
[ 2022-12-23 09:52:35 CET ] [ Original post ]
Beginning
Apologies for not interacting with the community for the last week but I have been quite ill and only just starting to recover. I hope as well this post gives a good outline to what I have planned, and want to implement in the 1.3.0 update.
When?
I would prefer this patch to come out before the end of the year and I know you lot would like this as well. However, if I feel like the update is not ready I will not release it, although I will look at, as a minimum releasing an experimental update of the this patch around this time.
What's in this update?
- A new area; this area will consist of a radiated airfield, large industrial factory, small housing districts and REDACTED
- Weapon damage falloff; This works in the way with each weapon has a range until damage starts to decrease with the distance of the shot. For example, the M9 could have a range of 50m and the Hunting Rifle have a range of 200m, once these values are reached, damage falloff will start to apply (Exact stats TBC)
- Critical hit system; Weapons have a random chance to do a critical hit, these shots or melee hits will deal a multiplier to the base damage of the weapon, these values will be displayed to the player
- Improved vehicle handling and adjustments to braking
- New difficulty settings; Player can now change the speed of day and night, adjust a multiplier of zombie health, respawn timer for AI, minimum and maximum time for airdrops spawning, random event chance multiplier, multipliers for stamina and possibly more
- Passive skills; Conducting different activities in-game will add XP to your passive skills. For example, keep sprinting and you'll improve your speed and stamina, etc
- With this I still want to implement a skill tree system, where as the player levels up they earn skill points they can spend here to unlock certain skills they want. For example, a skill to improve vaulting, allowing the player to vault even while falling, this allows the the player to jump from roof to roof easily
- Named / Legendary items; These items will be extremely rare, already customized and have unique looks
- New animals; Be wary of your surroundings in the wilderness
- AI bandits and Bandit camps; Ranging from ranged to melee, bandits will be added to the game. To begin with they will spawn in randomly spawning bandit camps placed around the map, take these out to get rare and unique loot, for the same update I may as well look at spawning them randomly around POIs, where you could see them fighting the undead or coming for you
- Numerous new items
- New buildables; Many new buildable objects, from new crates to beds and more. Plus ornaments, found around the world in certain locations, be on the look out
- And QOL improvements and bug fixes
Possibilities for this update?
Here I will be going in to additions I want to add in this update, but may come further down the line.
- Battery system; Torches, night vision, etc will all need batteries to operate, these batteries will be found in civilian and industrial areas
- Improved grenade throwing; Instead of throw and forget, the player will be able to see where the grenade is going and even be able to cancel the throw
- Night vision is an attachment; The spec ops helmet will no longer come equipped with night vision goggles, but the goggles will instead be an attachment you can equip to certain headwear
- Friendly roaming AI; Friendly AI that wont attack on sight unless provoked
[ 2022-11-27 15:38:05 CET ] [ Original post ]
17/11
- New music added to subway
- Fixed harvestable objects just saying "No more wood"
- Boss zombies killed stat added
- Wood planks cost 6 wood
ADDITIONS:
- MP5 and FN-Fal can now attach sights
- Radiated zombies and zombie bosses do a value of 1 to 5 radiation damage to the player
- Medical room added to FOB Bravo
CHANGES:
- Increased resources needed for buildables
- Increased crafting material stacks
- Reduced amount of materials you can get from harvestable objects
- Adjustments to melee weapon damage
- Deagle damage increased (96 body damage, 204 headshot)
- M249 fire rate increased, recoil increased
- Water well won't catch water if a ceiling is above and less water is caught in general
- Landmine damage upped to above 200 damage
- Adjustments to fall damage, first level of fall damage won't play an animation anymore either
- Removed camera shake from molotov
BUG FIXES:
- Found issue with random events and the containers of that event stay saved in the system and spawned at co-ordinates 0,0,0 of the map every time you loaded in (Save/load system becomes bloated because of this)
- Fixed melee blocking consuming all stamina
- Possible fixes for refill containers not refilling loot
- Fix to lock picking door UI timer causing interaction with inventory to break
- Fixed not being able to climb up a ladder when it's on an incline
- Fixes to landmine
[ 2022-11-16 23:29:17 CET ] [ Original post ]
BUG FIXES:
- Fixed stats not changing
- Fix to vehicle spawns
[ 2022-11-14 08:36:53 CET ] [ Original post ]
CHANGES:
- Adjustments to night vision goggles and as well behind the scene work to have multiple types
- Barrett is a legendary now
- Change to check if vehicles are already spawned
- Change to weather variation at rad zones and new post process effects
- Adjustments to volumes of certain sounds/actions
- Barrett buff; 218 base damage and 412 headshot damage
- Increased spawn rate of 50 Cal Rounds and Barrett Mag
- G18 decreased fire rate slightly and more recoil
BUG FIXES:
- Possible fix for refill container randomly not re spawning loot (Fingers crossed)
- Fix to vendor giving wrong/old values of items
- Fix to exploit with crafting
- Fix to optimisation of vehicle particle smoke not being optimised
- Fix to how save slot/files are deleted
And what am I working on now?
- New part of the map, around the airfield there will be new locations to explore, from the airport itself to a large industrial build and a special military site
- AI - New animals and bandits... beware of the coyotes
- New legendary items, here's a sneak peak
- Skills system, I want to go in the way that games like State of Decay have there skill system, although I will update as progress goes on
- New items and buildables
- Adjustments, changes and fixes
- And more
[ 2022-11-13 23:42:37 CET ] [ Original post ]
Questions about difficulty settings/options:
Please fill in the below form https://forms.gle/J2gE5iBhajV3V1xf6
CHANGES:
- Adjustments to boss loot
- Adjustments to prices of items and vendor loot
- When pausing game is set to 0.01 speed, this is to combat physics breaking, more work will be done on this
BUG FIXES:
- Fix to vendor amount of items and always being the same
- Fix to description of Barrett 50 Cal Mag
- Fix to ',' resetting XP
- Fix to not being able to fire weapon
[ 2022-11-08 19:32:09 CET ] [ Original post ]
CONTENT/FEATURES:
- Vector Drum Mag added
- Keycard briefcase added
CHANGES:
- Adjustments dropping of airdrops
- Changes to how MP5 and Vector are held by the player
- Adjustment to 50 Cal Sniper spawn chance
- Can now stack standard keycards to a count of 3
- Increased film grain on night vision
- Improvements to visuals of items in dead player inventory
BUG FIXES:
- Fix to swapping primary and secondary weapon
- Fixes to selling items only giving half the amount its worth
- Fix to throwables still displaying damage numbers, even if disabled
- Fixes to helicopter random event locations
- Possible fixes for not being able to interact with dead body randomly
- Fix to boss health bar going below 0
- Fix for dead body inventory causing items to fall through ground if dropped
- Fixes / changes to container refill system
- Fix to keybinds for hotbar
[ 2022-11-06 17:56:57 CET ] [ Original post ]
A new save is highly recommended, to avoid any inventory issues
CONTENT / FEATURES:
- Map expansion; the area around Lawrence Creek has opened up, with a new town, to a prison and an area below
- Permadeath mode; see how long you can survive in the apocalypse, death means death
- Difficulty settings; with this update comes these first settings the player can change before and while in game, it's up to you. More settings will be added via player feedback
What can be changed?
This list is not final and more options can be added as development goes on! For example, AI spawn multiplier, adjust how much AI spawn, as well I will be looking at breaking some parts up like adjusting speed for each variant of zombie for example
Difficulty Modes/Default Options
- Permadeath
- Peaceful
- Standard
- Hardened
- Nightmare
General
- Allow Difficulty Changes While In-Game?
- XP Multiplier
- Airdrops Enabled?
AI
- Zombie Damage Multiplier
- Zombie Speed Multiplier
Loot / Environment
- Container Refill Enabled?
- Loot Multiplier
Player
- Hunger Depletion Multiplier
- Thirst Depletion Multiplier
- Invincibility
Vehicles
- Fuel Depletion Multiplier
- Damage Depletion Multiplier
- New keycard system; Each bunker has a unique keycard and each can't be used at different locations. For example FOB Bravo Keycard can only be used at FOB Bravo. The All Access Keycard will still have access to all bunkers.
- Adjustments to inventory slots to adjust for backpacks in backpacks. Backpack slots and various other items have been made larger in game, this is to counter backpack in backpack, but as well keep it so people can carry around large amounts of loot with the correct equipment.
- Player can now carry 2 primary firearms (Carry an assault rifle and sniper rifle at the same time and easily switch between both)
- Grenade tool system added (Frags and Molotov cocktails available)
- New radio added that can be found around the world, see what lore it has to say
- The large/boss zombies now have a visible health bar, this can be disabled in gameplay settings
- Weapon malfunction/jamming, sometimes firearms won't fire their round due to the quality of the firearm (This only happens on 'Damaged' firearms and will use the round due to it being damaged)
- Getting behind an enemy with a melee weapon and attacking them now has 2.5x damage
- New helicopter random event, look for the smoke
- FOB Bravo Keycard
- Private Bunker Keycard
- Creek Prison Keycard
- Frag Grenade
- Molotov Cocktail
- 50 Cal Rounds
- Heavy Scope
- PU Scope
- Spiked Baseball Bat
- Tactical Shovel
- Barrett 50 Cal (Spawns on zombie boss)
- Barrett 50 Cal Mag
- MP5
- MP5 Mag
- MP5 Drum Mag
- ACR
- ACR Mag
- SV98
- SV98 Mag
- AK12
- P90
- P90 Mag
- Mosin Nagant
- Mosin Clip
- M249
- M249 Drum
- CR308
- CR308 Mag
- Deagle
- Deagle Mag
- FNFal
- FNFal Mag
- L85A3
- Saiga
- Saiga Mag
- Scarf
- Shemagh - New Type
- Face Mask
- Tactical Helmet - New Type
- Eye Patch
- Ear Defenders
- Sling Backpack
- Hunting Backpack - New Type
- Hiking Backpack
- Dry Bag
- Large Coyote Backpack
- Cap
- Welders Mask
- Glasses - New Type
- Protective Eyewear
- Construction Helmet
- Football Helmet
- Watch Tower
New items:
Damaged Items
- In the first pass of this system, these items will look different to their standard counterparts, as well as having worse stats
- This system will continue to be worked on and expanded from community feedback
- Damaged Sling Backpack
- Damaged Survival Backpack
- Damaged Coyote Backpack
- Damaged Hiking Backpack
- Damaged Dry Bag
- Damaged Large Coyote Backpack
- Damaged M4
- Damaged AKM
- Damaged Vector
- Damaged ACR
- Damaged Benelli M4
- Damaged M9
- Damaged M249
- Damaged R700
- Damaged P90
- Damaged SV98
- Damaged Sledgehammer
- Damaged Hunting Hatchet
- Damaged Fireman's Axe
- Damaged Riot Helmet
- Damaged Tactical Helmet
CHANGES:
- Underground areas will be much darker, go with caution
- Improvements and changes to night vision shader
- SMGs are no longer classed as sidearms
- Dark machete, delay between swings shortened
- Objects that produce explosions now have minimum and maximum damage outputs that will be displayed to the player
- Adjustments to UI when hovering cursor over an item
- Removed weapon ironsights, they took up a slot and did nothing
- Adjustments to vehicle wheel radius and vehicle hitboxes
- Change to how vehicles take damage when colliding with an object
- Changes to first person mode, for future improvements
- Changed airdrop zone location
- Reduced radius on airdrop explosion sound
- You can now store attachments in the gun locker
- Adjustments to walls blocking shooting system
- Adjustments to spawning methods
- Improvements to ladder system (Will start to place ladders around the map)
- Shooting range now has an area that spawns AI
- Changes to how game handles exiting the game, will hopefully solve issue of relogging and it causing more AI to spawn
- Wire Cutters now have a use
- Adjustments to spawn chances of random events (Reduced)
- Adjustments to XP, this will tie in when skill system is released
BUG FIXES:
- Explosions now produce noise correctly
- Fixes to explosions and how they work
- Fixes to getting out of vehicles
- Fix to random events spawning AI even if the event was not meant to spawn
- Possible fix for weird issues with wheels on vehicles
- Fix to XP not resetting correctly when creating a new game
- Fixes to ladder system (Go test on the buildable Watch Tower)
What's Next?
- What's next for SurrounDead? That's a big question but below I've got a few features I'm working on for the next major update and I look forward to releasing and showing it off in the future. Furthermore, my plan is to have these features below out by the end of the year, although I will update as time goes on
- Improved grenade throwing
- Named / Legendary items
- Radiation airport location
- Skill system
- Bandits
- And more
[ 2022-11-05 17:34:57 CET ] [ Original post ]
What's in store for the next update / updates, this post will outline what I'm working on and got planned.
This is a post carrying on from August's post
https://strawpoll.com/polls/kogjv4L79g6
The next update:
- The map expansion update is nearly done, and it is based around Lawrence Creek Town, I have one final location to flesh out (The prison), a bit of lore in the form of notes and various objects like harvestable wood, etc to place.
- To add to this, I have been working on adding various options the player can change to either make the game easier or harder (More can be added as time goes on).
- To make stealth more fun, I will as well be adding critical hits when a zombie is facing away from the player, player input will be needed to make this feature the best it can be.
Future or even in the next update:
- Player will be able to carry 2 primary firearms, carry that assault rifle and your sniper with ease.
- Bandits! To begin with they will either randomly spawn in areas or on randomly spawned bandit camps in the wilderness, expect to find good loot there. I will as well be looking into adding items you can only get from killing and looting bandits and their camps.
- Items update; Adding many more weapons to the game, more buildables and much more. As well, more rarities for items, for example finding a rusty M4 or a damaged backpack that has less space. This update will as well have changes for backpacks, while you will still be able to do backpack in backpack, it will be not as effective as I will be increasing the slot size of all backpacks (The items update will as well result in there needing to be a wipe, due to these changes).
- After these updates, the skill system, more info in the future.
- I am as well working on a proper trailer for the game, any suggestions I'd be happy to hear for it.
A question to the community:
At the top of this post, I have posted a strawpoll with a question to you, should the map expansion and items update be combined to make a much larger update, or keep them both separate (Remember items update will result in a wipe). Thank you for all the support and I look forward to releasing more larger updates!
[ 2022-10-21 18:05:38 CET ] [ Original post ]
CHANGES:
* Changes to shooting range level * Changes to level selection images
BUG FIXES:
* Binoculars cancelling fall damage * Various fixes and changes to death/respawn * Fix to tutorial load up UI
[ 2022-10-16 11:46:34 CET ] [ Original post ]
CONTENT/FEATURES:
* Loot container refilling system; Loot is set to refill every 30 minutes due to the smaller size of the map at the moment. If you loot a container and exit the game, no loot will respawn in that container. Could all change due to community feedback. * Toggleable option for if container refill is enabled or disabled (In the future this will tie into a difficulty settings menu, no ETA as of yet) * 50 round magazine for 9mm sidearms added * Shotgun suppressor added * Lighting effects added to airdrop aircraft * Item slots in the inventory that an item can be either equipped or moved will turn green * Vehicles now deform when hit, in the future this will save and you'll be able to repair it properly
CHANGES:
* In game time adjusted; Day lasts for 30 minutes and night for 15 minutes * Medical loot added to radiated zombies * Changes to zombie sounds * MRE sell price increased * Harvestable boulder colour changed, so they stick out more to other boulders
BUG FIXES:
* General fixes to stacking (More changes in future to allow stacking in more circumstances) * Possible fix for random events spawning only AI
[ 2022-10-12 21:55:21 CET ] [ Original post ]
CONTENT/FEATURES:
* Loot container refilling system; Loot is set to refill every 1 day due to the smaller size of the map at the moment. If you loot a container and exit the game, no loot will respawn in that container. Could all change due to community feedback. * 50 round magazine for 9mm sidearms added * Shotgun suppressor added * Lighting effects added to airdrop aircraft * Item slots in the inventory that an item can be either equipped or moved will turn green * Vehicles now deform when hit, in the future this will save and you'll be able to repair it properly
CHANGES:
* In game time adjusted; Day lasts for 30 minutes and night for 15 minutes * Medical loot added to radiated zombies * Changes to zombie sounds * MRE sell price increased
BUG FIXES:
* General fixes to stacking (More changes in future to allow stacking in more circumstances) * Possible fix for random events spawning only AI
[ 2022-10-09 14:35:22 CET ] [ Original post ]
CHANGES:
* Rebind keys for hotbar * Changes to the hotbar now save when you exit the game * Firetruck model changed * Changes to photo mode; Can't free roam with the camera far outside where the player is and max speed slightly reduced
BUG FIXES:
* Fix to stop firing crosshair still being visible in UI menus * Fixed map UI in shooting range/tutorial * Possible fix for UI missing after closing map with "Esc"
[ 2022-10-05 13:59:51 CET ] [ Original post ]
CONTENT/FEATURES:
* Hotkeys! Equip 3 consumables to your hotbar (Does not save at the moment, but will in a future update) * Base marker, mark your base on the map with this buildable object * Airdrops are expanding, whoever is sending them is sending out different types of supplies; from military, to medical, to food and drink * Acog scope now has scope UI * MRE item added
CHANGES:
* Changed model for M9 * G18 changed to G18C and now fires automatic * All shotgun damage increased * Order of level selection UI menu * Underground areas are about to become much darker (This mainly applies to daytime) * Damage to vehicle slightly reduced * Airdrop zone location changed, keep an eye out * Land mines moved to ammo crafting bench * Slightly increased land mine explosion distance * Irradiated zombie damage increased from 17 to 18 * Standard zombies speed slightly increased * Increased time bear trap locks AI for * FOB Bravo is now a no build zone (Subject to change from community input)
BUG FIXES:
* FIxed airdrop explosion (Despawning) sound being very close to the player * Possible fix for not being able to loot player
[ 2022-10-02 18:25:30 CET ] [ Original post ]
CONTENT/FEATURES:
* Blur effect around scope while aiming * Double tap 'Journal Keybind' to show time in-game * New buildable item 'Land Mine' * New contaminated area random event
CHANGES:
* Once an airdrop lands a 20-minute timer starts after the timer is finished, the airdrop will be destroyed * Sell of container is cancelled if items are inside * Zombies will now walk into defences instead of going completely around them * Airdrop map marker time increased to 5 minutes * Input is not disabled when opening map * Slight adjustments to melee weapons hitboxes * You now need 1 electronic wire to craft vehicle repair kit * Reduced damage to vehicle when colliding with AI * Water canteen increased to 45 * Medkits heal for 100 * Text in weapon description that dictates if the weapon can fire in full auto * You can disable ice cream vendor sound (In gameplay settings) * Adjustments to fall damage (More damage when falling) * Wells now fill up water when snowing but at half the rate than if it was raining
BUG FIXES:
* Vehicle movement when opening map * Fix to floating zombies * Possible fix for AI moving through objects * Fixed issue with some objects showing that they could be harvested for resources * Fixes to multiple AI interacting with traps (More optimisation needed in the future) * Fixed exiting tutorial through teleporter while in vehicle not removing UI (You now cannot teleport while in a vehicle)
[ 2022-09-26 19:38:52 CET ] [ Original post ]
For the next 2 weeks I will be away and so won't be able to reply or update the game for this period of time. After this, will get back to development and carry on work with the larger updates I want to release like; Skill system, map expansion and expanded items.
CHANGES:
* Increased chance of random events spawning * You now craft 2 bandages instead of 1 * Speed of mouse scroll when building * General improvements to base building * Change to vehicle loading location from save
BUG FIXES:
* Fix for random events with no containers * Fix for vehicle health going below 0
[ 2022-09-04 21:10:05 CET ] [ Original post ]
CONTENT/FEATURES:
Random Events:
* Locations around the map that have a random chance of spawning, these locations will have loot that you will want and more. * Destroyed convoy * Crashed helicopter * Crashed military helicopter * More to come * In future there will be larger randomly spawning events that will as well show as a marker on your GPS * Toggleable option to enable on screen airdrop notification (disabled by default) * Extra UI to vehicles, for better understanding of how how health and fuel vehicles have left
CHANGES:
* Changes to vehicles fuel and health, if you for example a vehicle with 100 health, and i have changed its value to 75 health, your vehicle will have 100 health still, until it goes below that 4x4 Jeep: Fuel increased to 1250 from 1000 Ambulance: Fuel increased to 1250 from 1000 Big Rig: Health increased to 150 from 100 Fuel increased to 1500 from 1000 Golf Cart: Health reduced to 75 from 100 Fuel reduced to 500 from 1000 Humvee: Health increased to 125 from 100 Fuel increased to 1500 from 1000 RV: Fuel increased to 1250 from 1000 SUV: Fuel increased to 1250 from 1000 Pickup Utility: Health increased to 125 from 100 Fuel reduced to 1000 from 1250 * No build zones to bunkers * Player stats now reset to 0 on death, show people how far that particular character has come * On death, levelling progress goes back one level and current level progress resets to 0 * Adjustments to level caps and how much xp player gets * Can now add small red dot sight to more weapons * Changes to discord sdk (If having issues with discord, make sure sure discord and SurrounDead are both running either in administrator mode, or not)
BUG FIXES:
* Fix for zombies randomly floating slightly off the ground * Fix for Ctrl Click to a crafting bench * Fixed time slowing down on suicide * Backend fixes for vaulting through objects * Fixed exploit with rolling and first person
[ 2022-08-31 20:50:39 CET ] [ Original post ]
Just for some insight on why performance tanked, was making some changes to the navigation system to improve AI walking around and going up stairs. One change I made to sort these issues out automatically changed another value that basically multiplied the detail of the nav system and on a large map that is bad. Fix with this update will/should fix this.
[ 2022-08-18 08:14:37 CET ] [ Original post ]
CONTENT/FEATURES:
* Extra additions to bunkers for an added (possible) difficulty increase * New loot table for military containers found in bunkers
CHANGES:
* Improved new legendary melee weapon texture and changed animations * You can now rebind the block key * Winchester 45 - Body damage from 34 to 28 and Headshot damage from 87 to 101
BUG FIXES:
* Position of new melee weapon on player * Vehicle actually flips upwards when flipping vehicle * Changes / fixes to spawning vehicles * Possible fix for random chance where player can't take damage
[ 2022-08-17 22:39:04 CET ] [ Original post ]
CONTENT/FEATURES:
* Added melee blocking (Default: Space Bar) * Legendary melee weapon added, go searching
CHANGES:
Weapon Damage Changes:
AK74: Body Damage: 27 to 32 HeadShot Damage: 105 to 105 AKM: Body Damage: 26 to 30 HeadShot Damage: 109 to 109 Benelli M4: Body Damage: 14 to 12 HeadShot Damage: 26 to 28 G18: Body Damage: 22 to 22 HeadShot Damage: 86 to 76 HuntingRifle: Body Damage: 72 to 83 HeadShot Damage: 121 to 121 M4: Body Damage: 24 to 28 HeadShot Damage: 103 to 103 M9: Body Damage: 22 to 20 HeadShot Damage: 86 to to 73 M4CQB: Body Damage: 22 to 25 HeadShot Damage: 101 to 101 MakeshiftLMG: Body Damage: 23 to 24 HeadShot Damage: 104 to 104 R700: Body Damage: 76 to 90 HeadShot Damage: 126 to 126 R870: Body Damage: 18 to 12 HeadShot Damage: 20 to 24 SteyrAug: Body Damage: 24 to 28 HeadShot Damage: 103 to 103 SVD: Body Damage: 46 to 72 HeadShot Damage: 108 to 115 VarmintRifle: Body Damage: 70 to 77 HeadShot Damage: 122 to 122 Vector: Body Damage: 19 to 17 HeadShot Damage: 82 to 70 Winchester45: Body Damage: 29 to 34 HeadShot Damage: 103 to 87
Loot Table Changes:
Ammo Containers: Reduced amount of ammo the player can find, chance to find them stays the same Clothing Containers: Reduced chance of finding high capacity backpacks Gas Pump Containers: General changes to loot table, removed items you wouldn't expect find at these Industrial Containers: General changes to rarity of higher tier items Medical Containers: Reduced chance of finding many medical items Random/Trash Containers: General changes to rarity of higher tier items Residential Containers: General changes to rarity of higher tier items Residential Food/Drink Containers: Reduced chance of finding consumable items Commercial/Shop Containers: Reduced chance of finding consumable items Military Containers: General changes to rarity of higher tier items * General changes to fall damage * Slightly lowered volume of firearms * New vehicles spawns with less engine health and fuel * Improved distance and intensity of flashlights * Changes to texture streaming pool * Worn Knife nerfed to 15 damage * Adjustments to zombie perception, can't see you as easily but will not lose sight of you for longer once spotted * Walking footstep noise reduced, sprinting noise increased (this affects zombie hearing) * Slightly increased electronic wire spawn rate * Flip vehicle cooldown reduced from 2 seconds to 1
BUG FIXES:
* Zombies still reacting to hits after death * Extra check to fix not being able to interact with dead body * Fixed explosive barrels not damaging player * Changes to crafting system to fix exploits * Crashed helicopter collision at FOB Bravo * Fixed collision on golf club * Fixed lighting on military general character * Fixed gap in Ellwood player could fall into and not get out of that location * Change to pausing game so physics don't go flying as much * Fix for spawning at centre of world
[ 2022-08-16 18:00:45 CET ] [ Original post ]
Planned Major Updates:
I have 3 types of major updates I have planned for the next 3 months.
1. Map expansion. Areas around and just below Lawrence Creek will be added. Expect a new town, residential areas, areas or lore and contaminated zones.
2. Expanded items. Items will get rarity levels (to a degree), while a rusty weapon will be worse to use, it wont be terrible, expect longer reload times, worse recoil, etc. As well, this will apply to equipment and possibly consumables in the future. Expect this system to be improved/changed from community feedback! There are around 15+ firearms planned to be added and various melee and equipment items planned.
3. Skill system. Levelling system will tie into this and allow the player to improve their character and unlock new gameplay abilities. One for example, improved vaulting that's faster and you can vault when jumping from a building to another building. You will as well have the usual stats like increased stamina, speed, health and more.
Furthermore, with these updates, expect many small changes to even large changes, from new content to QOL improvements and bug fixes.
Disclaimer
These are my personal targets for the next 3 months, some goals may be exceeded and some may not.
Finally, thank you for all the feedback, positive and negative as it's allowing me to make improvements to the game and as well to the continued development of the game!
[ 2022-08-10 21:58:27 CET ] [ Original post ]
CONTENT/FEATURES:
* Added a suicide button (Respawn in the world) * UI on sleeping bag that shows where the player will respawn when a spawn point is set * New melee weapon: Golf club * If driver side is blocked, player will get out of vehicle on passenger side
CHANGES:
* Compass is actually north now * Increased chance to find rope * QOL change: Can now drag magazine to the weapon * Reduced time airdrop marker will stay on map * Craft rope from a crafting bench * Backend changes to scope system to allow for more long range scopes
BUG FIXES:
* Adjustments to vehicle spawns to stop vehicles spawning in the ground * Fixes to player death to improve interaction with corpse on death * Fix to issue when crafting fast * Corrected some changes in tutorial * Interaction with container at crashed plane * Vehicle collision fixed * Respawning with a sleeping bag, player now spawns at bottom of sleeping bag, should improve instances where player would spawn inside ground * Fixed opening containers inside of each other, when they open underneath each other * Fixed AI damage when vehicle not moving * Fixed exiting aiming when in first person * Fix for right click (context menu) appearing under other UI
[ 2022-08-07 22:27:08 CET ] [ Original post ]
CONTENT/FEATURES:
* Increased all crafting materials stacks
* Change speed of free camera in photo mode with scroll wheel
CHANGES:
* Changes to vehicle damage/collision with AI
* Backend change to how buildables are checked if their are items inside
* Changes to speed at different speeds when in photo mode and changing time dilation (still not perfect however)
* Slightly decreased stamina reduction when stopping camera sway while scoped in
BUG FIXES:
* Weapons that spawn on infected now have a loader/magazine
* Fixed first person visibility on exiting photo mode
* Can now change journal input key
* More fixes to inventory to improve issues with ghost items (should fix for the future; saves that dont have this issue and new saves)
[ 2022-08-04 21:47:35 CET ] [ Original post ]
CONTENT/FEATURES:
* Acog scope added * New semi-auto marksman rifle, go searching
CHANGES:
* You can now build in radiated areas * Adjustments to death inventory UI * Adjustments to vehicle hitting AI, upped damage at max speed to 200 damage+ and slightly upped the damage done to vehicle
BUG FIXES:
* Utility truck now has lights * Hopefully a fix for flipping vehicle * Fix to hair poking through headwear * Fixed headwear after exiting binoculars * Fix for walking up the side of empty bunker * A change to a function to do with inventory items, I'm hoping this could fix future issues for ghost items, etc
[ 2022-08-01 21:21:25 CET ] [ Original post ]
CONTENT/FEATURES:
* Added ambient sound changes that will change between day and night * New vehicle - Utility Truck * New vehicle - Golf Cart * Player now has a container in inventory called "Pockets" * World time dilation (experimental) added to photo mode, this allows the player to unpause the game and control the speed that plays in the photo mode (this is experimental and issues such as; player running on spot and hunger, thirst going down will happen) * New empty bunker added to map
CHANGES:
* Move the free camera as far away from the player as you want! * Door will automatically open if you're stuck behind a locked door after relogging
BUG FIXES:
* Fixed exploit with radiation areas * Fixed wandering trader that appears in safe zone * Fixes to placing certain buildables on the landscape * Fix for flipping vehicles * Fix for vehicle collision with AI
[ 2022-07-30 12:51:52 CET ] [ Original post ]
COMMUNITY INPUT CHANGES:
* Increased zombie spawns * Normal zombie damage increased from 12 to 14 * Irradiated zombie damage increased from 16 to 17 * Irradiated zombie speed slightly increased * Increased consumables(rad pills, medkit, food, thirst, etc) spawn chance in areas that would usually spawn these. * Same as above applies to crafting materials
CONTENT/FEATURES:
New Buildable Objects:
* Building Craft Bench (Used for crafting all buildables) * Campfire (Just like the cooking fire) * Fridge (Stores consumables) * Gun Locker (Stores rifles and sidearms) * Military Crate (Buildable crate) * New Storage Crate (Slightly larger than the storage crate * Gate (Large wooden gate) * Wooden Door * Bed Frame * Camp Chair * Log Wire Post * Spikes * Ceiling Light * Water Well (For collecting rain water, more collectors like this will be added) * Tank Trap * Bunker Door
New Crafting Materials:
* Electric Wire (Mainly found in industrial loot containers) * Nails (Mainly found in industrial loot containers) * Polymer (Only found in military containers) * Tape (Mainly found in industrial loot containers) * Wood Planks (Crafted or found mainly in industrial places) * Lock Pick item and locked doors with rare loot inside * Small red dot sight added, can be attached to the M9 and G18 * Free look camera added * Change input key for ADS switch camera side added * Empty bunker added to map, find it and build in it!
CHANGES:
* Update to UE5.0.3 * Increased medical loot in medical containers * Radiation pills added to loot tables of other containers * Increased hearing range of zombies (Reduced hearing range for footsteps, increased hearing range for weapons, suppressed and unsuppressed, vehicles, etc) * More zombie models added * Hunting rifle, R700 and varmint rifle work like shotgun/revolver (no need to load ammo into a loader, can reload just with ammo in inventory) * Performance improvements to bunker lights and disabled vehicle lights producing shadows due to impact to performance * Behind the scenes improvements to reloading of hunting rifles, shotguns, etc * Performance improvements to AI and containers * Crafting is faster and you don't have to re click after every time you craft an object, I'm still looking into crafting multiple items at a time and other improvements * Improvements to hitting zombies in vehicles * Changes to possibility of different weather and added a new weather type * Increased interval between weather changing * Improvements to vehicle handling
BUG FIXES:
* Fixed behind the scenes code that was causing game to produce an error every frame * Fixed camera trace when changing camera mode in vehicle * Vehicle hits give XP and zombie kills * Changes to saving game and loading game * Can now use night vision with weapon scopes and binoculars * Rabbits shouldn't have god strength * Improvements to texture performance * Fixed buggy engine smoke position * Fixed issues in tutorial
[ 2022-07-28 22:17:20 CET ] [ Original post ]
This patch is in unstable beta build NOW
COMMUNITY INPUT CHANGES:
* Increased zombie spawns
* Normal zombie damage increased from 12 to 14
* Irradiated zombie damage increased from 16 to 17
* Irradiated zombie speed slightly increased
* Increased consumables(rad pills, medkit, food, thirst, etc) spawn chance in areas that would usually spawn these.
* Same as above applies to crafting materials
CONTENT/FEATURES:
New Buildable Objects:
* Building Craft Bench (Used for crafting all buildables) * Campfire (Just like the cooking fire) * Fridge (Stores consumables) * Gun Locker (Stores rifles and sidearms) * Military Crate (Buildable crate) * New Storage Crate (Slightly larger than the storage crate * Gate (Large wooden gate) * Wooden Door * Bed Frame * Camp Chair * Log Wire Post * Spikes * Ceiling Light * Water Well (For collecting rain water, more collectors like this will be added) * Tank Trap
New Crafting Materials:
* Electric Wire (Mainly found in industrial loot containers) * Nails (Mainly found in industrial loot containers) * Polymer (Only found in military containers) * Tape (Mainly found in industrial loot containers) * Wood Planks (Crafted or found mainly in industrial places) * Free look camera added * Change input key for ADS switch camera side added * Empty bunker added to map, find it and build in it!
CHANGES:
* Update to UE5.0.3 * Increased medical loot in medical containers * Radiation pills added to loot tables of other containers * Increased hearing range of zombies (Reduced hearing range for footsteps, increased hearing range for weapons, suppressed and unsuppressed, vehicles, etc) * More zombie models added * Hunting rifle, R700 and varmint rifle work like shotgun/revolver (no need to load ammo into a loader, can reload just with ammo in inventory) * Performance improvements to bunker lights and disabled vehicle lights producing shadows due to impact to performance * Behind the scenes improvements to reloading of hunting rifles, shotguns, etc * Performance improvements to AI and containers * Crafting is faster and you don't have to re click after every time you craft an object, I'm still looking into crafting multiple items at a time and other improvements
BUG FIXES:
* Fixed behind the scenes code that was causing game to produce an error every frame * Fixed camera trace when changing camera mode in vehicle * Vehicle hits give XP and zombie kills * Changes to saving game * Can now use night vision with weapon scopes and binoculars * Rabbits shouldn't have god strength * Improvements to texture performance * Fixed buggy engine smoke position * Fixed issues in tutorial
[ 2022-07-25 19:28:07 CET ] [ Original post ]
BUG FIXES:
* Fix to flipping vehicles being inconsistent * Fix for interacting with vehicles outside of it * Fixed driving on bridge * Adjustments to AI spawning to fix spawning in walls (still WIP to fix this) * Fixed inventory staying on death * Various fixes/changes to inventory
[ 2022-07-21 19:48:08 CET ] [ Original post ]
UPDATE TO INVENTORY SYSTEM
* THIS UPDATE WILL WIPE ALL YOUR INVENTORY AND CONTAINER ITEMS DUE TO THE REWORK, A NEW SAVE IS RECOMMENDED, I HAVE AS WELL MADE CHANGES TO HOPEFULLY STOP THIS IN THE FUTURE
* You can as well select 'Previous' in the beta branch so if you don't want your items wiped yet, you can go back to an old build and carry on playing as normal.
* I've gone through and updated the whole inventory system. I am hoping this will fix issues with the system (eg. ghost items).
* Further improvements I still need to include are crafting multiple items at once, auto stacking and ctrl click to container, etc.
* As well, this includes the ability to loot backpacks, secure/military containers and weapons straight from the ground without having to pick them up.
CONTENT/FEATURES:
* Basic horn sound added to vehicles (can attract zombies) * Addition to vehicles that includes BLANK
CHANGES:
* Pausing the game actually pauses the game now * Improvements to vehicle headlights, handling and braking * More animal spawns * Renamed Revolver speed loader to 'Revolver Cylinder' * Zombie skins are slightly darker * Item loot table slightly reduced chance of finding items, no change to airdrops or vendors
BUG FIXES:
* Fixed melee when in vehicle * Fixed doors having UI show up however far away you are * Fix to briefcase you cant open at 'Damaged Nuke' * Fixed explosive barrel slowing vehicle down * Fixed attachments of weapons showing when scoped in
[ 2022-07-19 22:21:46 CET ] [ Original post ]
This patch is in unstable beta build NOW
UPDATE TO INVENTORY SYSTEM
* THIS UPDATE WILL WIPE ALL YOUR INVENTORY AND CONTAINER ITEMS DUE TO THE REWORK, A NEW SAVE IS RECOMMENDED, I HAVE AS WELL MADE CHANGES TO HOPEFULLY STOP THIS IN THE FUTURE
* You can as well select 'Previous' in the beta branch so if you want your items wiped yet, you can go back to an old build and carry on playing as normal.
* I've gone through and updated the whole inventory system. I am hoping this will fix issues with the system (eg. ghost items).
* Further improvements I still need to include are crafting multiple items at once, auto stacking and ctrl click to container, etc.
* As well, this includes the ability to loot backpacks, secure/military containers and weapons straight from the ground without having to pick them up.
CONTENT/FEATURES:
* Basic horn sound added to vehicles (can attract zombies) * Addition to vehicles that includes BLANK
BUG FIXES:
* Fixed melee when in vehicle * Fixed doors having UI show up however far away you are * Fix to briefcase you cant open at 'Damaged Nuke'
[ 2022-07-17 19:57:12 CET ] [ Original post ]
CONTENT/FEATURES:
* Pickaxe added, can mine harvestable boulders.
* Auto Save - Game will save every 5 minutes, this needs to be enabled in gameplay settings first.
CHANGES:
* Added keybind for night vision
* Can now right click, and select 'Open' to open a backpack or container
* Improvements to lights optimisation
* Weapons will always spawn with a magazine attached (This will change to be random in the future)
* Adjustments to vehicle handling
Weapon Changes:
* AK74 - Automatic, increased recoil * AKM - Increased automatic fire rate * Hunting Rifle - Increased recoil * M4 - Decreased fire rate * M9 - Increased recoil * M4CQB - Increased automatic fire rate, decreased semi-automatic fire rate * Makeshift LMG - Increased recoil, increased automatic fire rate * R700 - Increased recoil * SteyrAug - Increased automatic fire rate, decreased semi-automatic fire rate, increased recoil * Varmint Rifle - Increased recoil * Vector - Increased automatic fire rate, decreased semi-automatic fire rate * Winchester45 - Decreased recoil, increased damage
BUG FIXES:
* Removed references to code system game use to use * Fixed vehicle sound on quickly entering and exiting vehicle * Fixed 'You need an axe' when mining a boulder * Improvements / changes to inventory system. Potential fixes for issues with ghost items, etc * Fixed losing all control of vehicle when colliding with another vehicle at a certain position * Fixed being able to set spawn point in tutorial * Fixed trees saying you need an axe * Fixed when in rad area and entering vehicle, pop up of entering/leaving area UI pops up * Fixed consumables setting stamina to max, making energy bars pointless
[ 2022-07-15 15:24:56 CET ] [ Original post ]
5 years have passed since civilization fought against the virus, but nothing has changed. The world lays in pieces, with no one to lead us to a brighter future fighting back against the zombies, people have fallen back to a dark life style.
With few remnants of civilization left, you are left to your own devices to survive in an unforgiving landscape.
Game Features:
- Travel through a desolate post apocalyptic landscape.
- Fight zombies and possibly worse.
- Find many different firearms, melee weapons and equipment.
- Trade with survivors in trader hideouts or safe zones to get that one piece of equipment you need.
- Barricade buildings or find your self somewhere in the wilderness to escape to.
- Loot varied locations to improve yourself, but be aware of your surroundings.
- Weather and day/night cycles, be careful.
- Manage your stats to stay alive.
- And more to come. Stay Tuned.
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