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Milky Milky
We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:
Although its not clear where it will land in terms of a build release yet, this week Aiterons new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun. Theres still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working so we can then add some polish. We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play. We wont go into detail, as its still distant, but something else thats in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game in a new and improved package to boot. Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc.
The map teams ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion heres a few extra fun things that will be appearing in an exclusion zone near you.
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On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music. Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit. When the action subsides, or the number of zombies youre fighting declines, the music will enter a low state and eventually fade out.
Work on the introduction of farmed animals continues for their planned introduction in Build 42. All the following information and videos are SUPER WORK IN PROGRESS and will improve a bunch as we move forward. Please dont worry/complain/laugh/faint/query/weep about em. (Usual caveats apply basically! Some bullet points on the current integration!
[ 2022-03-31 22:08:00 CET ] [ Original post ]
How do, all. Lets visit a few different PZ departments to see whats cooking.
41 PATCHING
We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:
- New items and 3D models
- New foraging discoveries.
- Many improvements for controller and Steamdeck play
- Many improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync.
FISHING AND LOCKPICKING
Although its not clear where it will land in terms of a build release yet, this week Aiterons new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun. Theres still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working so we can then add some polish. We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play. We wont go into detail, as its still distant, but something else thats in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game in a new and improved package to boot. Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc.
MAP WORK
The map teams ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion heres a few extra fun things that will be appearing in an exclusion zone near you.
- New tiles to improve the appearance of existing locations.
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- Some older, and very distinguished, buildings for the richfolk of the area.
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MUSIC
On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music. Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit. When the action subsides, or the number of zombies youre fighting declines, the music will enter a low state and eventually fade out.
FARM ANIMALS
Work on the introduction of farmed animals continues for their planned introduction in Build 42. All the following information and videos are SUPER WORK IN PROGRESS and will improve a bunch as we move forward. Please dont worry/complain/laugh/faint/query/weep about em. (Usual caveats apply basically! Some bullet points on the current integration!
- All animals are defined in lua definition tables, which will allow for maximum modding possibilities: its via these definitions that you can essentially adjust animal behaviour.
- When in their pen farm animals will wander around, emote by flapping wings or rootling for food on the ground, sit, rest, lie down etc.
- Relevant animals can graze grass, which then regrows after an appropriate amount of time which can be defined in a new sandbox option.
- Animals will eat from a trough, which is something youll either construct or loot from a farm.
- Animals all have different growth stages for example calves become cows/bulls, and grow in size. Their growth will be guided by various parameters like their hunger, thirst, general health and the size of their enclosure.
- Baby animals will stick by their mothers side, and even take milk directly from the udder.
- The bigger the animal size, the more meat it will produce when it is butchered.
- There will be various breeds in-game so you could have a meat breed (Angus) or a milk breed (Holstein) and maybe even something in between like a Simmental.
- Growth rates will be realistic, so a cow will take two full years to be at its full size, but this will be modifiable via sandbox options.
- Cows will generate milk for a certain period after delivering a calf. The more you continue to milk the cow, the more milk youll get each day. Leaving a cow with a full udder, however, will cause issues and a decrease in lactation.
- Sheep grow wool that you can retrieve with a shear, and also have a milking system if you enjoy sheep milk.
- Hens can lay eggs. If a henhouse is present theyll lay eggs in it, otherwise theyll do it on the ground. They can be fertilized by a rooster, so if left for a time can hatch out chicks.
- You will need to shut the door to the henhouse every night, and open it back up every morning, or will you risk visits from Mister Fox and see the resulting bloodstains to boot.
[ 2022-03-31 22:08:00 CET ] [ Original post ]
Project Zomboid
The Indie Stone
Developer
The Indie Stone
Publisher
2013-11-08
Release
Game News Posts:
212
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(269117 reviews)
The Game includes VR Support
Public Linux Depots:
- Project Zomboid Linux Depot [1.41 G]
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?
In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com
A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.
In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
Current Features
- Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
- Online multiplayer survival with persistent player run servers.
- Local 4 player split-screen co-op
- Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
- Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
- Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
- Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
- Deal with depression, boredom, hunger, thirst and illness while trying to survive.
- Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
- Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
- Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
- A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
- Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival
- Full, open and powerful Lua modding support.
- Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]
We’re a small team at the moment, but we’re also committed to providing the following:Planned Features:
- The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
- In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
- Constant expansion of the countryside and cities around Muldraugh and West Point
- Full wilderness survival systems, animals and hunting for food.
- More items, crafting recipes, weapons and gameplay systems.
- Steam Workshop and Achievements support
For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com
A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.
MINIMAL SETUP
- Processor: Intel 2.77GHz Quad-core Ubuntu LTS 16.04/Steam Machine. Requires Libgcc 6 or higherMemory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
- Memory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
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