Name | Project Zomboid | ||
Developer | The Indie Stone | ||
Publisher | The Indie Stone | ||
Tags | |||
Release | 2013-11-08 | ||
Steam | 16,79€ 15,49£ 19,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  27277  | ||
Steam Rating | Very Positive | ||
Steam store | |||
How long to Beat | |||
Main Story |  22 Hours  | ||
Main Story + Extras |  315 Hours  | ||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  500,000 .. 1,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 723 | ||
Average playtime (last 2 weeks) | 114 | ||
Median playtime (forever) | 404 | ||
Median playtime (last 2 weeks) | 190 | ||
Public Linux depots | Project Zomboid Linux Depot [1.41 G] |
[h2]LIFES A DRAG[/h2]
With this wide variety of weapons to craft in the game, its our hope that the player will be able to cobble together offensive weapons using the materials they find as they explore the world and to make up weapons as they go along. This said, clearly the selection and quality of them will vary widely according to skill. [h2]LEGACY MEDIA[/h2] In general with the Build 42 items we tried to have more cool, fun and collectible items. Its an easy way to get more personality into the game, to keep your looting more varied, and to give you a better feeling of the deceased. One example of this is that we are updating and adding more recipe magazines so that they feel more individual, and less like they all belong to some perfect collection that everyone within the Knox Event seems to possess. We want things to feel more funky and chaotic, like real-life. This is also, clearly, a way we can make sure we can have rare high-value loot that doesnt cause players to feel bottlenecked in the way that sledgehammers and generator manuals do in 41. Although weve mainly been talking weapons this month, as you can see theres also recipe magazines for armour and hollow books thatll let you hide things inside them. Our artists, meanwhile, have made them all interesting to look at and (youd imagine) to read and collect. Also seen here are some examples of recipe clippings and schematics; these will have an appropriate-by-context random recipe on them when your player finds them. One of the ways were trying to make the random survivalist safehouses you may encounter in the world more exciting, for example, is by having the possibility for some of the weapon or other gear schematics to spawn alongside the usual loot youd find. [h2]LIQUID LUNCH[/h2] Last time we mentioned the fluid rework was for hair dyes, at which point it was only those products that had had been converted as they provided a useful and visible test case for mixing and swirling together. Just a brief update, here, then to say that we have them all converted now and working through the gameplay details of each. The system now caters for: water, gasoline, bleach, alcohol, beverages and milk from the new animals. Here you can see different coloured liquids, in separate bowls. This week we mixed in the effects of drinking alcoholic beverages and poisons, so characters can get drunk, sick or die. Drunkenness also now comes with visual effects, and delays on character controls depending on the amount of laughing juice youve imbibed. In more boring matters, weve also added in systems like rain filling open items left outside, and made rain barrels work with B42 systems also. [h2]ANIMAL CRAFT[/h2] Lets take a quick tour around what RJs cooking for animal crafting. On the right you see the butcher hook: here you slaughter the animal, remove leather/feather, blood, organs, meat and bones. Every animal will have a weight of meat, blood, bones, feathers and the like that depends on the its size and weight at the moment of its unfortunate demise. Here too you can see the beginnings of the leathering process. On the left of this screen theres a softening beam, where you can remove excess flesh from a hide and also get to choose whether you scrape off the fur too. (You can keep the fancy holstein pattern on your leather if you fancy it.) After that, nearby, is the tanning bucket where you soak the leather in a brain tan or bark tan. After that, the leather goes off to the drying rack you can see on the top of the screen. Leave the leather here for a nice long time, and then youre good. Also visible: a churning bucket, to create delicious butter from milk and a calf skeleton, just for fun. [h2]OPERATION: PACKAGING[/h2] Granular and non-sexy item, this one, but we hope youll agree still one thatll have a big impact on looting and safehouse storage. We have two longstanding issues to deal with here: messy item hoarding in player bases, and extremely long lists of recipes. So for the first issue, theres a simple solution: we now allow players to pack items into boxes that are more efficient to store, both for players and for save files. [previewyoutube=zqav1gKkzp4;full][/previewyoutube] The second requires something a little more complicated: the recipe system allowing for dynamic result items so that a single recipe can handle packing or unpacking for several different item types. In 41 each recipe could only have a fixed item as the result: for example when opening canned food we needed one recipe for each canned food type. With the changes were making we can have a single open canned food recipe for everything, and the recipe will create the proper result item. [h2]SMALL STUFF[/h2]
This weeks walk in the dark from Stomno. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. |