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42.1.1 UNSTABLE Released
- Sheet Curtains attached to animated doors are now rendered in 3D, attached to the animated doors. - Added a craft recipe for Sawing a Plank from a Large Branch. - Further development of an "InheritFood" inputFlag for craftRecipes. - This is intended to automate translating all of the food qualities from the appropriate input to the appropriate product(s), such as properly splitting a pot of soup into bowls of soup, with all of the proper nutrition, cooked, poison, old, etc. - Ideally, for most cases for food craftRecipes, having "InheritFood" on the proper input should produce the desired results without needing an OnCreate lua function. - Added functionality for an "InheritCooked" craftRecipe input flag. - If an input with that flag is Burnt, Cooked, or Frozen, according to the code the output should also be Burnt, Cooked or Frozen. - Added Fire Axe Head item and enabled all of the business with them breaking and being assembled and disassembled like other axe items. - Added Masonry business vehicles so more Masonry Chisels spawn. - Added Craft Supply business vehicles so more Clay spawns. - Added Florist business vehicles because we have pretty flowers. - Holly trees can sometimes drop Holly Berries when chopped down. - Updated crafting/clay van texture. - Added Wooden Spade item and carving recipe. - Added recipe for crafting Molotov. - Added the Log tag to Log item, so that it can be used along with other tags in an input.
- Adjusted how trees are evaluated based on their tile definition properties to determine their size and whether they yield logs. - A distinction was introduced within the smallest class of trees, differentiating between "really small" and "small" trees. - The really small trees will now drop one Log and a Sapling, bigger trees drop more Logs. - Revised tree health calculations to account for changes in log yield. - Note: Players with existing savegames will need to travel to unexplored areas for the "small but not really small trees" to drop logs when chopped down. - Adjusted weight of the broken branch item from 2 to 1.5. - Adjusted weight of Money Bundle from 1 to 0.5. - Large enough pine trees can sometimes drop pine cones when chopped down. - Large enough oak trees can sometimes drop acorns when chopped down. - Rebalanced tree chopping yields as excess Large Branches were dropping due to redundant code. - Crayons can be used to make green marks on the map. - Lowered base stress from the trailer crash story to avoid Ram/Bull killing players on sight.
- Fixed some broken animations when holding 1handed knives. We are aware that there are still issues with overtwisting animations and will fix it soon. - Fixed Null-ref Crashes on User Machines due to missing Display.capabilities - Fixed a floating sign at 11657x8375. - Fixed the CarveShortBat craftRecipe producing a LongHandle. - Fixed missing craftRecipe for assembling spears from proper spear heads. - Fixed an error with the improvised flashlight recipe onCreate. - Added a check to prevent car keys from spawning in explored containers. - Fixed pathfinding failing going up or down carpentry stairs, as well as an issue with negative world coordinates. - Fixed vehicles ceasing to operate on the edges of the world. - Fixed off-by-one issue with which chunks are loaded around vehicles and ragdolls in negative world coordinates. - Fixed line-of-sight issues in negative world coordinates. - Fixed alarm clocks not waking up players in basements. - Fixed dung/feather could spawn on water & other unreachable tiles. - Limit the numbers of dung/feathers that can spawn according to the animal's zone size. - Fixed rotten/stale text on fertilized eggs (they were still considered as fresh, but text was wrong). Hi, Dipper. - Fixed unequipping animal corpse not dropping them on the ground. - Added the functions shouldHaveCollision to IsoSprite to try and help prevent inappropriate thumpables from being instanced. - Related to issues with both teleporting and basements, added safety checks to several functions that set the Z-level for game elements to ensure that they don't set their Z-level to be below the minimum or above the maximum Z-level of the game engine. - Fixed error with DebugContextMenu.onTeleportValid. - Replaced player:teleportTo with getPlayer():teleportTo for non-client teleportation logic in the DebugContextMenu.onTeleportValid function. - Fixed bugs when teleporting while in a vehicle, which also caused duplications and sometimes trapping players inside cars. Players will now be removed from a vehicle before being teleported. - Now any time a character in a vehicle teleports, it is funneled through one java function in IsoGameCharacter.java that will properly remove them from a vehicle. - Fixed the vehicle dashboard remaining on screen when teleporting from within a vehicle. - Pottery kiln recipes should now accept any charcoal type. - Fixed Make Improsived Flashlight not consuming the tin can. - Fixed zombies from ambulance stories not wearing masks. 10% of Ambulance Driver and Doctor outfit zombies will be wearing surgical masks. - Note that in build 42 10% of Nurse outfit zombies are already wearing surgical masks.
[ 2025-01-23 03:36:26 CET ] [ Original post ]
NEW
- Sheet Curtains attached to animated doors are now rendered in 3D, attached to the animated doors. - Added a craft recipe for Sawing a Plank from a Large Branch. - Further development of an "InheritFood" inputFlag for craftRecipes. - This is intended to automate translating all of the food qualities from the appropriate input to the appropriate product(s), such as properly splitting a pot of soup into bowls of soup, with all of the proper nutrition, cooked, poison, old, etc. - Ideally, for most cases for food craftRecipes, having "InheritFood" on the proper input should produce the desired results without needing an OnCreate lua function. - Added functionality for an "InheritCooked" craftRecipe input flag. - If an input with that flag is Burnt, Cooked, or Frozen, according to the code the output should also be Burnt, Cooked or Frozen. - Added Fire Axe Head item and enabled all of the business with them breaking and being assembled and disassembled like other axe items. - Added Masonry business vehicles so more Masonry Chisels spawn. - Added Craft Supply business vehicles so more Clay spawns. - Added Florist business vehicles because we have pretty flowers. - Holly trees can sometimes drop Holly Berries when chopped down. - Updated crafting/clay van texture. - Added Wooden Spade item and carving recipe. - Added recipe for crafting Molotov. - Added the Log tag to Log item, so that it can be used along with other tags in an input.
BALANCE
- Adjusted how trees are evaluated based on their tile definition properties to determine their size and whether they yield logs. - A distinction was introduced within the smallest class of trees, differentiating between "really small" and "small" trees. - The really small trees will now drop one Log and a Sapling, bigger trees drop more Logs. - Revised tree health calculations to account for changes in log yield. - Note: Players with existing savegames will need to travel to unexplored areas for the "small but not really small trees" to drop logs when chopped down. - Adjusted weight of the broken branch item from 2 to 1.5. - Adjusted weight of Money Bundle from 1 to 0.5. - Large enough pine trees can sometimes drop pine cones when chopped down. - Large enough oak trees can sometimes drop acorns when chopped down. - Rebalanced tree chopping yields as excess Large Branches were dropping due to redundant code. - Crayons can be used to make green marks on the map. - Lowered base stress from the trailer crash story to avoid Ram/Bull killing players on sight.
FIXES
- Fixed some broken animations when holding 1handed knives. We are aware that there are still issues with overtwisting animations and will fix it soon. - Fixed Null-ref Crashes on User Machines due to missing Display.capabilities - Fixed a floating sign at 11657x8375. - Fixed the CarveShortBat craftRecipe producing a LongHandle. - Fixed missing craftRecipe for assembling spears from proper spear heads. - Fixed an error with the improvised flashlight recipe onCreate. - Added a check to prevent car keys from spawning in explored containers. - Fixed pathfinding failing going up or down carpentry stairs, as well as an issue with negative world coordinates. - Fixed vehicles ceasing to operate on the edges of the world. - Fixed off-by-one issue with which chunks are loaded around vehicles and ragdolls in negative world coordinates. - Fixed line-of-sight issues in negative world coordinates. - Fixed alarm clocks not waking up players in basements. - Fixed dung/feather could spawn on water & other unreachable tiles. - Limit the numbers of dung/feathers that can spawn according to the animal's zone size. - Fixed rotten/stale text on fertilized eggs (they were still considered as fresh, but text was wrong). Hi, Dipper. - Fixed unequipping animal corpse not dropping them on the ground. - Added the functions shouldHaveCollision to IsoSprite to try and help prevent inappropriate thumpables from being instanced. - Related to issues with both teleporting and basements, added safety checks to several functions that set the Z-level for game elements to ensure that they don't set their Z-level to be below the minimum or above the maximum Z-level of the game engine. - Fixed error with DebugContextMenu.onTeleportValid. - Replaced player:teleportTo with getPlayer():teleportTo for non-client teleportation logic in the DebugContextMenu.onTeleportValid function. - Fixed bugs when teleporting while in a vehicle, which also caused duplications and sometimes trapping players inside cars. Players will now be removed from a vehicle before being teleported. - Now any time a character in a vehicle teleports, it is funneled through one java function in IsoGameCharacter.java that will properly remove them from a vehicle. - Fixed the vehicle dashboard remaining on screen when teleporting from within a vehicle. - Pottery kiln recipes should now accept any charcoal type. - Fixed Make Improsived Flashlight not consuming the tin can. - Fixed zombies from ambulance stories not wearing masks. 10% of Ambulance Driver and Doctor outfit zombies will be wearing surgical masks. - Note that in build 42 10% of Nurse outfit zombies are already wearing surgical masks.
[ 2025-01-23 03:36:26 CET ] [ Original post ]
Project Zomboid
The Indie Stone
Developer
The Indie Stone
Publisher
2013-11-08
Release
Game News Posts:
210
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(258153 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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