Project Zomboid

Project Zomboid

Robert Johnson  [developer] Jul 2, 2014 @ 5:31am
Released: Build 28.3
Hello guys, excuse me but it'll be on our forum :)

Here it is : http://theindiestone.com/forums/index.php/topic/9298-iwbums-release-build-28/

RELEASED Hotfix #1

[NEW STUFF]

Added a mouseover tooltip for the plants to quickly check the water lvl of your plants, need at least farming lvl 2, picture

[BUG FIX]

Fixed save compatibility problem (when loading a build 27 saved game).
Fixed the marksman trait (police officer) not taking in calcul.
Fixed crafting bug : when you have only 1 bowl you had the option to split the soup into X bowls, making the bowls disapear.
Fire can start from stove again.
No more automatical fire start when puting a campfire inside a house (but a lit campfire will burn the house down).
Remove the world filler when burning the item.
Fire lighting are back.
Fixed the "spill gravel/sand/dirt" on ground not working when not having a hammer in your inventory.

[BALANCE]

Slight decrease of the time needed to aim with every guns.
Slight increase of the pistol base hit chance.


We are currently looking for feedback regarding the new weapons and the aiming system.

Video explaining some upcoming stuff : https://www.youtube.com/watch?v=thD5SBkAvK4

Have a nice day ! *fly away*
Last edited by nsK; Sep 22, 2014 @ 11:57am
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Showing 1-15 of 467 comments
MuthaF Jul 2, 2014 @ 5:33am 
since u too 'tired' :)

Originally posted by Robert Johnson:
This is the upcoming (still WIP, some of these aren't finished, but almost) build 28 patch note !

Please do not ask ETA, everytime you ask for ETA a Spiffo die. (and it's sad)

[NEW STUFF]
Multiple text lines editor.
You can now write note and read them (more a multiplayer stuff).
3D Sound ! Sound will now go left to right, fade away, etc..
Burn zombie corpses ! It need some petrol and a lighter/matches.
Windows can now perma lock if you try to open them for too long.
Bandages will now be removed after a certain amount of time.
Disabled the corpse decay.
[MP] Added experimental zombies respawn, I'll need feedback on it
[MP] Added experimental loot respawn, you have to setup the serverOption "HoursForLootRespawn", if you set it as 48, it mean the zone will have to be unseen for 48 in game hour before loot respawning, same as zombies respawn, I'd LOVE to have feedback on it
I'm also working on (idk if it'll be done for this build tho..) the ability to paint letters/text on wall.
New crafting : Bookcase, shelves, bed...
Map fixes (no more falling in Mall stairs, etc...).

[BALANCE]
Increased a tad the difficulty to open windows when you're not strong.

PS:
ehm, if u for any reason mind me citing it, do mod away. I am a creature of comfort, not of malice. :P
Last edited by MuthaF; Jul 2, 2014 @ 5:36am
Robert Johnson  [developer] Jul 2, 2014 @ 5:42am 
Nah, it's just that if I do it here too, I now then to update every thread and.. Yeah, I prefer spend time coding than doing that :D
Sounds good.
Espially the part of burning zombies and the new crafting.
Crohns Racing Jul 2, 2014 @ 4:38pm 
im not a fan of the idea for loot and zombie respawn, for me that is a total realism killer.

if you ask me all focus should be on cars and new map areas (and I guess pushing out Till Death do us Part A.S.A.P.)
Last edited by Crohns Racing; Jul 2, 2014 @ 4:39pm
Mappy Jul 2, 2014 @ 6:00pm 
Originally posted by grandtank:
im not a fan of the idea for loot and zombie respawn, for me that is a total realism killer.

if you ask me all focus should be on cars and new map areas (and I guess pushing out Till Death do us Part A.S.A.P.)

did you read the part where it said [MP]? it's only in multiplayer, besides it's experimental. and a respawn for mulitplayer would actually be nice because MP maps gets easily flushed out.
Last edited by Mappy; Jul 2, 2014 @ 6:02pm
DarqSlayer Jul 2, 2014 @ 8:35pm 
Hey any tips for playing i can never survive long because the second i leave the house there are zombies and they always chase me.
Mappy Jul 2, 2014 @ 11:19pm 
don't run, always sneak, bring a weapon, don't fight what you know you can't beat.
nsK Jul 3, 2014 @ 4:14am 
Originally posted by grandtank:
im not a fan of the idea for loot and zombie respawn, for me that is a total realism killer.

if you ask me all focus should be on cars and new map areas (and I guess pushing out Till Death do us Part A.S.A.P.)
loot respawn is for multiplayer servers, and it is an option.

Cars, NPCs and Map extensions are something that other people are working on individually, not all of them together. I don't think you'd prefer one of the coders doing nothing in the meantime until you think the time is right :P
Last edited by nsK; Jul 3, 2014 @ 5:04am
Mappy Jul 3, 2014 @ 4:45am 
hoping you guys could fix the controller use in the future :)
Originally posted by grandtank:

if you ask me all focus should be on cars and new map areas (and I guess pushing out Till Death do us Part A.S.A.P.)

That make no sense. There are more important things to code before that.
Otherwise the devs would need more time for NPC to code at all.

Caça Rato Jul 3, 2014 @ 6:01pm 
very nice !!! but do we have any idea when the NPC come out ???
Mappy Jul 4, 2014 @ 6:29am 
Originally posted by EnigmaGrey:
Originally posted by Cap'n Map:
hoping you guys could fix the controller use in the future :)
The only thing it doesn't do at the moment is interact with dialogs, swapping of bags, or the rebinding of keys. Otherwise, support is already in.

Originally posted by ToddFigado:
very nice !!! but do we have any idea when the NPC come out ???
As always, no ETAs. They'll be out when they're ready.

I meant for xinput, I only have a generic controller :(

but thanks though! :D
Last edited by Mappy; Jul 4, 2014 @ 6:29am
Mappy Jul 4, 2014 @ 9:04am 
Originally posted by EnigmaGrey:
Considering Xinput looks like a DirectX technology and sense the game doesn't use DirectX in any way . . . I'm guessing the chances are slim. Unless, of course, it's something supported by JInput.

Generic controllers should still be picked up in-game.

ooohh! what's that? haven't heard of that yet :D googling it now! does it work like xinput?
SupremeMode Jul 4, 2014 @ 7:18pm 
Insignia thanks brothers
Undead Llama Jul 5, 2014 @ 9:40am 
Not sure how I feel about the planned 'zombie respawn' mechanic. I want to say yay!, but, there are a few things nagging me;

> If a player utterly massacres all zombies within a cell and its surrounding cells, are zombies still permitted to respawn in there? (ie, creation of safe zone that the game can track the size and location of using a meta-map of zed population & survivor activity)

> Can we choose to disable it outright (both MP and SP)?

> Why is spawning tied to the roads? Why not base it on areas bordering high zed concentration, to simulate them wandering off on their own from the herd?


Any word on when we might see the negative growth bug on crops to be addressed?
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Date Posted: Jul 2, 2014 @ 5:31am
Posts: 466