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high rated
41.25 and 41.26


NEW

Revamped mod system:

- Updated the Mods screen. The mod description is displayed for the selected mod on the right side of the screen, instead of in the list of mods. Other details such as the ID, Workshop ID (if any), installation directory, and any posters are displayed on the right.
- mod.info can have multiple poster= lines to specify multiple images in the Mods screen.
- mod.info can have multiple description= lines which add to the total description.
- The New Game screen has a button to choose which mods are enabled for the new game.
- Each savefile has its own list of mods saved in a file named mods.txt.  mods.txt also has a list of map folders that is used in cases where parts of different maps overlap each other.
- The Load Game screen displays the map folders and mod names used by the selected savefile. Since old savefiles do not have a mods.txt file, all currently-enabled mods are used when loading an old savefile. After loading an old savefile for the first time, the mods for that savefile cannot be changed, except by editing or deleting mods.txt.
The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt.  This file contains the default set of enabled mods that will be used when creating a new game.  The default mods can be overridden when creating a new game in the New Game screen.
default.txt also contains the list of map folders that was previously saved in options.ini (the old "mapOrder" setting that was used to deal with overlapping maps). If there are no map-overlap conflicts, this list of map folders is empty.

- Added bBeingSteppedOn IsoZombie GameVariable to test if a player (or zombie) is standing on a prone zombie. Originally I was going to use this to prevent fake-dead zombies turning over when the player is standing on them.Prone zombies won't stand up if another zombie is standing on them.

Changes on character creation:
- Can now save/load outfit (clothing, m/f, name)
- Can now select texture when item using multiple texture but no colors (jeans comes in 3 colors, but a random one was choosen everytime).

- Tweaked washing clothes at sinks:
 - Clothing is washed one item at a time.
 - Items are washed in order from least-bloody to most-bloody when Wash > All is chosen.
 - Context-menu tooltips display the required amount of soap and water.
 - The correct amount of soap and water is used.

- Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows.  The default is Shift.
- The "Walk To" context-menu command displays a cursor to specify the location to walk to.  This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier.
- Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight.
- Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks.
- Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred.
- Animation now plays when transferring items between main inventory and equipped bags.

- Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set  when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed.
 
- Updated community translations.

- Added a nag panel that pops up the first time the user tries to access the Mods screen.

- Added the word "ERROR" to the little red box of doom.

- Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea!

- Overlays updated



BALANCE



- Limited the forces applied to vehicles when driving over corpses to prevent liftoff.
- Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing.
- Added mouse trap in kitchen random distributions.
- Forbid building barbed wire fences without a connecting fence post or barbed-wire segment.
- Color palette at character creation now doesn't heavily favors shades of pink and green over others.
- Flint knife now has crafting recipe 
- Now possible to recover and repair a weapon used in Spear creation
- Stomp with fractured thigh/shin/foot now affects stomping accuracy
- When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range.
- Allow the player to drop items while moving, to avoid unfair deaths
- Changed Screws weight to match Nails.
- Changed IsoGameCharacter.maxWeight from Integer to int.
- Reduced the damage to headlights from hitting zombies.
- Added more attack prediction for the standing/on ground zombie detection.
- Moved Tailoring perks from Survivalist to Crafting sub category.
- Changed Flint knife to Stone knife (using a sharped stone).
- Increased Digital Watch spawning rate.
- Lowered chance of some helmet removals.
- Can now attach meat cleaver to the belt.
- When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it.
- Lowered general condition of car spawning in house stories.
- Renamed Key in House keys.
- House key can now spawn in kitchen counter.
- Fireman in burnt house stories now spawn a firemen vehicle.
- Added Drink from pot anim.
- Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...)

Some changes on Foraging UI:
- Foraging now doesn't close the UI.
- Added progress bar on the UI when foraging.
- Items gathered will be displayed on the right.
- Can now filter on "fish baits".
- Animals filter still get all the fish baits too.
- Worms can now be found at level 0.



CUTAWAY FIXES

Cutaways - [Bug] Can't see character through some objects
Cutaways - Can't see inside of a house through a window facing top-right
Cutaways - Cut-away walls plop back up when trying to open a window, even when unsuccessful.
Cutaways - Hide the eaves on roofs when entire building is hidden/transparent
Cutaways - Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0.
Cutaways - Wall cut away system not hiding enough of player-made walls
Cutaways - Wall cut out issue when near window




continued
FIXES
- Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options)
- Fixed player animation lockup when gun breaks after firing it.
- Fixed blob corpses in McCoys and Prison zones.
- Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world.
- Fixed the wrong HurtSound being played for zombies after male/female swap.
- Fixed reversing over corpses not playing a sound.
- Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.)
- Fixed snapping in farming actions due to wait for turning to finish before playing the animation
- Fixed the player taking damage from heavy loads when resting, sitting or sleeping.
- Fixed vehicles taking fall damage each time they were loaded.  It didn't happen every time, possibly only when two vehicles were touching.
- Fixed issues with targeting windows and shooting zombies through windows.
- Fixed failing to load models with capital I in the filename using the Turkish language.
- Added 'world' attachments to more weapon models so they are centered and lie flat in the world.
- Fixed zombies farther away than 10 squares having a negative chance to spot the player.
- Fixed not being able to build barbed-wire fences in one direction.
- Fixed zombies thumping fence posts.
- Fixed fake-dead zombies sometimes appearing naked until the player gets close.
- Fixed no wait for turning to finish before starting ISBuryCorpse.
- Fixed inventory items displaying the timed-action green highlight after actions finish.
- Fixed the player continuing to move while sleeping somtimes.
- Fixed lua error after clicking Continue after the last-played savefile has been deleted.
- Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar.
- Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles.
- Fixed not being able to remove a clothing patch without having patch material in inventory.
- Fixed clothing tooltip using the wrong player in splitscreen.
- Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games.
Post edited January 14, 2020 by nasKoo
high rated
41.27

- Reverted (for now) the attack cancel fix while we work out a more elegant solution for next week's patch.
- Added missing Melee Movement Disruption option to sandbox options.

Changes to Foraging UI:
- Fixed some typos.
- Forage Action wil now continue until you stop it or the zone is empty.
- Show current zone's loot abundance
- Only one instance of UI can be opened.
- Lowered amount of stones found.
- You can now select one of your equipped bags to directly drop foraged items into. If bag is full, it will go into main inventory, or ground.

- Fixed items in bags not being used when doing carpentry.
- Changed "Drop items near square center" default to false, so items are dropped under the player's feet as before.
- Fixed not being able to click on carpentry containers to display their contents in the loot window, if the container was more transparent due to being in front of the player.
high rated
Uploaded 4 days ago, but here's the changelog along with it.

NEW
- Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds.\
- Accompanying the above, added 'tiered zombie update' options (enabled by default) that will update zombies at a distance / out of sight less frequency so hordes will be better fps.
- Some fixes to address attack cancelling. Let us know how it plays.
- added Automated Emergency Broadcast radio channel
- Made rain a bit softer, and when indoors cut alpha in half
- Added option to disable rain indoors completely
- added multiplier option for text remaining visible radiochannels
- added computerize scrambler to zomboid radio
- Updated community translations.
Improvements to Foraging UI:
- Now displays a list of items found, with their textures.
- UI is more transparent.
- Cancel button now only cancels the current action.
- Added a close button to close the UI.
Improvements to Fishing UI
- Now uses same UI model as Foraging
- You can select rods/lures
- Can select bags to put caught fish in (as with Foraging).

BALANCE
- Increased sneak bonus when behind certain fences

FIXES
- Fixed lua error pressing the Craft All button when items are in bags.
- Fixed a rounding error that prevented items with 0.1 weight being moved in multiples.
- fixed RuntimeException when having Campfire going inside of a building
- fixed RuntimeException when picking up TV
- fixed InvocationTargetException when picking up a Barbeque that is burning (bbq can now no longer be picked when burning, too hot)
- fixed NullPointerException + Game crash after driving from WestPoint to Muldraugh (RVSContructionSite)
- fixed Fastforward through Helicopter event causes to go on for a couple of days
- Fixed being stuck when the fishing rod break while fishing.
- fixed night color not being applied
- fixed open doors cutting weather mask when not visible
- Fixed inconsistency with where items are dropped depending on whether the item was dragged from the inventory window,
dropped via the context menu or Drop button, or automatically dropped (for equipped corpses).
- Fixed the loot window not updating when corpses are dropped sometimes.
- Fixed the inventory and loot windows placed at the bottom of the screen being in a different location after reloading,
if they were resized to less than the default height.
- Fixed being able to rip clothing that requires scissors if other clothing is selected that doesn't require scissors.
- Fixed roofs not keeping the player dry if there aren't enough walls to make a room.
- Fixed garbage creation related to clothing item lookup.
- Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes.
- Fixed scavenge and fishing layout with different-sized fonts.
high rated
41.29

NEW

- ZOOM beta merged in - crisper visuals and improved performance for low spec systems
- Added a cursor to help select which tree to chop down.
- Added a horde manager UI in debug
- Added sandbox options "Vehicles Story event chance"

BALANCE

- Removed damage from driving over small trees and bushes.
- Reduced the slow-down from driving over small trees and bushes. (May be one or two types we've missed)
- Tiny saplings no longer make you fall when sprinting.
- Updated community translations.
- Made lighting on dropped weapon and hat models less bright.

FIXES

- Fixed some strangeness on older Macs with the new models (Apple crew! Please report in! Do we have you back?)
- Fixed cutaways failing on NW wall corners.
- Fixed issues with cutaway system failing completely sometimes.
- Fixed lua error taking a key from a killed zombie.
- Fixed zombies getting updated after being removed from the world.
- Fixed not being able to attack prone zombies if there is a zombie standing nearby behind a closed door.
- Fixed the aiming outline not appearing sometimes.
- Fixed timed action stop() method being called if the action was interrupted during waitToStart().
- Fixed the missing patio floor in the Riverside restaurant.
- Fixed collision detection with trees and bushes.
- Fixed some typo (Tshirt -> T-Shirt).
- Fixed tailoring XP exploit when removing patch multiple time.
- Fixed "Tiered zombie updates" option not saving.
- Fixed garbage creation related to clothing item lookup
- Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes.
- Fixed scavenge and fishing layout with different-sized fonts.
- Fixed north-west corner tiles not cutting away.
- Fixed off-center chop-tree indicator image.
- Fixed ISEquipWeaponAction not completing immediately if the weapon is already equipped.
- Fixed the render thread calling AnimationPlayer.getRenderedAngle() in some places. Added pooling of AnimationPlayer objects.
- Fixed controller issues in the foraging and fishing ui.
- Fixed vehicle save issues by doubling the size of the ByteBuffer used to save vehicles from 64KB to 128KB.
- Fixed IsoZombieGiblets never being removed from the square they are on.
- Fixed closed curtains not being visible from the outside.
- Fixed being able to click on curtains to open/close them from too far away or when outside buildings sometimes.
- Fixed iso cursor being visible when using a controller.
- Fixed the player getting stuck in the aim animation if the weapon breaks while attacking.
Post edited February 05, 2020 by nasKoo
high rated
41.30

NEW
- Spiffo's Secret Special Sauce. CONTENT REDACTED.

Zoom improvements:
- Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures.
- Fixes to non-diamond floor sprites' tile seams.
- Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out.
- Cleanup of sprite shapers.
- Added WallOverlay property to some trailer sprites to fix seams (not completely fixed).
- Added is-floor property to two flat trailer-roof tiles to fix seams and lighting.
- Fixed missing flags on a couple of floor tiles to fix seams and lighting.
- Revised Iso sprite padding to reduce overlap and minimize seams.
- Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion.
- When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look.
- When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts
- When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering.
- Fixed edge-tile seam artefacts on shorelines.

Cutaway improvements:
- Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0.
- Timer now stops cutaways and other visibility/hiding effects flickering
- East walls from character on Z=1 levels now work correctly

Polished animations when working on vehicles:
- Fixed character angle snapping when opening the hood.
- Play an animation before the mechanics window shows (while examining the vehicle).
- Play animations when adding/removing gas. Display the gas can model in the player's hand when using one.
- Play animations when installing/uninstalling parts.
- Increased the time to install/uninstall tires.
- Ensure the player is facing the vehicle before smashing a window.

Temperature system improvements
- changed room temperatures to be more accomodating until heating/cooling devices are introduced
- fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain
- reinstated food consumption for combatting teh cold, but decreased impact severely
- toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating
- changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes.
- changed core celcius recovery faster when trend is moving towards setpoint
- changed bodywetness having a slightly stronger impact on heat gain/loss
- changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low
- reworked and finetuned some parts of thermoregulator
- removed hunger effect of Thermoregulator in favor or increased calories intake.

Vehicle/Player DB
- Players are now saved separately from vehicles.
- Players are saved in a file called players.db. Vehicles are still saved in vehicles.db.
- The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed.
- Added a cursor to choose squares to remove blood from.
- Multi stage build now show a plank in player's hand when building.
- Added pouring water with watering can (for farming eg).
- Take fuel from gas pump now use an animation.
- added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings
- Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall.
- Added sewing kit texture.
- Smashed bottle is now a stab weapon, won't do damage to door or trees anymore.
- Sync the sound and action of racking a rifle with the animation better.
- Added a note in a gun's tooltip when it requires racking to chamber a round.
- Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles.
- Changed the "wash yourself" animation.
- Now possible to recover and repair a weapon used in Spear creation
- Increased chance to hit ranged weapon when zombies are really close.
- Sprinter zed attacks now slow the player down.
- The controller B button toggles sprinting on and off.
- Increased time to heal some wounds.
- added ability to remove grass and wind effect that appears on street cracks
- added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ)
- added DeviceData getEmitter for modder purposes



BALANCE
- Increased spawning of cigarettes on zombies.
- Zombies can now spawn lighter, matches & digital watches.
- Increased various metal working related items spawning rate.
- Increased mouse trap, gardening spray spawning rate.
- Chainlink fences are dismantlable, giving MetalBar and Wire items.


FIXES
- Fixed sprinter zombies running through the player.
- Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice
- Fixed the clothing dryer being plumb-able (removed waterPiped property).
- Fixed race condition leading to an exception when starting up the game.
- Fixed pistol spawning without a magazine in the last stand challenges.
- Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level.
- Fixed fishing line always breaking when catching something.
- Fixed foraging action not auto-repeating if nothing had ever been found in that area.
- Fixed which animation plays when taking dirt/gravel/sand with a Trowel.
- Fixed bottom-right quarter of the screen not being painted black with three coop players.
- Fixed broken spear remaining in the secondary hand after it breaks while fishing.
- Fixed some "require xyz failed" error messages.
- Fixed water-related rendering exception.
- Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall.
- Fixed lighting on floor blood splatters again.
- Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping.
- Fixed the forage animation only affecting upper-body bones.
- Fixed AxeMan trait not affecting animation speed when fighting or chopping trees.
- Fixed saw logs not defering lower bones.
- Fixed grab items (right click on item -> grab) not using any animation.
- Fixed lua exception when a zombie's clothing is destroyed by a player's attack.
- Fixed vehicle headlights starting too far in front of the vehicle.
- Fixed overlapping text in the inspect-garment ui.
- Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles.
- Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle).
- Fixed players climbing through windows over obstacles and then onto water.
- Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes.
- Fixed the Riverside hotel swimming pool having sand around the edges.
- Fixed missing ParkingStall zones in cell 33,36.
- Fixed some TownZone not being Nav zone in cell 33,36.
- Fixed (again) player getting stuck aiming after their weapon breaks.
- Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame.
- Fixed a bit of lambda-related garbage creation in StateMachine.
- Fixed not being able to 'clean' dirty bandages/rags with contaminated water
- Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h
- Fixed clothes instantly becoming "slightly dirty" after just being washed
- Fixed some walls & cars giving you 0% bonus when sneaking behind them.
- Fixed ClimbThroughWindowState bug with zombies.
- Fixed molotovs disappearing if the attack is cancelled.
- Fixed exception when climbing over a fence with fire nearby.
- Fixed players catching on fire when inside a vehicle.
- Fixed not being able to rack a gun with a magazine if no round is chambered already.
- Fixed not being able to repeat-fire rifles from vehicles.
- Fixed racking handgun/revolver/shotgun (added rackBullet event)
- Fixed random corpses always facing the same direction.
- Fixed some story-based corpses clipping with furniture.
- Fixed see-through floors blocking vision to other levels.
- Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33).
- Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons,
as could already be done using the E key.
- Fixed overlapping debug text in the health panel.
- Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33.
- Fixed VehicleType static tables not being recreated after reloading lua files.
- fixed automated broadcast generating frequencies that werent being able to be tuned in manually
- Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories)
- Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side.
- Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound.
- Fixed mannequins facing the wrong way.
- The application's main thread is now the RenderThread. Previously, the render thread and game thread were started
and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread, so I'm not sure why that hasn't been a problem before.
- Create texture mipmap data on the asset-loading threads instead of on the render thread.
- Tried to reduce the long delay after clicking "Click to continue" the first time.
high rated
41.31

ANIMS
- adjusted blend in and outs for strafing and some melee states (fix for weird looking hitting animation like the rolling pin)

MODDING
- added radio OnDeviceText passes the parent (IsoObject,Item,VehiclePart) for modding purposes

FIXES
- Increased damage done to fences.
- Fixed zombies shoving you when dead.
- Fixed zombies shoving after you hit them.
- Fixed zombies hitting through walls.
- Fixed frames where zombie was considered not "on floor" during a fence or windows lunge attack
- Fixed zombies being able to attack you at different Z level when doing a windows/fence lunge.
- Fixed lack of zombies in prisoner outfits at the prison.
- Fixed (again) blob corpses.
- Fixed carpentry not consuming materials.
- Fixed short wooden carpentry fences not being destroyable by vehicles and zombies.
- Fixed jail-cell walls blocking vision.
- Fixed null pointer bodydamage catchacolddelta
- Fixed multithreading bug with physics debug rendering.
- Fixed toxic buildings throwing exceptions when zombies are inside.
- Fixed vehicles running in building making them toxic until it's polished up again
Post edited March 05, 2020 by nasKoo
high rated
41.32

NEW
- Map and crafting window can now be closed using ESC 
- Fishing with a spear has new SFX
- State changes now respect partial consumption of foods
- Ropes can now be used as sheet ropes
- Targetting system now prefers shooting targets closer to the player's z-level.
- The door-lock icon in the vehicle dashboard is now drawn in yellow if some (but not all) doors are locked.
- Synced zombie thumping animations with the thump impact on doors and windows (except the window-rubbing animation, which doesn't have an impact).
- Placed Wire in the metalwork-menu tooltips with the other materials, instead of under the skill level required.
- Sandbox options with non-default values are highlighted
- Added aiming at floor when you're aiming at a zombie on ground (only works when static for now, strafing will be the same) for every weapon.
- Added talkie walkie static models.
- Added ability to attach walkie-talkie on the belt having seen how awesome it is in Planetalgol's mod. (Check out his stuff!)
- Balanced all weapons range/angle, some weapons were missing angle (meaning you could hit from a 90° angle), some range were way too big.
- Better bones masking for melee attacks, hips will now be included, so the melee attack will feel less weird.
- Can now uppercut/overhead attack while moving.
- Zombies will now thump a car with siren/alarm on, siren will eventually get destroyed by thumping zombies.
- Added corpses removal default settings in SP: After 9 days a corpse will either disapear or transform into skeleton (skeleton will then disapear 9 days later).
- If you're able to hit a zombie, you won't hit any thumpable, doors, windows, etc.


Zed fence/window behaviour improvements:

PLEASE NOTE THIS IS IMPROVED, BUT NOT FINAL - potentially still some issues

- Zombies won't always do their lunge attack even if they can.
- Player will not 100% fall on the ground, but do a dice roll depending on stats to check if he falls or not, if not, they'll slightly lose his balance.
- Fixed zombies trying to lunge on a different Z levels player.
- Added missing weight in calcul for some chance to fall during certain actions.
- Fixed too much range sometimes on the zombies fence lunge attack.
- Fixed missing transition from shove to bump.
- Fixed fence-lunging and window-lunging zombies lateral movement being restricted.


Nerfed backstabbing
- Before there was a 100% crit chance with knife when backstabbing, now it will occurs only if the zombie is unalert
- The crit chance for other weapons during backstab is lowered if zombies are alert, but greatly increased if unalert

Populated many chunks with forage zone via a code solution:
- Forest zones are automatically added to allow scavenging in areas where such zones haven't been placed by the mapper.
  These zones cover exactly one chunk.
  These zones are always of type Forest, never Deep Forest.
  These zones aren't saved.
  A chunk must not be part of a Nav zone or a Town zone, or an existing Forest or Deep Forest zone.
  Automatic Forest zones require all neighbouring chunks to have trees



BALANCE
- Clothes can be washed without soap but it takes much longer
- Lacerations can now be bandaged with dirty rags
- Increased nutritional value of caught fish
- More loot in sewing boxes.
- More canning equipment in kitchen (jars/jar lids)
- More painting materials in crates.
- Increased fingerless gloves spawn rate.
- Added more loot to the junk table
- More clutter in kitchens.
- More loot in sheds (mechanics stuff, saws etc)



MAP FIXES
Fixes to:

Bathrooms with toilets facing each other
Doubled up shelves/counters
Accidental additional walls
Missing windows
Missing doors
Missing lightswitches
Incorrectly placed furniture



FIX
- Fixed Mildew Spray not being pourablr on the ground
- Fixed Tall Fences and Log Walls not being part of cutaway system
- Fixed tile with a wall from an intersecting wall not fading away with cutaways
- Fixed incorrect timed action on chopping down tree with axe
- Fixed floors built on water being invisible.
- Fixed rendering floors above water on z > 0.* by tim
- Fixed errors loading lua files from mods.
- Fixed issues with hoppable seats placed next to walls - transparent walls and jump through-able walls
- Fixed fence-lunging zombies hitting players in vehicles
- Fixed "Choke Tube Full" making the Shotgun unusable (it set the MinAngle to 1.0).
- Fixed sandbag and gravelbag sprite changing to a burned wall when burned
- Fixed Character.Debug.Render.AimCone rendering (the angles were wrong)
- Fixed save folders and game modes not matching the English UI labels.
- Fixed the order of Blow Torch and Welding Rods in metalwork tooltips changing depending on availability.
- Fixed vision through windows by adding the transparentN/transparentW flag to all window sprites
- Fixed the player clipping through tall fences while climbing over.
- Fixed the player not going over a tall fence when starting the climb from too far away.
- Fixed fake-dead zombies not counting as "on the ground" when running over them with a vehicle.
- Fixed the player shouting when honking the horn when the Shout key is the same as the Vehicle Horn key.
- Fixed VehicleCrash1 and VehicleCrash2 sounds not being defined in sounds_vehicle.txt.
- Fixed some keys not working after viewing an annotated map.
- Fixed missing Stash_MarchRidgeMap6_Text3 translation.
- Fixed the JOIN button not being greyed out in the main menu (changed by Zac).
- Fixed not being able to attack zombies through see-through carpentry doors (i.e., chainlink gates).
- Fixed zombies sometimes facing odd angles when thumping doors and windows.
- Fixed wrong angle calcul when aiming at zombies on ground.
- Fixed skill magazines not being removed from inventory when used as fuel for barbeques and fireplaces.
- Fixed quick stomp when shoving zombie to ground + shove after killing a zed with stomp.
- Fixed fences door being more resistant than fences.
- Fixed zombies crawling through walls and fences when lunging at the player, after climbing through a window or over a fence.N
- Fixed zombies getting stuck in the grace period of AttackState after the player dies (standing with their arms outstretched).
- Fixed the context menu sometimes being placed too far away from the hotbar.
- Fixed the zombie population renderer not showing buildings in the right column and bottom row of cells.
- Fixed player getting double attacks sometimes due to bAimAtFloor switching while an attack animation is playing.
- Fixed, hopefully, the Wash'Bloooo' bug.
- Fixed sandbox options "attack block movement" not working.
- Fixed some weapons (revolver, dbl barrel shotgun..) jamming when they should not.
- Fixed media/textures/patches/patchesmask.png getting loaded on the wrong thread.
- Fixed not being able to drop individual parts of multi-part furniture items (like beds).
- Fixed the zombie "stutter" when going in a room while they're chasing you.
- Fixed Sack not being empty (with items inside it) being used to take dirt/sand/gravel.
- Fixed red veteran shirt having purple color.
- Fixed one of the generic outfit of zeds (one with the long leather jacket) always having white trousers.

41.33 Hotfix
- Fixed case of missing decals on clothes
high rated
41.34 Changelist

NEW
-Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
- Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
- Added visible wounds on character (not done the lower body parts yet).
- Can now remove visible blood from health panel debug menu.
- Added new vehicle stories
- Added fuel timer to campfires and other fuel items
- Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
- Added ability to use bandana as a mask
- Removed long press of E to remove keys from car's ignition.
- Added ability to hold umbrella
- Added ability to hold a torch/flashlight in your hand
- Added Garden Saw.
- Added a Loot Generator UI in debug context menu to track loot spawns better
- Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed.
- The controller X button toggles vehicle cruise control on/off.
- Holding the controller X button and pressing D-pad up/down changes cruise-control speed.

Stealth improvements:
- Increased range for jawstab of some knives.
- Player will raise their left hand if close enough to jaw stab.
- Added jawstab from behind (player & zombie).

Hair dyes:

- Added hair dye (regular color will be found in bathroom, some others in a hair salon).
- You can dye your hair & beard separately , just right click the hair dye bottle.

- Added "Font Size" Display option. Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.



BALANCE
- Tweaked junk and clutter loot (increased them, added new loots in there)
- Increased painkillers active time.
- Lowered flashlight weight from 2 to 1.
- Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
- Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
- Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
- Battery now weight 0.1 instead of 0.6.
- Increased torch/battery spawn rate.


FIX
- Fixed day/night active zombies sometimes sprinting when they should be inactive.
- Fixed zombie spawn in large structures like the mall
- Fixed Bare Hands counting as a favorite weapon in non-English languages.
- Fixed mannequin rendering bug (related to the weather fx mask).
- Fixed spawn buildings being randomized.
- Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
- Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
- Fixed being able to turn during fall down anim.
- Fixed zombie auto turning toward player when close killed.
- Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
- Fixed fishing with the fishing net trap not giving experience in fishing skill.
- Fixed leaving Winter is Coming game resetting the Winter timer
- Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
- Fixed occupational outfits spawning on mannequins
- Fixed Scrap Metal not being used when building fences
- Fixed problem with masking female character's hair.
- Fixed multi hit sandbox option being turned on for challenges.
- Fixed models with capital I not loading when using the Turkish locale.
- Fixed player not finishing turning around before climbing through a window that is behind him/her.
- Fixed missing BreakSound on some weapons.
high rated
41.35


NEW

Experimental bag holding
- Feedback please!

Added make up:
- You need either a make up foundation, make up eyes shadows or lipstick.
- Make up available will depend on the type you selected. (i'll change it so it'll check for every make up material in your inventory, so if you have lipstick but click on makeup foundation you'll see lipstick make up in the list)
- You also need to be in front of a mirror or have a mirror item in your inventory.
- Clown, Skull, Brave heart, multiple lipstick & eyes shadow color...

Experimental lighting changes
- Feedback please!
- Vision cone is 25% darker.
- Lamppost lighting are way brighter to counter this.
- Increased character's lighting to counter balance the darker vision cone.

Changed how car damage is done when hitting a zombie:
- Before almost no damage were done at low speed + no damage when going in reverse.
- Now it do, while it's quite low damage at low speed, quickly hitting zombies in chain will start to ramp up the damage done.
- If the hood is destroyed, some damage will be done on the engine.
- Tires can now get hits by hitting a zombie too.
- Increased damage done to headlights when hitting zombies (those things were invincible!).
- Feedback please!

Added Dirt/Grime.
- The mask is intended for character, but i'm also using it for clothing, making dresses/skirts not having lots of dirt, i'll ask Mash to update the mask.
- The shaders could use some more works, specially when on clothing.
- Works kinda like blood.
- Random dirt will be added on zed at creation (more the later in the apocalypse).
- For character:
* Running or sweating add dirt on your character, slowly getting to your clothes the more dirty you are.
* I also need to add some acions adding more dirt (shoveling, gardening..)
* Being in trees will add dirt directly on your clothing.
* Falling add also dirt.

Clothing item can now have more than 1 extra option.
- All bandanas can now be tied the normal way, rambo style or put on face.
- Added bandana with random tint.
- Added new bandanas to zombies outfit.

Added new vehicle story: Bandits on road, couple of crashed cars, few corpses and some zombies (with bandits with a high chance of having firearm attached to them!).
- Only appears at after a month of survival.
Police blockade car stories have a chance of having the siren lights turned on.

Added tile property "IsMirror" and added it for every type of mirror in game (for makeup).
Updated hair textures.
Updated bag textures.
Nerfed smashed bottles condition lower chance.
Synced open-window sound effects with the animations better, and try to prevent duplicate sound effects.
The player now attacks repeatedly while the controller triggers are held down, instead of once when released.
Can now right click the equipped item icons on the left (primary or secondary) to bring up context menu.


BALANCE

Increased Paint Can uses from 4 per can to 10.
Increased health of constructed metal walls.
Guns that spawn on zombies have now more chance to have bullets/clip
Increased magazines spawning rate.
Stop getting strength xp from pushing trees (this ain't minecraft yo)

FIXES

- Fixed tab panels not displaying the left/right scroll buttons in some cases (i.e., in the crafting ui with larger font sizes or many tabs).
- Fixed the mousewheel not scrolling the tabs in the options ui.
- Fixed the health panel not always being wide enough to display all the text in it.
- Fixed the temperature debug ui not resizing vertically with different-sized fonts (horizontal resizing needs doing).
- Fixed model.offset, model.rotate and model.scale not being applied to vehicle-wheel models.
- Fixed Sandbox not defaulting to Apocalypse instead of Survivor.
- Fixed the existence of the "Post Processing" display option (shaders are no longer optional)
- Fixed missing recipes for the new flashlight (aka Hand Torch).
- Fixed non-passive skills only gaining a single level when more than one could be gained (due to a high sandbox XP multiplier).
- Fixed not being able to attack sometimes when holding torch/umbrella.
- Fixed character not raising in hands when ready for a jaw stab.
- Fixed Double Metal Doors using same recipe as Double Wooden Door
- Fixed crafting Metal Roof not consuming any Scrap Metal
- Fixed"Put out Fire" resulting in decimal point values for Campfire fuel times
- Fixed Metal Roof not requiring use of Propane Torch and Welding Rods
- Fixed translations for hotbar slot names not being used in some places.
- Fixed some missing translations in the inspect-clothing ui's context menu.
- Fixed police barricades and traffic cones that are added at runtime not being interactive (can't be hit by cars or picked up).
- Fixed reset of the "NeedMasking" variable.
- Fixed mannequins spawning with inappropriate outfits
- Fixed no hair growth on female characters.
- Fixed "Blooo" item appearing inside character's inventory sometimes. (Blooo came back :'( )
- Fixed missing blood textures on weapon models when they're attached to the player's back or belt.
- Fixed beard color not appearing in character info avatar panel.
- Fixed bags in hands not being hidden when doing actions.
- Fixed sometime unequipping a bag wouldn't remove it from equipped models.
- Fixed right hand duffel bag being considered as left hand.
- Fixed duplicating bags when falling after vaulting a fence.
- Fixed vaulting fence fall not happening for every type of vault over.
- Fixed makeup will now be removed after washing yourself.
- Fixed handtorch model not being shown when dismantling torch (previosly was CDPlayer).
- Fixed hidding weapons when doing actions.
- Fixed being able to cancel attack a ranged shot/racking.
- Fixed being stuck in aiming when shoving while shooting.
- Fixed some drag & drop weirdness while having a bag equipped.
- Fixed arms wobbling while holdings bags & running.
- Fixed color not being saved when dropping a bags on the floor.
- Fixing context key always dropping heavy items.
- Fixed numerous holding bags mask blend/snapping.
- Fixed snap and wobbling while running with a bag.
- Fixed pressing shift while being idle moving the arm while holding bags.
- Fixed pressing space while running not registering the shove immediatly but only when you stopped running.
- Fixed icons of new item when using extra option being erased (bandana was never changing its icon for example).
- Fixed some mirror not working for make up (they were attached sprite & not new object).
- Fixed having injuries on left arm affecting combat speed.
- Fixed book store cash register having books in it instead of money.
- Fixed incorrect umbrella icons.
- Fixed police & some other specific outfit not spawning with weapon attached to them (pistol on police for example).
- Fixed seeing bags during sit on ground & opening windows.
- Fixed an exception in OpenWindowState.exit() when the lock breaks.
- Fixed GameServer.SpawnRegions not being initialized.
- Fixed ISWeatherChannel bug on the server.
- Fixed old map_p.bin savefile code being called on the client.
- Fixed room lights being possibly twice as bright as before. Only exterior lights are possibly twice as bright now.
- Fixed some blending issue with holding bags.
- Fixed Uniform zombie distribution not putting zombies in places with zero intensity in the spawn image.
Needs to be rebuilt on Linux and Mac.
- Fixed the UI font being scaled after viewing a map in some languages (i.e. Russian). Changing the Language in the Display options reloads the UI when not in a game.
- Fixed holes in clothing disappearing after patching a hole twice.
- Fixed Lua error reading a skill book twice. Skill books should probably use DisappearOnUse=FALSE instead of being replaced with an identical item via ReplaceOnUse.
- Fixed metal grates over windows not blocking zombies when they come before the window in the list of objects on the square.
- Fixed corpses being a lot darker than zombies. Model lighting was changed in commit 4216.
- Fixed Lua files being reloaded when the Display language wasn't changed.
- Fixed vehicle models being lit from the wrong direction by lampposts etc.
- Fixed exceptions sometimes being thrown when the Model.Render.Lights debug option is used (accessing IsoGridSquare from the render thread).
- Fixed overlapping text in the item-spawner debug ui.
- Fixed music "drama" never going down.
- Fixed player textures being recreated every frame, tanking the framerate.
- Fixed the player taking damage and dropping equipped items when climbing over railings onto stairs.
- Fixed issues with the player dropping hand-held items after tripping or dying.
- Fixed dropping items outside the inventory and loot windows being blocked by hidden parts of collapsed windows.
- Fixed some player skills increasing each time a Last Stand Accumulator player is loaded
high rated
ZAC STUFF

Zac Congo
- Added priority parameter to per-bone anim sorting. The mix is now sorted by: Layer, Priority, Weight
- AnimationPlayer
- New field, int[] m_animBlendPriorities. Reusable array used to for sorting tracks by priority.
- Updated function updateMultiTrackBoneTransformsInternal to include Priority in the sorting algorithm.
- Minor refactor to improve readability.
- LiveAnimNode
- New utility functions give access to source AnimNode values:
getPriority()
getDeferredBoneName()
getDeferredBoneAxis()
getSubStateBoneWeights()
findTransitionTo(...)
getSpeedScale(...)
- AnimNode
- New variable, m_Priority
- New function, getPriority()
- Added extra api documentation to various fields.
- AnimLayer
- updateNodeActiveFlags updated to pass through priority value.
- No longer repeatedly calling LiveAnimNode.getSourceNode. Using new encapsulated utility functions instead.
- StartAnimTrackParameters
- New variable, priority.
- IsoPlayer
- Removed workaround to "AttackVariableX". Values of 0.01 and 0.99 are now whole values of 0 and 1.
- AdvancedAnimator
- Removed unused function: ensureEnoughLayers.
- AnimZed v1.7.5.01
- New field added to AnimNodePanel, Priority. Ranges from 0 to 10. Defaults to 5.
- Lower numbers means animations are pushed higher up the stack.
- Updated 1HDefault.Priority to 4 instead of default(5).
- Fixes odd snapping when transitioning out from 1-handed aim-attacking while holding an umbrella.

Fixed incorrect bone re-bindings for character's clavicles.
- Using "Bip01_X_Clavicle" instead of "Bip_X_Clavicle"
- Added warning to console if bone re-binds are not valid.
- Added toString overrides to AnimBoneBinding, AnimBoneBindingPair, and SkinningBone.
- StringUtils
- Added function: indent
- Indents all lines in the supplied text.
Allows us to specify what to indent the first line with,
what to indent all non-first lines with,
what to use as the newLine string (eg. "\n", "\r\n", or anything else, like "newLine: ")
- Default overload uses System.lineSeparator,
does not indent the first line,
and indents all non-first lines with a tab character.

- Added AnimStateNameTable
- New classes: GenericNameTable, NameTableEntry, and AnimStateNameTable.
- The generic table provides all the functionality of an index-name, name-index table.
- Thread-safe, using locks for adds/removes/modifies.
- NameTableEntries have a name, and can have an index. Defaults to -1 until specified otherwise.
- NameTableEntries notify their parent table when their name/index change, keeping the table consistent.
- Initial implementation not wired up to Networking nor AnimStates, yet.

- AnimLayers now sync to their parent
- Each layer keeps the sync node and track cached.
- Each sub-layer checks their parent for the cached sync node+track.
- If none is found, then it uses its own.
- ie. Bob_Anim_Bags now syncs to the root Bob_Anim
Hey nasKoo,

just wanted to say that I appreciate your constant updates. I hope to see a stable release soon ;)
Keep up the good work!
high rated
41.36:


BALANCE

- Increased dirt on character.


FIXES

- Fixed some recipes not being able to use the new garden saw.
- Fixed exceptions due to missing eye-shadow textures.
- Fixed the makeup ui not working with different-sized fonts.
- Fixed the makeup ui not working with a controller.
- Fixed the Lua debugger Errors ui not showing exceptions in one case.
- Fixed occasional Lua error when right-clicking on windows.
- Fixed odd position of bags on the ground when dropped from hands.
- Fixed Blooo (again again again) by making the default DisplayName for items is now the Module.Type of that item, making it easier to debug.
- Fixed the "leg kick" when performing some timed actions (eating, smoking, etc).


41.37:

NEW

Prevention for prone zombie heads clipping through walls and obstacles: Falling and prone zombies will now slide away from walls.
Added guitar case/flight case
Added a "Delete All" button next to "Loot all" button for trash can/bins, click this will permanently delete items from the container (there's a confirmation dialog before deleting them).
Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, spiffo's tables, bar stools, counters etc.
Added "Resume normal speed when timed actions complete" Accessibility option. (Once a timed action is done (reading book, cooking, crafting..) it'll auto-cancel fast-forward. Canceling a timed action via ESC will cancel fast forward.)
Added CounterOverlays.lua which add Mash's random open cupboard doors and file-cabinet drawers.


Helmet attacks change:
- Before zombie attacks make your helmet fall and also you get a hit.
- Now if the helmet fall, that's it, current attack won't connect, only the next one.


BALANCE

Ripping clothing now have a chance to gives thread (depend on tailoring skill & size of the item).
Can now consolidate thread (if you have multiple used thread, right click the stack to merge them together)
Lowered chance of having the toilet paper house. (https://www.youtube.com/watch?v=1nPT64U6X40)
Reduced damage done to the car's engine when ramming zombies without hood.
Added Machete to some missing recipes (slice food, create spear...).
Increased fishing line spawn rate.

CONTROLLER IMPROVEMENTS

- Added loot-window context-menu commands when using a controller:
1) Turn microwave and stove on/off.
2) Show settings ui for microwave and stove.
3) Turn clothing dryer and clothing washer on/off.
4) Deleting items from trash cans.

- Changed the controller shoulder buttons to both affect the currently-highlighted inventory or loot window.
Previously, the left shoulder button would select the next container in the inventory window, while the right shoulder button
would select the next container in the loot window. Now the left shoulder button selects the previous container in the
currently-highlighted window.

BAG IMPROVEMENTS (mostly under the hood)

- Experiment with not creating a new inventory item when a bag is equipped to or unequipped from the hands.
- Split "masking" animation state into "maskingleft" and "maskingright" to fix a bug with holding a bag and a flashlight.
- Bags can now be chosen to be held in left or right hands
- No longer does the jaw-stab RaiseHand animation when a bag is held in the left hand.
- Fixed weapon on the back being placed as if a backpack was worn, when the backpack is carried in the hand.
- Removed transitions from maskingleft and maskingright animation groups.


FIXES



- Fixed lack of lighting on water.
- Fixed vision cone angle not updating for zombified players.
- Fixed lua error updating the hotbar after a player dies.
- Fixed untranslated strings in the tailoring ui and generator info ui. Added translations for makeup categories and types to MakeUp_EN.txt.
- Fixed not being able to open double doors.
- Fixed applying make up increasing your weight.
- Fixed bandit road story appearing before 30 days in the apocalypse.
- Fixed lunch box being set as "Medical" (only for loot chance).
- Fixed double "red lipstick" option.
- Fixed "Unpack" appearing for items outside of bags.
- Fixed being able to swing while in fast forward.
- Fixed alice bags in primary hand being wrong.
- Fixed player standing up when getting hit by a zombie while sitting.
- Fixed zombie pushing player when biting him.
- Fixed some missing translation (thanks Narnika!).
- Fixed typo in survival guide.
- Fixed the player's view cone being much brighter with the Short Sighted trait.
- Fixed reload animations not playing when sitting.
- Fixed ISCharacterInfoWindow sometimes updating after the window was closed.
- Fixed makeup being applied when closing the makeup ui without clicking Apply.
- Fixed zombies thumping short metal fences.
- Fixed an exception when a zombie destroys an object on a chunk that was unloaded.
- Fixed the foraging ui not handling Organized and Disorganized traits properly.
- Fixed the Take Screenshot key not working when certain windows were displayed
- Fixed lua error when a splitscreen player presses the X button driving a vehicle.
- Fixed context-menu tooltips for some actions being displayed (or not) in splitscreen.
- Fixed Unusable Wood appearing twice in the barbeque Add Fuel menu.
- Fixed the player not turning to face a barbeque when displaying the info ui.


avatar
metal-matze: Hey nasKoo,

just wanted to say that I appreciate your constant updates. I hope to see a stable release soon ;)
Keep up the good work!
<3
Post edited May 12, 2020 by nasKoo
Del.
Post edited May 18, 2020 by playcat
high rated
41.38

NEW

- NEW TUTORIAL
- Updated and improved Cabin in the Woods map by Xeonyx (worth exploring if you survive at end)
- New steps and expanded outside sequence
- Mainly covers movement and combat - will be expanded at a later date, and made compatibile with gamepads


- Added a radial menu for reloading firearms and spare magazines.
- The menu is displayed after holding down the Reload key (or controller button) for half a second.
- The "Display reloading radial menu immediately" Accessibility option changes this behavior so the
menu is displayed immediately.

- Added a command to the item context menu and reload radial menu to unload all rounds from non-magazine type guns, like revolvers.
- Changed "Rack" to "Unload Round" for non-magazine type guns.
- Added StaticModel to RadioMag, MechanicMag, and BookMechanic items.
- Rebuilt Tiles pack - this should include thinner log walls to help with cutaways, and also remove the random red dots on some tiles hopefully
- Bar Taps now movable.
- Taking dirt, gravel or sand from a square it was previously placed on now both removes it and restores the previous floor sprites.
- Added Flip flops and Fannypacks. The latter can be worn on front or back.
- Equipped bags with tint now have a tinted icon in the right panel (where backpacks are).
- Tooltips of equipped bag on the right panel now show the name of the bag.
- Added briefcase.
- Added Mash's new overlay sprites (fridges, stoves, seats, etc).
- Added a different icon to the vehicle radial menu for refueling from a pump at a gas station.
- Play an animation when grabbing a corpse from the ground.



NEW VEHICLE STUFF

- Memory Optimization: Vehicles use the same damage and rust textures, with a second UV channel.
- Blood is drawn separately on the front, back and sides of vehicles to handle hitting zombies on different locations.
- Blood intensity varies from 0.0 to 1.0 instead of using 2 different blood textures.
- Draw blood on vehicle windows before the damage texture, to avoid blood covering holes in windows
- Blood is added to the front and back of vehicles when hitting zombies.
- Blood is added to vehicle windows zombies are attacking.
- Updated vehicle-blood textures.
- Added "Wash Vehicle" context-menu command to remove blood from vehicles. Requires water.
- Play the blowtorch sound and use the blowtorch animation when dismantling vehicles.



COMPOSTING

- Added "Set Compost" command to the "[DEBUG] Objects" context menu to set the amount of compost in a composter.
- Added a context-menu command for adding compost from a Compost Bag to a composter.
- Partial amounts of compost may be taken into empty Sacks and partly-empty Compost Bags. Previously the player could only take a full 10 units of compost at a time.



MODDING

- enabled previously added worldflares system

TWEAKED FEMALE MODELS

- Adjusted female mesh around the arms
- Re-exported female clothes
- Re-assigned Vest_BulletCivilian.xml to point to correct famale mesh



UI IMPROVEMENTS

- Renamed "Quit" "Quit To Menu".
- Moved "Quit To Desktop" below "Quit To Menu" to match the order of buttons in the main menu.
- Moved "New Character" above "Quit To Menu".
- Replaced Yes/No comboboxes in the Display options with checkboxes.
- Moved the Delete button to the left of the New and Play buttons in the Last Stand player-select ui, to match other uis.
- Sort beard and hair styles by name in the character-creation ui.
- Changed the Yes/No "Chest Hair" combobox to a checkbox in the character-creation ui.



CONTROLLER IMPROVEMENTS

- Added an Accessibility option for choosing how the shoulder buttons switch containers in the inventory and loot windows.



COMMUNITY TRANSLATION IMPROVEMENTS

- Translations for map titles can be specified by adding a file named title.txt in the same folder as description.txt.
For example, media\lua\shared\Translate\FR\Muldraugh, KY\title.txt. The file should contain a single line with the translated map name.
- Fixed missing Last Stand translations.
- Improved and standardised English language presentation.
- Added translation for "Type 1" etc clothing texture choices in the character-creation ui.
- Added IGUI_ClothingName_XXX translations separate from Tooltip_clothing_XXX (Dirty, Wet, etc).



BALANCE

- Made skill magazines take 10 minutes to read, equivalent to reading 5 pages of a skill book.
- Made short fence doors hoppable and never locked. They can be hopped over using the context menu, holding the E key,
or pressing the B controller button.
- RMC Mildew/Insecticide Spray (full) shows option to Make Flies Cure if there is an empty spray can available
- Partially-loaded gun magazines are reloaded when the reload key is pressed, if there are no other non-empty magazines in inventory.
A full magazine is ejected without reloading it.
- "Fill All" Option for multiple bottles etc
- Bleach turns into "Empty Bleach Bottle" when consumed (previously it disappeared).
- Added "Bleach Bottle With Water" that holds twice as much water as a pop bottle (and weighs twice as much).
- Food items that turn into empty items when fully consumed (such as Orange Soda and Bleach) become lighter depending
on the amount remaining.
- Lowered lights on character.



Full changelog here:

https://theindiestone.com/forums/index.php?/topic/29013-iwbums-4138-released/

GOG forums won't let me paste the full one :(
Post edited June 20, 2020 by nasKoo
high rated
41.39:
https://theindiestone.com/forums/index.php?/topic/29424-iwbums-4139-released/

Released just now:
41.40:
https://theindiestone.com/forums/index.php?/topic/29424-iwbums-4140-released/

Sorry, the logs are too big to post in one on here, due to the character limits :)
The changelog should show on the build when downloading (both client and website)
Post edited July 30, 2020 by nasKoo