Posted January 14, 2020
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The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt.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.
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