Project Zomboid [R] [Ongoing Alpha]
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hehehemann




Posts: 320

PostPosted: Wed, 13th Nov 2013 23:11    Post subject:
Did they implement the skill progressions or remove them recently? I just cant find the tab. I see a them listed at the beginning when creating the character but once in game i dont see where the skill trees are.
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Thu, 19th Dec 2013 15:40    Post subject:
Quote:

RELEASED: BUILD 20 Patch Notes
Having problem with Mac? Post here: http://steamcommunity.com/app/108600/discussions/1/630800443038940730/

[BUG FIX]

The weak trait will now reduce your max capacity.
Fixed the weird lighting in the church.
Fixed the brown wooden stairs textures in carpentry menu.
Fixed some bugged walls (where you could loot through them).
Craft food from rotten ingredients will give you a rotten food as result.
Now save the unhappy and boredom level.
The Anti-depressants now reduce the unhappyness (effect is not immediate, it take some times).
Fixed lighting issues / holes in world draw errors.
If you click outside the delete save modal dialog in the world selector, it'll disapear.
Fixed the fire saving/load bug.
Fixed a bucket/garden spray can duplication bug.
No longer possible to equip a two handed weapon if it's broke.
Some world convert fixes (still have some crash on certain save Sad Will do more).
Fixed a lot of farming bugs :
When you harvest a plant, click on another (even dead) to have the last clicked plants vegetables (I fixed this for all the other actions)
Some plants disapear.
Fertilizer.
Other minor fixes.
Fixed sand bag walls : They were not hoppable and not acting as a wall. (now they block you, not your vision, and you can climb them).
Fixed alarms saving.
Fixed the mod loader bug (I thought we already made a hotfix for that, apologize !).
Fixed the temperature of items after the electricity shut-off.
When crafting an of item of food - its age will be dependent on the average age of the foodstuffs that went into the recipe. What's more, if any of the food you used was rotten - then don't expect the results to be particularly edible either! This is a fix for crafted food that 'cured' the rot of what went into it - ramen etc Smile
The loot found on zombie bodies is no longer dependent on the room/area in which they were 'killed'.
General UI polish.
Ripping something into bandages that's inside a container won't have the side-effect of ripping up the clothes you're wearing. (Sorry!).
Some typo fixes.
You can now destroy non-player made stairs.
Fixed bunchs of XP books bugs :
No more xp reset if you stop/restart to read the book.
Page read will be reset to 0 if you finish to read them (thanks gekkobear Wink).
No more multiplier reset in the middle of the skill.
No more "can't read last page bug".
Hand made construction will now drop some materials used to build it if destroyed.
Fixed the weapon tooltip.
Food will also become rotten inside if put inside zombie body.
Fixed a bug in the calcul of the rotten food when it was in a container you never open before.
Some reloading fixing by our lovely Stormy !
Fixed a bug where the name of the plant wasn't in the info box in case of dead plant.
Fixed a bug in the "take some dirt" option.
Fixed running on the spot zombies.
Fixed some inventory bug ("grab" option always grab in your main inventory, not the open one, like a bag).
Fixed a bug where the campfire light doesn't go away.
Fixed some null pointer reload bug.
Fixed smashing windows with firearm not working.
Fixed a bug in the fixing system : even with 100% of success, you had 1% to fail.
Fixed small rain barrel transforming into big one.
Unequip the current weapon if it break and you have nothing else in your inventory (previously : the weapon was still equipped but you couldn't turn while it was equipped)
Farming : Plants which require a water max (carrots for example), won't die if they have too much water, just lower a bit their health (not more than < 30).
Farming : Now delay for only 30 hours the next growing in case of disease or too much water/water missing (previously : 50 hours).
Hand made windows frame are no longer passable through.
You can no longer climb hand made windows frame if they are barricaded.
You can no longer create wall/windows frame and stuff over existing walls/fence, you have to destroy them first (it was unrealistic, and created lot of bugs, like climb through a wall... Though it was really fun to do... I think they use this bug in Harry Potter.. Very Happy)
This fixed : ]http://theindiestone.com/forums/index.php/topic/4120-bags-build-19-hotfix/

[PERFORMANCE]

Fixed memory leak causing OOSs on some systems.
Performance changes / improvements (no promises, including the demo, with the numbers we're talking chances are it'll take a few to get most of them sorted).
Tweaked the camping code to make it much more efficient.

[NEW STUFF]

Added inventory icon for berries bush.
Added various tooltip (pills, ...), to help the new players.
New items ! (include lovely spiffo burger by our cutie pie Mash !).
New recipes : Box of things, explaination : You can now find box of nails (you also have screws, bullets...), right click on it and select "open" will give you 100 nails AND if you have 100 nails, you can also right click on it and "put in a box" to move them around easily.
You can now find sand bag, gravel bag and empty gravel bag, you can click click on them to spill sand/gravel on the ground, adding a sand/gravel tile where you want. These bags can be used 4 times before giving you an empty bag, which, with a shovel can be filled with sand, gravel or soil by clicking on the right tile on the ground.
Some new items : threads, garbage bags, gravel bag, watch, wooden glue... Not all of this item have a purpose right now, but they will really soon, that's why they are already in game. (think about people who already explored a lot of things, when this new items will have an utility, they'll have hard time to find them..).
Added gravel bags walls in the carpentry menu (under "Fence sub menu).
Fertilizer for farming (this was not really "new", but bugged and the fertilizer weren't spawned) : Use it up to 4 times on your plant (no more ! or it'll die...) to reduce by 20hours the next growing phase.
Added a tiny icon (like the little orange round for the equipped item) for broken weapon.
Empty gravel bag and garbage bags are container (you can equip them), they are big but with a really small weight reduction.
Changed crate crafting: level 2 carpentry allows for rough/crap crates, level 4 lets you build proper ones.
Player-created floors, like walls, now have three different textures to match your carpentry skill level.
You can now pack 50 seeds into a seeds package - so it now works like boxing up nail.
Campfire will now look like it’s alight when fired up.
Some containers (school bag, plastic bag ...) will now have items spawned inside. A purse might contain lipstick etc.
Berries will now rot.
New message added to demo to underline to players that you start off infected.
Crops in farm areas now have a chance to spawn corn.
The container tooltip (for plastic bags, school bags..) will now display the icons of the 3 last items added inside it.
2 new traits : Lucky and Unlucky, they will influence thing as loot rate, chance of break your weapon, chance of success in fixing it...
Fixing System ! Yay ! ]http://theindiestone.com/forums/index.php/topic/3735-the-fixing-system
Garbage bags can now have items inside them (including empty bottle).
Farming : You can know remove your plants with the hand shovel (and not just the spade).
You can now rename your bags (right click on them in your inventory, "Rename this bag").

[BALANCE]

When you make an item, we set the condition of the result item with an average of the used items condition, and not just the lowest condition.
Tweaked the number of berries in a bush.
You'll now have much more chance to find stuff (including axes and hammer) in the West Point toolstore (in front of the sea horse coffee).
Time to start a fire in a oven increased.
Tweaked a bit the fire spreading (it spread more... "The roof is on fire, we don't need no water let the..." Erm.)
Up a bit the loot rate of sand bags.
Rain collector change : You now need to be carpentry lvl 2 to build a small rain collector, and then lvl 4 to build the big one (the current one). You also need garbage bags to build them now.
Up the loot rate of the hand shovel (required for farming).
Increased the likelihood of discovering tent pegs
Lowered the potential for alarms to sound once the electricity has shut itself off.
Name of a rotten food will now be displayed in red.
Better chance to find garbage bags inside bin.
Lower the time needed to water the plants.
Slight up of the number of zombies on the map.

[MODDERS]

Now load "Item_...png" instead of "item_...png" in the mod loader.
The mod directory can now be different of the mod ID for the mod loader.
New event : "OnFillContainer" // Every time we fill a new container with item, param : room name, container type name, the container just filled.
New event : OnChangeWeather // Every time we change the weather, triggered in lua, param : the new weather (string).
Added a setCustomColor(ColorInfo) for IsoObject.

[TRANSLATIONS]

Updated translations.


Hope you enjoy! Let us know of any issues.

http://steamcommunity.com/app/108600/discussions/0/630800443009952756/

New update. Smile
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hehehemann




Posts: 320

PostPosted: Thu, 19th Dec 2013 17:44    Post subject:
Yeah that does look a nice update, really liking this game so far.
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hehehemann




Posts: 320

PostPosted: Fri, 27th Dec 2013 21:10    Post subject:
Project.Zomboid.Early.Access-SANTA is out
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dodger2020




Posts: 3537

PostPosted: Fri, 27th Dec 2013 21:35    Post subject:
what version is the SANTA release?
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hehehemann




Posts: 320

PostPosted: Fri, 27th Dec 2013 21:47    Post subject:
Im unsure, downloading now but I'm guessing from the description its the latest with the patch details a few posts above.


Edit...

Build is version 21
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PredOborG




Posts: 1934
Location: BG
PostPosted: Fri, 27th Dec 2013 22:37    Post subject:
Will this ever get officially released ?! It's like Project Zomboid, StarBound and Age of Decadence are having a competition or something for longest development ( I hope they don't beat Duke Nukem in that )...
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PumpAction
[Schmadmin]



Posts: 26759

PostPosted: Sat, 29th Mar 2014 01:07    Post subject:
Is there any difference between the version on steam and desura?


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0wen




Posts: 3566

PostPosted: Sat, 29th Mar 2014 02:18    Post subject:
I see its on sale on Steam for $10, so is it worth it in its current state? I have been interested in trying it but just do not know if it will be something I will end up liking.
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warriormax
Banned



Posts: 3644

PostPosted: Sat, 29th Mar 2014 06:17    Post subject:
Why you just don't try the demo and see for yourself <.<
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 29th Mar 2014 11:05    Post subject:
I haven't played this since the alpha, a long time ago, so I couldn't tell you if it was worth playing or not :\
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noflip




Posts: 765
Location: Sofia, BG
PostPosted: Sat, 29th Mar 2014 13:33    Post subject:
for me - not
the game changed a lot since the alpha and even though most people like the new changes, inventory and interface, i personally find it repulsive and generic.
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PumpAction
[Schmadmin]



Posts: 26759

PostPosted: Sat, 29th Mar 2014 14:44    Post subject:
I bought the game ages ago on desura (version 0.56 or so) and updated yesterday after I saw some steam advertisement to the latest version (2.x). Well to be honest I can't see much of a difference, not that I spent much time with it though. The performance is horrible and there just doesn't seem much to do and the UI isn't any good either :/


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warriormax
Banned



Posts: 3644

PostPosted: Sat, 29th Mar 2014 16:21    Post subject:
You have a whole fortress to build, to make a farm, to gather guns and provisions. There's sooo much to do and you can do it in co-op.
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vurt




Posts: 13810
Location: Sweden
PostPosted: Sat, 29th Mar 2014 17:06    Post subject:
I play it from time to time but i find that its rather dull.. i bet it can be fun in MP co-op though.

I wish the environments were better, they're extremely uninteresting and generic, if you've seen 10 seconds of the game you've seen the whole thing, basically, no surprises anywhere.
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PumpAction
[Schmadmin]



Posts: 26759

PostPosted: Sat, 29th Mar 2014 17:09    Post subject:
How many people can join in on the fun? And does this game have drm?


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warriormax
Banned



Posts: 3644

PostPosted: Sat, 29th Mar 2014 17:31    Post subject:
I forgot the number but it was either 6 or 8. There's no drm besides the steam .dll file I believe.
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noflip




Posts: 765
Location: Sofia, BG
PostPosted: Sun, 30th Mar 2014 11:11    Post subject:
wait, does this mean that they finally implemented multiplayer? I haven't logged into their forums for a while.
If this is true and if they fixed the horrible performance I might give it another try
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warriormax
Banned



Posts: 3644

PostPosted: Sun, 30th Mar 2014 11:33    Post subject:
Yes, the MP is official addon, its not community made. The devs added it not so long ago.
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bloodian




Posts: 1026

PostPosted: Sun, 30th Mar 2014 14:15    Post subject:
it's not worth it at all.
i bought for me and my brother because I thought that after a year (since i last played it) they added some content besides mp.

we were excited because it started good - atmosphere and a lot of loot. But then we realized there's NOTHING to do other than gathering useless shit and killing zombies.

i doubt it'll be good to play anytime soon because you can't get slower with development.

you're better of buying dead rising 2 for you and your buddy and have lots of fun.
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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Sun, 30th Mar 2014 19:05    Post subject:
bloodian wrote:

you're better of buying dead rising 2 for you and your buddy and have lots of fun.

while i somewhat agree on that (DR 2 offers a lot of coop fun),the time you will have fun with it is fading since GFWL is going to get dropped soon Shifty Fellar


paxsali wrote:

Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
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chiv




Posts: 27530
Location: Behind You...
PostPosted: Thu, 31st Jul 2014 10:18    Post subject:
Been playing this a fair bit lately, and although I can see there's a fair bit of hate for it, I'm quite enjoying it... I love it from a looting game point, because ever resource is a usable relevant bonus - never knowing what that next cool useful thing you might find in a cupboard, I love it as a challenge, because one mistake can ruin your ass, and I just like the concept of having to find resources and find a way to survive a world without happy endings or a way out...

Maybe I'll get tired of it eventually, but so far I'm finding a lot of fun here... Definitely got my money's worth (@drowning hurr hurr Laughing )


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 1st Jun 2018 06:16    Post subject:




Still not out of EA after all those years.
Laughing


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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pyongftw




Posts: 222

PostPosted: Fri, 1st Jun 2018 07:52    Post subject:
thread necro... and still EA?


done lurking for 4 years, I'm back <3
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0wen




Posts: 3566

PostPosted: Fri, 1st Jun 2018 09:08    Post subject:
I might have to give this a go again as I hated the combat before so maybe its been tweaked as it has been a few years since the last time I tried it.
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inz




Posts: 11914

PostPosted: Fri, 1st Jun 2018 12:06    Post subject:
Did they ever get around to adding that animation update?
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red_avatar




Posts: 4567

PostPosted: Fri, 1st Jun 2018 12:53    Post subject:
It's rather sad - I bought this (backed this?) 5-6 years ago, played the alpha for a few hours and got bored. As has been said before, this game lacks fun. It basically takes all the boring elements of what a zombie apocalypse would be and puts it in a game. No base building, no thrilling combat, no interesting story (unless they added it since) and it lacks something to keep you playing.
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Yondaime
VIP Member



Posts: 11741

PostPosted: Fri, 1st Jun 2018 15:55    Post subject:
⁢⁢


Last edited by Yondaime on Mon, 2nd Dec 2024 15:32; edited 1 time in total
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briangw




Posts: 1752
Location: Warren, MN
PostPosted: Fri, 1st Jun 2018 16:23    Post subject:
Did NPCs ever get added?
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Fri, 1st Jun 2018 16:27    Post subject:
You can build just fine. Granted it's just wooden structures, but base-building is a thing (you need to grind carpentry to make anything decent tho).

It's survival at its best. I still go back to it every now and then. There is no story, this game is all about seeing how long you can survive, and depending on how the zombie virus works, a simple scratch can be a death sentence (you can change a fuckton of stuff at the start, including XP gain, so grinding can be made a non-issue for CoD-kiddies).

Anyhow, last I head they wanted to push the vehicles out before going deep into the animation update. Hopefully it's next.
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