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Steam News8 December 201411y ago

Killing You a Build Earlier…

Hello all. Since we’re all busy with trying to get 30 out the door, we’ll just list off a few of the more recent changes we’ve made in IWBUMS 30.

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Full Project Zomboid update

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Repeated intro

Hello all. Since we’re all busy with trying to get 30 out the door, we’ll just list off a few of the more recent changes we’ve made in IWBUMS 30.7 which should be released around the time of this Mondoid (perhaps a bit after) – We’ve made the decision to bump up the ‘Kill You Before The End Game’ tweaks into build 30 instead of build 31, since a lot of the sandbox options marched us closer to that goal as it was. Here are a few of the changes we’ve made in IWBUMS .7. Remember they are in IWBUMs for a reason, so since some of these changes are pretty significant, if you have a problem with any of the features please feel free to discuss on the forums as feedback is what we’re after.

What changed

0 fixes2 additions0 changes0 removals
  • Balance
  • Performance
addedEndurance RevampEndurance has been a bit annoying for a long time. While trying to simulate the player getting out of breath, instead it just acted as an arbitrary and occasional timer forcing the player to back up for 10 seconds before resuming combat, and did little to add to the fun of the game. As such we’ve redesigned endurance to model general physical exertion over the course of a day. It will increase as you run around, fight, chop down trees and all that other back breaking toil, but will increase at a much slower rate. However once you’re exerted it will, instead of requiring 10 seconds of stand-still time, affect you for a much more prolonged period of time and require hours of rest, or sleep, to recuperate. The idea being that your endurance now becomes a day long commodity that you don’t want to spend frivolously, and to cap the amount of zombie fighting during a day you can expect to be able to engage in at low fitness skill levels. This is still being balanced so feedback on IWBUMs will be much appreciated.
addedShader ChangesWe’ve made some changes to the shaders on the game to make for a more moody atmosphere, more realistic saturation and moody contrast. We’ve tweaked light and dark levels and made various changes to make PZ look a bit more moody and atmospheric. Okay, perhaps we were slightly inspired by This War Of Mine, but we’ve tried to be subtle in our inspiration. There may be some who don’t like it, but we ask that you give it a fair chance (it took RJ playing for a while before he decided he preferred it to how it was). Either way, for this IWBUMs we’ve left not choice in the matter, replacing the shaders on to the new shaders. But in future we’ll look to add different settings for those who prefer the previous more cartoony colouring, and perhaps add a few more visual styles (black and white, vignette etc) since they are really trivial and quick to add. The reason we tweaked this is we felt it was a cheap and quick way we could boost the visuals in the game, make the scene (2D tiles and 3D characters) gel together better, make the world more realistic visually, as well as perhaps reduce the amount of ‘urgh cartoony 2D game’ first impressions that have been one of the biggest barriers to attracting people to the game compared to 3D titles within the same genre.

Endurance Revamp

Endurance has been a bit annoying for a long time. While trying to simulate the player getting out of breath, instead it just acted as an arbitrary and occasional timer forcing the player to back up for 10 seconds before resuming combat, and did little to add to the fun of the game. As such we’ve redesigned endurance to model general physical exertion over the course of a day. It will increase as you run around, fight, chop down trees and all that other back breaking toil, but will increase at a much slower rate. However once you’re exerted it will, instead of requiring 10 seconds of stand-still time, affect you for a much more prolonged period of time and require hours of rest, or sleep, to recuperate. The idea being that your endurance now becomes a day long commodity that you don’t want to spend frivolously, and to cap the amount of zombie fighting during a day you can expect to be able to engage in at low fitness skill levels. This is still being balanced so feedback on IWBUMs will be much appreciated.

Shader Changes

We’ve made some changes to the shaders on the game to make for a more moody atmosphere, more realistic saturation and moody contrast. We’ve tweaked light and dark levels and made various changes to make PZ look a bit more moody and atmospheric. Okay, perhaps we were slightly inspired by This War Of Mine, but we’ve tried to be subtle in our inspiration. There may be some who don’t like it, but we ask that you give it a fair chance (it took RJ playing for a while before he decided he preferred it to how it was). Either way, for this IWBUMs we’ve left not choice in the matter, replacing the shaders on to the new shaders. But in future we’ll look to add different settings for those who prefer the previous more cartoony colouring, and perhaps add a few more visual styles (black and white, vignette etc) since they are really trivial and quick to add. The reason we tweaked this is we felt it was a cheap and quick way we could boost the visuals in the game, make the scene (2D tiles and 3D characters) gel together better, make the world more realistic visually, as well as perhaps reduce the amount of ‘urgh cartoony 2D game’ first impressions that have been one of the biggest barriers to attracting people to the game compared to 3D titles within the same genre.

It’s The Zombie Posse

This is a quite substantial change. Now zombies will clump together in ways you’ve never seen before. Instead of single zombies

Source

Steam News / 8 December 2014

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