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Steam News29 March 20188y ago

Hellgate: Muldraugh

Happy Thursday all, and a Maundy one too – if you’re partial to that sort of thing. CURRENT VEHICLES BETA We’ve just updated the Public Vehicle Beta to version 40, the details of which can be found here.

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Full Project Zomboid update

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What changed

2 fixes1 addition7 changes0 removals
  • Compatibility
  • Server
changedCURRENT VEHICLES BETAWe’ve just updated the Public Vehicle Beta to version 40, the details of which can be found here . It’s quite a long changelist as it’s two weeks of tweaks and bug fixes, but the headlines run as follows.
changedCURRENT VEHICLES BETAWe’ve made quite a few changes to speed up zombies when they respond to sound. This will hopefully reduce the amount of lag from zombies when they’re lured by car/siren noise, and indeed in general when a horde is on the move. The change under the bonnet is that sounds are heard on the game’s chunk system, so will there will be less iteration and tests made by each individual zed. We’ve also slightly lowered the frequency of long range car sound triggers to further ease this, without making too much of a dent on zombie attraction.
changedCURRENT VEHICLES BETACurrently in Six Months Later it’s too hard to find a working car as batteries have generally died. As such we’ve now changed this to spawn some fully charged batteries, no matter your chosen difficulty or the time since the outbreak, to simulate a more recent use. We’ve also nerfed the impact of world age on the battery remaining delta to help with this.
changedCURRENT VEHICLES BETASince the introduction of vehicles it’s been an issue getting them into player-made bases. As such, RJ and Mash have conjured up a variety of gates to make your entrances/exits a little more dignified.
changedCURRENT VEHICLES BETAhttps://www.youtube.com/watch?v=-slZcP7X56U
fixedCURRENT VEHICLES BETALoot discovered in vehicles has been bugging out for a while now – so in Build 40 this has been fixed up and there should be a lot more varied in-car discoveries. We’ve also added a lot more varied ‘general crap’ in vehicles, and likewise a few extra ‘owner profession’ loot spawns – like construction worker, taxi driver, painter and decorator etc.

Happy Thursday all, and a Maundy one too – if you’re partial to that sort of thing.

CURRENT VEHICLES BETA

We’ve just updated the Public Vehicle Beta to version 40, the details of which can be found here. It’s quite a long changelist as it’s two weeks of tweaks and bug fixes, but the headlines run as follows.

  • We’ve made quite a few changes to speed up zombies when they respond to sound. This will hopefully reduce the amount of lag from zombies when they’re lured by car/siren noise, and indeed in general when a horde is on the move. The change under the bonnet is that sounds are heard on the game’s chunk system, so will there will be less iteration and tests made by each individual zed. We’ve also slightly lowered the frequency of long range car sound triggers to further ease this, without making too much of a dent on zombie attraction.

  • Currently in Six Months Later it’s too hard to find a working car as batteries have generally died. As such we’ve now changed this to spawn some fully charged batteries, no matter your chosen difficulty or the time since the outbreak, to simulate a more recent use. We’ve also nerfed the impact of world age on the battery remaining delta to help with this.

  • Since the introduction of vehicles it’s been an issue getting them into player-made bases. As such, RJ and Mash have conjured up a variety of gates to make your entrances/exits a little more dignified.

https://www.youtube.com/watch?v=-slZcP7X56U

  • Loot discovered in vehicles has been bugging out for a while now – so in Build 40 this has been fixed up and there should be a lot more varied in-car discoveries. We’ve also added a lot more varied ‘general crap’ in vehicles, and likewise a few extra ‘owner profession’ loot spawns – like construction worker, taxi driver, painter and decorator etc.

  • After our recent bout of optimizations we’ve added a menu option to let people choose their own preferred framerate levels for UI vs. general game FPS, and upped the default UI setting too. We’ll use user feedback from this to determine the best default value in future versions.

  • A big problem in MP has been that passengers got cruelly dumped by the roadside while the driver sped off ahead, and vehicles could get a bit ‘blinky’ too – an issue compounded by lag. General Arcade’s Yuri has been on the case and this should be improved. There’s still a slight issue with the passenger-view of the vehicle jumping around a bit, but on the whole it’s a lot more playable – and Yuri is looking to get it fixed up for next week’s version.

  • There may be a few issues with cars visibly juddering at top speed and occasionally on gear changes in multiplayer. We’re looking into these issues and will resolve as soon as possible.

BUILDS BEYOND

For next week’s build (which we intend to be moved into the traditional IWBUMS beta slot as long as public testing of Build 40 doesn’t throw up any clangers) in amongst many/varied other improvements and fixes, General Arcade’s Yuri has been working on a neat little system that will decrease the irritating occasions upon which the player character is super-imposed on the car it’s standing behind – essentially creating shifting ‘bounding boxes’ around vehicles that are separate from the physics one. Also for next week’s version Uncle Bitbaboon

Source

Steam News / 29 March 2018

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