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Steam News31 March 20224y ago

Milky Milky

How do, all. Let’s visit a few different PZ departments to see what’s cooking. 41 PATCHING We are currently partway through the journey to the 41.69 patch.

In this update4

Full notes

Full Project Zomboid update

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What changed

0 fixes5 additions7 changes0 removals
  • Balance
  • Gameplay
  • Performance
  • Maps
changed41 PATCHINGWe are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:
added41 PATCHINGNew items and 3D models
added41 PATCHINGNew foraging discoveries.
changed41 PATCHINGMany improvements for controller and Steamdeck play
changed41 PATCHINGMany improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync.
changed41 PATCHINGThere’s a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can – though of course will also need to be sure of MP stability before any release (even to unstable) as there’s still quite a lot of large adjustments to the MP code going into the pot.

How do, all. Let’s visit a few different PZ departments to see what’s cooking.

41 PATCHING

We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:

  • New items and 3D models

  • New foraging discoveries.

  • Many improvements for controller and Steamdeck play

  • Many improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync.

There’s a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can – though of course will also need to be sure of MP stability before any release (even to unstable) as there’s still quite a lot of large adjustments to the MP code going into the pot.

FISHING AND LOCKPICKING

Although it’s not clear where it will land in terms of a build release yet, this week Aiteron’s new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun. There’s still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working – so we can then add some polish. We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky – and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play.

We won’t go into detail, as it’s still distant, but something else that’s in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game – in a new and improved package to boot. Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map – hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc.

MAP WORK

The map team’s ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion… here’s a few extra fun things that will be appearing in an exclusion zone near you.

  • New tiles to improve the appearance of existing locations.

  • Some older, and very distinguished, buildings for the richfolk of the area.

MUSIC

On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music. Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit. When the action subsides, or the number of zombies you’re fighting declines, the music will enter a low state and eventually fade

Source

Steam News / 31 March 2022

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