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Steam News12 May 20224y ago

Howard Ze(n)d

For our last blog we released the new unstable beta version of Build 41 – which was 41.69 (nice). Today we are releasing 41.71, which follows last Thursday’s 41.70.

In this update1

Full notes

Full Project Zomboid update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions8 changes1 removal
  • Compatibility
  • Server
  • Gameplay
addedFor our last blog we released the new unstable beta version of Build 41 – which was 41.69 (nice) . Today we are releasing 41.71 , which follows last Thursday’s 41.70 .
changedYou can subscribe to the Unstable beta branch and download 41.71 by right-clicking PZ in your Steam library, and selecting Properties. Now go to the Betas tab and select the "unstable" branch from the dropdown menu.
changedThese have generally been iterative patches, polishing the unstable beta up to a standard that we hope to be ready for a wider stable release next week.
changedThis week’s primary task has been our Sound Team and coder brains fixing out some nasty total sound cut-outs that had been cropping up on busy servers.
addedAnother primary thing we’ve been adding patch-by-patch is our new approach to action music. Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments. The familiar tune can cross-fade into a high action version, essentially.
changedSo far we’ve been getting a very positive reaction from players on the beta. With 41.71 we will have ten out of the fourteen action tracks working in this way, so let us know what you think!

For our last blog we released the new unstable beta version of Build 41 – which was 41.69 (nice). Today we are releasing 41.71, which follows last Thursday’s 41.70.

You can subscribe to the Unstable beta branch and download 41.71 by right-clicking PZ in your Steam library, and selecting Properties. Now go to the Betas tab and select the "unstable" branch from the dropdown menu.

These have generally been iterative patches, polishing the unstable beta up to a standard that we hope to be ready for a wider stable release next week.

This week’s primary task has been our Sound Team and coder brains fixing out some nasty total sound cut-outs that had been cropping up on busy servers.

Another primary thing we’ve been adding patch-by-patch is our new approach to action music. Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments. The familiar tune can cross-fade into a high action version, essentially.

So far we’ve been getting a very positive reaction from players on the beta. With 41.71 we will have ten out of the fourteen action tracks working in this way, so let us know what you think!

Otherwise in these patches we’ve been fixing lots of different longstanding niggles with the game, so have a peek at the changelists – and jump in if you fancy on the unstable beta to let us know whether you think the build is ready for wider public consumption.

Finally, if you notice that the Unstable beta is misbehaving with your favourite mods, then please let your favourite mod authors know – though please also be patient with them as they all exist in the real world with real lives/jobs/families/pets/TV shows to watch.

Finally finally+ a reminder that we will be removing some legacy builds from the Steam betas once the latest unstable beta goes stable. If you are playing on an older Build 41 beta, then please return to the mainline if at all possible.

NEXT

Meanwhile, new stuff continues to build for future updates to Build 41. The MP team continue their long-term work on having all items operate server-side to prevent item-spawn cheating, while also providing improvements to 41’s more iterative patches. At the moment there’s also MP work in the can on stuff like vehicle radios now receiving radio stations, VOIP and radio chat messages in bubble text over the car. Likewise improvements have been made to your client predicting where your friends are falling/dying which is resulting in resulting in far less corpse placement weirdness.

Work is also currently going into the smoothness of vehicles being controlled by other folks on the server – especially when they are moving at high speed.

On the TIS side, meanwhile, EP has been integrating a new feature into the in-game map system that will be of great interest to admins and server owners: the ability to see where individual players are on Build 41’s in-game map.

Server operators will also have the option of allowing members of safehouses or factions be able to see each other on their own map, if that suits their playstyle more than the usual default of having absolute no idea where your friends are.

While it’s still not imminent, Aiteron is also integrating new animations into his fishing system that are starting to look really cool. This is super WIP and will get a lot of

Source

Steam News / 12 May 2022

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