In this update2
Full notes
Full Project Zomboid update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey all, here’s a Thursday round-up. We released version 41.71 last Thursday. We’re big on Thursdays around here. 41.71 contained a huge range of stuff, but topline features included: new and improved dynamic action music, a raft of improvements for Steam Deck players, new items, scarecrows, less wobbly and less performance-costly 3D items on your safehouse floor, loads of MP improvements under the hood, the fabled one-watch VHS video fix, new ambient and shutdown noises, modding improvements and tons more.
What changed
- Performance
- Server
- Compatibility
- Gameplay
- Maps
- Balance
Better to read the forum release post than a long paragraph in the blog, I guess, if you are in need of a catch-up.
Since last week we hotfixed some issues with sound cut-outs on busy servers and with rapid-fire weapons, and so now we find ourselves moving onto…
41.72
Seeing as we already have a fair amount of MP changes, fixes and balance in the pot for .72 at the moment it feels like it won’t be too long until we move it into the Unstable beta – unless of course a more disruptive feature comes to the boil over the next week or so and requires added internal testing.
The current changelist for what we have in this patch can be seen here if you are interested.
Primary items of note involve a lot of fixes and polish to radio use in-game, improvements to the representation of weapon-part upgrades in 3D models, and various issues with generators and batteries.
Also in the patch will be the opt-in ability for fellow faction and safehouse members to be visible on your in-game map.
And also some support for our colour-blind survivors, who will now be able to choose their favoured new text colours instead of BAD RED and GOOD GREEN. Thanks to Fox for this one.
BEYOND
There are many advantages of having a tight small team when making a game like PZ. However, one of the biggest disadvantages is that when serious ‘irl’ stuff happens to any of us it makes aspects of development difficult. We’ve never really mentioned it before, and still won’t go into any detail, but this was one of the reasons that Build 41 itself took a long time to come to complete fruition.
The reason we are bringing this up is because one of the primary architects of the revamped B42 crafting system, Turbo, has been very ill (and often hospitalized) for much of the last three-four months.
Turbs said it was okay to let you all know this, as it clearly has meant that while RJ’s work on domestic animals and some roaming beasts has been rocketing on ahead – Turbo’s own work on the post-apoc crafting, tech-trees and recipes has had to be on hold.
We are so, so relieved and happy that Turbo’s treatment led up to an operation and a complete return to health – to the extent that he has been back working with us again this week. It’s been awesome having him about the place again.
We don’t yet know how much this will impact on build content, timings etc, and will be working out what’s what in the week or two ahead – tho B43 stuff is being worked on in parallel, so it hasn’t been detrimental to that.
Sorry if this has been a bit of a ‘too much info’ update, it’s probably not something you’d catch in a Call of Duty blog, but with Turbo’s permission, we thought it would give everyone a
Source
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