In this update1
Full notes
Full Project Zomboid update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello survivors! Today marks the beginning of one of the most significant and important periods in the modern world’s social and religious calendar: the Steam Summer Sale!
What changed
- Gameplay
- Events
- Compatibility
- Server
- Balance
- Maps
Because of this, all you existing survivors will no doubt get a little swamped with all the fresh meat turning up for the PZ grinder.
The Zomboid community has always been amazing in terms of supporting new players, and this time won’t be any different, but our tech and support teams will be working flat-out – most likely.
As such we just thought we’d say that (entirely fictitious and non-existent) bonus Spiffo points will be available for those who jump into threads to give advice or survival tips to survivors fresh to the Knox Event.
Likewise if you are one of the aforementioned noobs: hello! This is a dev blog we do every two weeks.
PATCH 41.72
We are still working on the next update to Build 41, which we are hoping to release to an Unstable beta as soon as we possibly can. The hold-up (we were originally planning to put this out two weeks ago) is due to us wanting to smoothen out MP issues that arise when driving alongside (or in the same car as) players with a far higher or lower ping than yourself. It becomes very stop-start, and quite unplayable. These are essentially the edge-case ramifications of the necessary decision we made to remove physics-calculations from the server, but there are a lot of people playing PZ these days so edge-cases aren’t an inconsiderable number of players. The MP team have put a LOT of work into improving this over the past two weeks, and as soon as we’ve had a successful internal test with their latest changes we will feel in a position to punt the build out into unstable.
A top line of major changes in 41.72 includes: fellow players optionally visible on the in-game map, new loot maps, new SFX and a new music track, polished emotes and a new way for players to be able to identify exactly which mods are misbehaving when they throw errors. Also an admin brush tool letting server chiefs paint items and walls etc. onto an ongoing game, and reams of small issue bug fixes.
Additions that have gone in over the last two weeks also include:
A huge amount of polish to the game’s food and recipes from BlairAlgol: filling in illogical gaps, expanding recipes, making foodstuffs previously absent from food crafting part of the system and making sure that you can no longer store a football in a toaster. Also a fair amount of food-related balance and common sense additions.
An improvement beneath the hood to foraging – meaning that the game will be able to recognise polygonal foraging zones on the map, rather than the more inaccurate squares and rectangles it currently works from.
The map team are also currently gearing up to do a final export of the current Build 41 map ready for the 41.72 unstable release. This will contain all the polish recently mixed into the main map, after which the team will turn to concentrate purely on mapping new areas beyond the current boundaries.
There’s nothing huge in this map update, we are primarily releasing it so that all the map bugs the community have been reporting are fixed up before the team moves onto Build 42 content, but there are a few treats:
Improved
Source
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