In this update4
Full notes
Full Project Zomboid update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Events
- Gameplay
Okay, so.
Where We’re At
We have a limited number of external testers running around the current B42, and their first impressions have been positive. Which has been a relief.
There remains, however, much to do. In the coming weeks we will be getting more and more feedback on the more in-depth systems like animals and nu-crafting, and in turn addressing it.
Tester Feedback
Here’s some of the initial feedback we received, though please note that these were not yet from extended multi-week playthroughs.
Darkness
“I found I wasn’t running into zombies like I usually would randomly scattered throughout the place, until an alarm came and that was absolutely brutal. I didn’t think it’d draw so many. And the darkness is unforgiving too, I was scrambling for lampposts for their spotlight trying to fight off what was left chasing me until I was exhausted and finally able to rest.”
“In regards to the darkness: I think it’s perfect, I love the horror feeling of it. You really actually fully need a flashlight. You think: ‘Oh thank fuck I have some light’, rather than ‘Ugh, this barely lights anything’. There was a time flashlights barely had a reason to be in the game at all, so this is better.”
“I had a great moment with the darkness change – I got cocky and had a small horde chase me. I ran into a store with the plan of trying to lose them out the back. I opened and closed behind me a random door inside, to try lose them. I was accidentally now stood in pitch black. I scrambled for the glowing light switch as the door was now being slammed by the chasing horde, only to realise I’d run into the world’s tiniest bathroom.”
Related to darkness, and also because of the spooky season, today we also thought we would show off our new abandoned Sanatorium location – which is a fictionalised version of the real life Waverley Hills. As with the irl version, it also comes with a ‘death tunnel’ which was once used to carry deceased patients out of the building.
Zeds
“The empty road, felt really rural. Like how I’d expect to drive down my road both currently and in an apocalypse. Then I was just on my way out of Rosewood now, and because it was foggy, I accidentally stumbled into the prison, driving. Holy shit. Outside is crazy, I cannot imagine inside. I barely got out the gate with my car. A true trailer ‘But I would never make it home’ moment.”
“Just started a new game in West Point with the aim of trying Louisville, and noticed the streets outside are very quiet with the occasional zeds dotted about and it gave off cool 28 Days Later vibes. Ran around building-to-building thinking ‘this is too easy, nothing is stopping me’, when after bashing 15 zeds heads in muscle strain kicked in. Felt like a cool way of setting atmosphere without being too easy, feels pretty balanced so far.”
“TRULY, the changes to the grouping are SO GOOD. Probably the most QoL change for me. It really makes the world feel more alive in a way. Instead of having zombies spread out everywhere and having to do the ‘lure away ball up’ rinse and repeat just to get to an area, now it really feels like I can sneak around and explore areas while losing a group instead of knowing that I’m going to run into a ton more and just shouting instead to get
Source
Changelog.gg summarizes and formats this update. How we read updates.
