Update log
Full Project Zomboid update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
UNSTABLE WARNING - DUE TO CHANGES TO THE ZED SPAWNING SYSTEM SOME UNEXPECTED SPAWNS COULD OCCUR IN EXISTING SAVES - UNSTABLE WARNING
How do I subscribe to the Unstable beta branch?
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NEW
- Zombie spawn map is now generated automatically. -- Two levels of noise are applied to the spawn map to generate a variety of Z spawn configurations. -- Noise is seed-based so each new game will return a different configuration, unless a specific seed chosen.
Details:
An improved Zed Spawn Heat Map system has been implemented. The Heat map is now generated automatically based on certain tiles' locations on the map. Each of those selected tiles is given a certain radius of influence and a zombie spawn multiplier. For instance, Military tiles will have a large radius and a high zombie multiplier, while Vacant tiles (ie: broken windows for instance) will have a medium radius and a low zombie multiplier.
This system is also coupled with a seed-based cell noise that subtracts from the aforementioned zombie spawn heat map in order to break the predictability of, for example, always having lots of zombies next to a military base.
There are two noise levels overlaid on top of each other which will provide variety on a residential scale and on a district scale. ie: Sometimes a normally busy building will have no zombies (or at least fewer zombies), and sometimes and entire street or block will be voided of zombies (think LV)
The system will work with all modded maps and allow workshop mappers to adjust their heat map if they are not happy with the generated result.
This system does not drive the presence and the number of zombies inside houses, this is done through an entirely other system, it only affects Zombies spawning outside buildings.
We will be adjusting the tiles selection (that generate those areas of infleunce) so as to make sure there are not too many weird edge cases, but overall we hope that this will be a much more robust system that will provide a more consistent Z distribution and a certain level of surprise.
You can look at what it looks like in debug mode under the map options. In the images attached to this post you can see the zombie heat map of Muldraugh (the brighter it is the more zombie are spawning), while the other is the exposed cell noise with those two scales made visible.
It is also an intention that the tendrils of the noise will allow for some sort of empty corridors that should allow for easier sneaking between locations too, although clearly zeds have the ability to move and drift having spawned.
- Implemented Ragdolls vs Explosives physics. - Explosives such as Pipe Bombs and Aerosol Bombs are now much more effective at damaging and killing zombies. - Explosives now use physic hit reactions when enabled.
- If a player knows a recipe but is 1 skill level short of being able to fulfill a skill level requirement to perform a craft recipe, having an item that teaches the recipe in their inventory or vicinity will allow for the item being used as a "cookbook" type reference to perform the recipe.
- Added recipe for dying clothes using Industrial Dye. - Added container outlines to mannequins. - The "Pick Up Animal", "Pick Up Skeleton", "Get Bones" and "Butcher Animal" context-menu options now highlights the animal corpse, when the option is enabled. - The "Add Corpse" context menu in the butcher-hook ui shows
Source
