Update log
Full Project Zomboid update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Compatibility
Slightly shorter changelist for this patch due to various team members working on larger scale changes required for balance, QOL and other required features for 42.
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NEW
- General improvements to player map. - Added street names to the in-game map. - Added a new type of style layer to the in-game map, called ImagePyramid. This is used to control the draw order and color of image pyramids. - Forests no longer fade out when zooming out on the in-game map. The fading out was done due to the slowness of drawing all the forest polygons. Now, the zoomed-out forests are rendered using an image pyramid. - Textures in image-pyramid zip files are no longer loaded on the render thread. Loading is now done on filesystem threads. When a needed image isn't yet loaded, a lower-resolution one is rendered instead.
- Updated Fire and Smoke visuals. (Please note this is a visual change only, and not a full system redesign, which remains planned for future builds). - Added gizmo controls for rotating and moving items during extended placement. - Added the ability for 90 minute days (now the new default for Apocalypse) to be selected in the sandbox settings. Existing saves will not have their day length modified. - Added zombie sandbox option to enable/disable "Voronoi Noise" randomisation of distribution. -- The option to turn off the voronoi noise cutoff is not meant to be a general "opt out", it's a tool destined to workshop mappers to keep distribution deterministic. Disabling it will also double the amount of zombie spawned.
- "Adding Barricades" moved to Build menu. - Doors must now be closed before placing a barricade. - Metal bar barricades now accept steel bars. - Added new SFX for Clapping SFX, Opening Fridges.
- Removed the current sandbox setting for non-unique home VHS tapes, as the current implementation does not work as intended.
- Added Fishing with Spinning - player has to reel the line from time to time in order to catch something. The Reeling mechanic is still WIP, however. - Added controller support for Fishing. - Changed cast button on gamepad to RT + improved switch between gamepad/keyboard for fishing.
MODELS/ANIMS
- Added animations for lunging zombies and zombies that turn on the spot. - Added animations for zombies staggering left and right. - Reverted a previous fix for Balaclava Clipping after player feedback. Changed Balaclava body location back to Mask. - Added alternate models for when hoodie, padded jacket and poncho hoods are up while wearing Balaclava. - Added new alternative models for Bandana mask to be worn when certain clothing hoods are up. - Changed Welding mask to use nobeard hair group. Note that some clipping will still occurs but it is far better than before.
- Changed animated clock hands to use textures instead of models. - Added media/scripts/clocks.txt to specify animated clock hand details, instead of being hard-coded. - Added clock hands to the double-tile walls_detailing_02 clock seen in West Point's city hall.
BALANCE
- New Default Apocalypse will have 90 minute days. - Adjusted the Default Apocalypse sandbox loot settings from 0.4 to 0.6 for all individual loot settings. - Changed default apocalypse sandbox settings for zombie hearing and sight from "random" to "random between poor and normal". - Added PiercingBullets to the M-14 - Industrial Dye can Spawn in many more colors.
- Players can now sneak with heavily damaged feet, albeit much more slowly.
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Source
