Update log
Full Project Zomboid update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Compatibility
UNSTABLE WARNING - Due to changes in Generator fuel consumption and corresponding defaults; existing saves will likely experience increased fuel consumption; Meta: 'Generator Fuel Consumption' Sandbox Settings can be changed in debug mode.
There is an issue when Refueling from Gas Pumps currently found last-minute. It must be cancelled with ESC, or by sprinting. Your character may not move if you simply try to walk away.
How do I subscribe to the Unstable beta branch?
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NEW
- Reordered hit location damage calculation to occur after physics ballistics body part is selected. - Ranged weapon damage can now make use of specific body part damage modifiers. This brings ranged damage into line with how melee combat works, head shots will receive 3x damage, legs and arms get dealt far less. - Fixed Shotgun Targeting Bug. Zombies were dodging your pellets. When aiming a shotgun at a specific body part, the other pellets were mysteriously disappearing. Now all shotgun pellets properly calculate their hits, every zombie will get what's coming. - These changes should impact on how shotguns play and feel.
- View cone opacity slider added to performance settings. - Updated vision cone to use square lighting outside when it is brighter than the current daylight value, so that players can benefit from streetlights and other light sources at dusk, dawn and night. - Updated lighting system so that rooms behind shut doors are blacked out.
- Added more tiles to Breakable Metal Fences - While resting, the Endurance moodle now acts as a progress indicator. - Updated pathfinding to allow players to plan paths over climbable walls during Walk-To where it's possible to climb over the wall. - Added muzzle flash models, textures, and model keys. - Allow players to store corpses in the vehicle trunk or seats
- Add "required items" and "sorted by name" into the crafting UIs. Renamed sort 'by name' to sort 'Alphabetical (A-Z)
- Cigarettes can be smoked directly from the pack without removing them beforehand. - Fluid containers that need to be opened to be consumed will, if the player is capable of opening the fluid container, have the option to Drink available, and when selected the craft recipe to open it will be performed. The RMC option for drinking beverages is now "Open and Drink" as opposed to "Drink". - Canned Food that need to be opened to be consumed will, if the player is capable of opening the canned food, have the RMC option to Open and Eat available, and when selected the craft recipe to open it will be performed before the eating action.
- Similar to how double-clicking on food items gets the character to eat the food item. Double clicking on pills and consumable drainables such as chewing tobacco trigger the character to consume the item. This does not apply to rat poison as it would kill the player on account of an accidental double-click. - Double clicking on beverage fluid items will get the player to drink the beverage, opening it beforehand if required. - Double clicking on water fluid items will, if the player is thirsty, have the player drink the water. - Improved Auto-highlight of first recipe in craft UI on search. List will now always only highlight player-selected recipe. - Added evaluation for player-visible taint/poison to disable double-click drinking on fluid items if they are player visibly tainted/poisoned. - Added SHIFT + CLICK on the Available ingredients list windows-style selection (currently for Build and Crafting menus, will be added for work stations later on as well).
Source
