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Steam News3 September 20187y ago

v3.1 Development Update - First Look

What have we been up to? After our last game patch back in June, we've been working at full steam on v3.1, attempting to put an end to innumerable bugs and crashes we couldn't fix before in the current build.

Full notes

Full Zombie Panic! Source update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions9 changes0 removals
  • Performance
  • Gameplay
  • Balance
  • Workshop
changedWhat have we been up to?After our last game patch back in June, we've been working at full steam on v3.1 , attempting to put an end to innumerable bugs and crashes we couldn't fix before in the current build. Again, we are doing so by rewriting our source code from the ground up - this time without utilizing any of Half-Life 2: DeathMatch 's code as a base.
changedWhat have we been up to?During this time we decided it best to focus on developing a trustworthy and robust build compared to v3.0 as a whole, which is why there hasn't been updates in a while. It would not be an efficient use of our time to work on fixes for an obsolete build of the game while we were working on an updated build that would (or should) eliminate the problems we encountered.
changedWhat have we been up to?*BE ADVISED** : Much of the content being announced is heavily work in progress, which makes it subject to adjustments throughout our playtesting sessions. Therefore, what is shown is likely to be changed in some way before release of v3.1 , as well as afterwards.
addedNew Recoil SystemThe previous recoil system was pretty bad, and didn't allow the player any sort of control over their recoil (besides just not shooting quickly). We seek to eliminate those problems with the implementation of a new, improved, recoil system!
addedNew Recoil SystemThis new system is similar to the one being used in Day of Defeat: Source , which pushes the players' view upward and to the side as bullets are fired. This means that your screen will jump around as you fire, but you will have the ability to control your recoil so more bullets hit your target.
changedNew Recoil SystemIn theory this will be a buff for the Survivors, and make it easier for them to use weapons at a high rate of fire. In order for it to be balanced, the amount of recoil for each shot will have to be adjusted to be substantial enough so that all of your bullets aren't easily hitting target. But other things, like bullet damage and spread, will likely require adjusting in order to balance this feature.

Zombie Panic! Source changes

  • Deathmatchmode
changedAfter our last game patch back in June, we've been working at full steam on v3.1 , attempting to put an end to innumerable bugs and crashes we couldn't fix before in the current build. Again, we are doing so by rewriting our source code from the ground up - this time without utilizing any of Half-Life 2: DeathMatch 's code as a base.
changedDuring this time we decided it best to focus on developing a trustworthy and robust build compared to v3.0 as a whole, which is why there hasn't been updates in a while. It would not be an efficient use of our time to work on fixes for an obsolete build of the game while we were working on an updated build that would (or should) eliminate the problems we encountered.
changed*BE ADVISED** : Much of the content being announced is heavily work in progress, which makes it subject to adjustments throughout our playtesting sessions. Therefore, what is shown is likely to be changed in some way before release of v3.1 , as well as afterwards.
addedThe previous recoil system was pretty bad, and didn't allow the player any sort of control over their recoil (besides just not shooting quickly). We seek to eliminate those problems with the implementation of a new, improved, recoil system!
addedThis new system is similar to the one being used in Day of Defeat: Source , which pushes the players' view upward and to the side as bullets are fired. This means that your screen will jump around as you fire, but you will have the ability to control your recoil so more bullets hit your target.

What have we been up to?

After our last game patch back in June, we've been working at full steam on v3.1, attempting to put an end to innumerable bugs and crashes we couldn't fix before in the current build. Again, we are doing so by rewriting our source code from the ground up - this time without utilizing any of Half-Life 2: DeathMatch's code as a base.

During this time we decided it best to focus on developing a trustworthy and robust build compared to v3.0 as a whole, which is why there hasn't been updates in a while. It would not be an efficient use of our time to work on fixes for an obsolete build of the game while we were working on an updated build that would (or should) eliminate the problems we encountered.

We have also used this time to create interesting in-game features and ideas! Right now, we've got a few of those ideas, and some other changes, ready to be shown off to hear your feedback! We invite you to discuss what you think about everything on our Steam Discussions Board after reading this announcement!

**BE ADVISED**: Much of the content being announced is heavily work in progress, which makes it subject to adjustments throughout our playtesting sessions. Therefore, what is shown is likely to be changed in some way before release of v3.1, as well as afterwards.

New Recoil System

The previous recoil system was pretty bad, and didn't allow the player any sort of control over their recoil (besides just not shooting quickly). We seek to eliminate those problems with the implementation of a new, improved, recoil system!

This new system is similar to the one being used in Day of Defeat: Source, which pushes the players' view upward and to the side as bullets are fired. This means that your screen will jump around as you fire, but you will have the ability to control your recoil so more bullets hit your target.

In theory this will be a buff for the Survivors, and make it easier for them to use weapons at a high rate of fire. In order for it to be balanced, the amount of recoil for each shot will have to be adjusted to be substantial enough so that all of your bullets aren't easily hitting target. But other things, like bullet damage and spread, will likely require adjusting in order to balance this feature.

We've created a small preview of this feature for you to see how it works! Remember that this is an early concept test, this feature has not been properly balanced yet, and it will be changed. As all things, it will be adjusted depending on the results we see during testing/playing, and the feedback we receive.

https://youtu.be/O6oP9tnD_oI

Weapon Hammer Enhancement

The barricade hammer has received a significant change to its usage in v3.1. It's still used as a tool to place boards, but now also serves as a melee weapon to smash open some zombie brainz once again! While the hammer is equipped, you can freely switch between the two modes - using it as a melee weapon or as a tool.

https://youtu.be/SSnYjXWbwP8

Barricade Boards

The boards themselves have been converted into ammo that the hammer uses in order to enter "tool mode" to barricade. The boards can be dropped and picked up, just like any other ammo. When you don't have any boards, then the hammer can only

Source

Steam News / 3 September 2018

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