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Steam News30 September 20205y ago

v3.1 Update Recap and Release Date

Hello everyone! It's been a while, hasn't it? Hopefully you all are doing well and staying safe out there!

In this update5

Full notes

Full Zombie Panic! Source update

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

Repeated intro

Hello everyone! It's been a while, hasn't it? Hopefully you all are doing well and staying safe out there!

What changed

0 fixes1 addition7 changes0 removals
  • Compatibility
  • Performance
  • Server
  • Balance
  • Gameplay
changedWe've taken a long break from development in the months since Beta 5 released, working at a comfortable pace, and took time to discuss our future plans and ideas for the update based on your feedback provided on the forums, as posted in our '3.1 To-do Plans' thread. We highly appreciate each one of you who took the time to voice your concerns about the game's development. Hopefully, your requested changes are here in the list below, where we'll also take a moment to recap all the major features and highlighted changes in the update. We do also have some other topics to share so stick around until the end!
changedLinux SupportAfter 12 years, Linux client support for Zombie Panic! Source is arriving in the v3.1 update for Ubuntu and SteamOS machines! This is a huge, long-awaited step, opening an important door to another OS besides Windows! All thanks to our programmer, Shepard, for accomplishing this challenging task! We're very aware that there is still more to do to continue support and fix it for other distros. Be sure to report any Linux visual bugs or crashes in our sub-forums! Unfortunately, Mac OS X support is still out of our reach, and not in our plans at this time.
changedLinux SupportSpecial thanks to all Linux enthusiasts out there who assisted us debugging and fixing the bugs reported. We also want to give a huge shout out to @GamingOnLinux !
changedPlayer Hitboxes ImprovementsThis may have gone unnoticed in the past, but we've made huge improvements to our player hit registrations, synchronizing them with the player's client model much better than before! Special thanks to Mehis, programmer for Zombie Master: Reborn, for helping us with this issue! It's recommended to try out the changes in a low latency server for best results. Here's a little comparison:
changedMelee Hit RaysWe've implemented an interesting feature for our melee weapons called "hit rays" to improve their attack range and accuracy, making combat against multiple targets more viable. Each swing will create an arc of line tracers in the player's FOV according to the melee weapon's range. You won't be able to 360° swing hit.
changedMelee Hit RaysThis means you will now be able to hit multiple targets depending on how well you swing the melee during battle. After the first hit on X target, it will deal the same base damage on the next one. It works in a similar fashion to many modern zombie games in which you can mow down multiple targets with one swing. During the beta, we made the hit registration instantaneous (no longer has a delay) for better gameplay.

Zombie Panic! Source changes

changedWe've taken a long break from development in the months since Beta 5 released, working at a comfortable pace, and took time to discuss our future plans and ideas for the update based on your feedback provided on the forums, as posted in our '3.1 To-do Plans' thread. We highly appreciate each one of you who took the time to voice your concerns about the game's development. Hopefully, your requested changes are here in the list below, where we'll also take a moment to recap all the major features and highlighted changes in the update. We do also have some other topics to share so stick around until the end!
changedAfter 12 years, Linux client support for Zombie Panic! Source is arriving in the v3.1 update for Ubuntu and SteamOS machines! This is a huge, long-awaited step, opening an important door to another OS besides Windows! All thanks to our programmer, Shepard, for accomplishing this challenging task! We're very aware that there is still more to do to continue support and fix it for other distros. Be sure to report any Linux visual bugs or crashes in our sub-forums! Unfortunately, Mac OS X support is still out of our reach, and not in our plans at this time.
changedSpecial thanks to all Linux enthusiasts out there who assisted us debugging and fixing the bugs reported. We also want to give a huge shout out to @GamingOnLinux !
changedThis may have gone unnoticed in the past, but we've made huge improvements to our player hit registrations, synchronizing them with the player's client model much better than before! Special thanks to Mehis, programmer for Zombie Master: Reborn, for helping us with this issue! It's recommended to try out the changes in a low latency server for best results. Here's a little comparison:
changedWe've implemented an interesting feature for our melee weapons called "hit rays" to improve their attack range and accuracy, making combat against multiple targets more viable. Each swing will create an arc of line tracers in the player's FOV according to the melee weapon's range. You won't be able to 360° swing hit.

We've taken a long break from development in the months since Beta 5 released, working at a comfortable pace, and took time to discuss our future plans and ideas for the update based on your feedback provided on the forums, as posted in our '3.1 To-do Plans' thread. We highly appreciate each one of you who took the time to voice your concerns about the game's development. Hopefully, your requested changes are here in the list below, where we'll also take a moment to recap all the major features and highlighted changes in the update. We do also have some other topics to share so stick around until the end!

3.1 Highlights

Linux Support

After 12 years, Linux client support for Zombie Panic! Source is arriving in the v3.1 update for Ubuntu and SteamOS machines! This is a huge, long-awaited step, opening an important door to another OS besides Windows! All thanks to our programmer, Shepard, for accomplishing this challenging task! We're very aware that there is still more to do to continue support and fix it for other distros. Be sure to report any Linux visual bugs or crashes in our sub-forums! Unfortunately, Mac OS X support is still out of our reach, and not in our plans at this time.

Special thanks to all Linux enthusiasts out there who assisted us debugging and fixing the bugs reported. We also want to give a huge shout out to @GamingOnLinux!

Player Hitboxes Improvements

This may have gone unnoticed in the past, but we've made huge improvements to our player hit registrations, synchronizing them with the player's client model much better than before! Special thanks to Mehis, programmer for Zombie Master: Reborn, for helping us with this issue! It's recommended to try out the changes in a low latency server for best results. Here's a little comparison:

Melee Hit Rays

We've implemented an interesting feature for our melee weapons called "hit rays" to improve their attack range and accuracy, making combat against multiple targets more viable. Each swing will create an arc of line tracers in the player's FOV according to the melee weapon's range. You won't be able to 360° swing hit.

This means you will now be able to hit multiple targets depending on how well you swing the melee during battle. After the first hit on X target, it will deal the same base damage on the next one. It works in a similar fashion to many modern zombie games in which you can mow down multiple targets with one swing. During the beta, we made the hit registration instantaneous (no longer has a delay) for better gameplay.

Zombie Teammates Glow

An important zombie feature has also been added to improve the team's communication and create better tactical ambushes against the survivors. Zombies will be able to see their teammates glowing through nearby walls, but with a minimal range that is more limited when compared to the Carrier's roar glow - without consuming any of the Feed-O-Meter.

Feed-O-Meter Adjustments

The Feed-O-Meter will now auto regenerate itself when not in use. The regeneration process is very slow and you still should use your feed bar wisely. The Berzerk, on the other hand, now has its own bar separated from the normal Feed-O-Meter bar. This will make the zombie's life easier while allowing them to manage which feature they would like to use without affecting or wasting

Source

Steam News / 30 September 2020

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