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Patch released again with primary issues resolved[img src="https://clan.cloudflare.steamstatic.com/images/40660249/787586e4927efd2554e738661109275ea7b70149.png"][/img]
All loot containers now save their contents on reload with what was in them. Until the refill timer is finished it will have the same loot (No change to marking as a storage container and only works when disabling loot regeneration on load)
Traders (Not Wandering Trader) replenish all items being sold at 10am everyday
Brand new Wandering Trader visual design/appearance
Traders have some randomised lines
Misophonia mode added to gameplay settings
Added attachment repair option to context menu
Added coordinates to debug menu
Vehicles now produce a sound when landing on the ground (From after a jump, etc)
Added player option to decide what direction to roll in if no input is pressed
New items added:
Black Ops MP5
Black Ops USP
[img src="https://clan.cloudflare.steamstatic.com/images/40660249/4e1ec8edc2141e34469dc243ce78bc4bfc6d14d1.png"][/img]
When building, your last rotation is now saved for easier building
When moving a buildable, the collision of it is disabled
Buildable safe now allows wallet and keycards
Whne using a crowbar to break open a door, durability is reduced by 10%
Money stack increased to 5000 from 1000
Adjustments to footstep attenuation
Reduced damage to vehicles from AI even more
Building outline now glows making it easier to place at night
Changes to blood moon event
Ammo crates now accept same items as the ammo tin
Ammo tin (And crate too) can accept landmines
Slight increase to the minimum time it can take for a zombie to repeat an attack
Zombie crawler default speed slowed down
Increased amount of scrap metal you can get from a salvageable vehicle
Vehicle going underwater does not automatically cut the engine any longer
Player will no longer take damage inside a vehicle when it's under water (Damage when vehicle reaches 0 health)
Player can get in a vehicle even if its health is 0
Increased power that player pushes a vehicle (But has a 2s cooldown)
Slightly reduced generator volume
If no input is pressed, roll direction will follow the player's direction
[img src="https://clan.cloudflare.steamstatic.com/images/40660249/d5c77bbdaecc5880c7ef29176bddcbee6abded30.png"][/img]
Fixed enabling loot regeneration on startup not actually working
Fixed issue where if a receiving item had a full container the item dropped over it would replace that item, and if it wasn't supported it would replace it and create a ghost item slot
Fixed issue with trading (Mainly when using credits) where item displayed did not match how much it actually costed
Fixed navigation issue where AI would stop moving towards you if you were on top of an object, etc
Fixed zombie AI instantly forgetting where you are as soon as they lose visibility of target (Unless you make a noise)
Fixed wandering trader sometimes not spawning at safe zone when player spawns there
Fixed cursor while lockpicking not being locked to the game
Fixed secondary infestatation spawner at New Richland
Optimised code for vehicle fuel and health (Should hopefully resolve some issues)
Fixed some buildable lights showing they could be interacted with to turn on or off (When they shouldn't)
Fixed player being able to push vehicles around with just their body
Fixed press to loot not working on airdrops
Fixed katana swing speed being too low
Fixed random infestations spawning at 0,0,0
Fixed not being able to place razor wire
Fixed some special/unique crates being able to refill loot
Fixed scoping out causes headwear to appear even if set to hidden via gameplay setting
Fixed not requiring a can opener if you just place the item in your hotbar
Fixed combat music just playing even though you're not in combat
Fixed not being able to use plastic bottles to refill at water wells
Dev update tomorrow about the upcoming week (I'm not here or at a PC) and what content is coming next for SurrounDead when I'm back.
Zurvivor
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