Jaws of Extinction cover
Jaws of Extinction screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Jaws of Extinction

12 hour Live Stream



Mac is at it again. Yet another 12 hour stream, TODAY 10 till 10 UK (BST) time.

Mac will be playing the stagging branch, showing features and updates that are not yet available to the main stable branch, including, wolf packs, pet dog companions and more.

We will also be giving away free copies of the game as well as DLC outfit codes to enter in game and unlock some cool outfit skins.

Watch on Youtube


Update 0.4.11a Released



Patch 0.4.11 is here! There’s big patches, then there’s BIG patches… and this one falls into the latter category.

The all new hordes system will require you to stay on your toes. If too much noise triggers in an area or your base gets big, you can expect to attract the attention of the infected!

In tandem with the hordes are a suite of new base building mechanics. Building parts can be damaged, destroyed and repaired. Protect your loot fiercely or risk your item containers being damaged.

Thankfully, in the face of these new dangers, you can rely on some helping hands to keep you safe. The brand new companions system lets you bring NPCs with you in the wild. You can speak to a mercenary right now in the Hanouten Safe Zone and purchase his skills to protect you wherever you go.

And protection you may need… for new creatures skulk the misty bayou. Reintroducing the crocodiles - they are now able to fully operate on water and land so watch where you step!
These updates are just a taste of all the new content in 0.4.11 - including new map locations, new characters, items, bug fixes, performance improvements and more.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.


New Dynamic Hordes


• Added brand new horde system.
• Making noise (currently through weapons fire, vehicles and other loud sources of noise) will create disturbances. Once a threshold of noise has been reached (which is invisible to the player) a horde will trigger.
• Safezones with loud air-raid sirens will alert you to the presence of an incoming horde.
• Clear the horde or leave the area for long enough to escape the horde.
• Added new hordes that have a chance of targeting bases. The larger the base and the more storage inside, the higher the chance of an attack. Players will receive a notification when this happens.
• Player base invasions only happen while the player is in the general vicinity.
• Base targeting infected hordes will focus on breaking into bases and will attempt to damage storage containers.
• Base targeting infected will prioritise players or other NPCs over damaging base installations if they notice them.
• Storage containers are targets for horde infected to attack. Damaged containers show a flashing icon. If destroyed, the container will lose half its contents.
• Damaged storage containers can be repaired. Destroyed containers cost more to repair.
• Hordes cannot be triggered in protected areas such as safe zones


Base Destruction and Improvements


• Added new destructible building parts. Door frames, windows and all kinds of wall now have hit points and can be damaged. As the wall gets more damaged, it will visibly show signs of distress.
• After a wall is destroyed, a breach large enough for an attacker to get in will appear allowing them access into your base.
• Infected will now damage any player built structures between them and their target if unable to move around it.
• Added a new stairs navigation system for NPCs. Infected are now able to travel up and down player built stairs to reach their target.
• Damaged building parts can be repaired from the radial wheel.
• Destroyed building parts will jettison any objects attached to them when they are destroyed. The items will appear as pick up objects on the floor nearby. Electrical objects will also drop any cables used in the connection. Containers are unaffected.
• Items cannot be placed back on broken walls until they are repaired
• Items can no longer be placed on unbuilt building parts.
• Individual building parts now have specific HP thresholds which will jettison objects placed on them.
• Added Defensive Walls to crafting list. They have 2000HP and will be destroyed completely when brought to 0HP. They cannot be repaired or reclaimed.
• Larger containers have a higher number of hit points compared with smaller ones.
• Added new locations and claimable structures around the map. These may have fixtures that can be rigged up with a power system.

Companions


• Added new character and companion Jeremiah Gass found in the Hanouten Safe Zone
• Companions are friendly NPCs who will fight alongside you in the world. Some companions might require payment for their service.
• Followers who are taken down in combat can be revived with 25% of their maximum hit points.
• Followers will match your stance. If you take your weapon out, so will they. If you start sneaking, they will follow suit.
• You can specify which tactics you would like a companion to use. For example, if you want them to only engage after you engage, you can instruct them to do so.
• Companions can be told to guard a location or simply just wait somewhere for you.
• Companions will do their best to keep up with you. If they are left behind somewhere, they will always eventually catch up to you.
• Dismissing a companion will cause them to make their way back to the place you originally found them.

Features not added to followers yet
• Using vehicles, boats and horses
• Swimming and ladders


Crocodiles


• Added new Crocodiles to the Bayou. The new crocodiles can attack and move on land and water. They will only bother you if you enter the water or bother them.
• New crocodiles can be killed and harvested (unlike older versions).
• Crocodiles can grab players caught in the water and take them into a death roll.
• Crocodiles may snap at the play if they walk in front of them on land.
• Crocodiles will always start attacking if attacked first or if a character bumps into them.
• Crocodiles can now be harvested like normal animals with a hunting knife.


Added


• Added new weapon: Chainsaw. Deals very high damage in an arc but is slow to wield. Can be used to cut trees.
• Added new Infected grabbing mechanic. On being hit by an Infected, there is now a chance that they may grab you, making you temporarily vulnerable to attacks and dealing some extra damage.
• Added placeable/craftable ladders that will automatically adjust to the required height.
• All Sedan vehicles have been replaced with the new interactive vehicles. All doors, hoods and trunks can now open and close. Opening the hood has a chance of spawning vehicle parts.
• Added new layout to the Willows campsite.
• Added a new junkyard location.
• Added Otto character at Otto's Junkyard. Players can trade and take jobs from him.
• Hidden locations can now be discovered by speaking to NPCs
• Added Saul character to Saul's Farm.
• Added Saul’s home as a discoverable location.
• Added new fetch quest style missions to collect items or gather resources for cash and items.
• Added a new NPC favour system. Speaking to an individual NPC could unlock new hidden dialogue options for free items and quests.
• Added new readable blueprints. Read blueprints to gain skills, XP or even unlock crafting recipes.
• Added lootable book shelves that have a low chance of giving skill and crafting blueprints.
• Blueprints can be recycled into blueprint fragments
• Added Pew-Pew magazines. Manufacturing ammunition is now locked behind blueprint research and the Pew-Pew magazines that can be found around the world.
• Added a small chance for tools chests and kitchen cabinets to drop Skill and Crafting blueprints.
• Added ‘stoned’ buff. This buff lasts for 600 seconds (10 minutes) and counteracts the sickness debuff from spore sickness. Please note this will not cure it.
• Added a new craftable "Reefer" item which gives the ‘stoned’ buff.
• Added new resource cigarette rolling papers.
• Added a new resource Herb Bud used in crafting.
• Added a new tradable item "Herb Brick". A 5kg brick of Herb that some NPCs will trade for.
• Added a new ‘under the influence’ visual effect, that will affect visuals when consuming drugs or alcohol.
• Added new forest hideaway location
• Added clothing wardrobes. Characters are now required to be near a wardrobe, tent or be in a safe-zone before being able to change outfits.
• Added static wardrobes around the world that can be used to change outfits.
• Added a craftable wardrobe that can be placed to change clothes. This has a cooldown before it can be used to change outfit after being placed.
• Added collision detection on the vehicle camera to stop clipping through walls and other objects.
• Added flashlights to enemy human NPCs that will turn on at night.
• Row boats now have the option of being upgraded with an outboard motor when within the area of an upgrade station. Both sail and outboard can be unlocked and changed at any time. The outboard motor requires fuel to power the boat.
• Row boats can now be upgraded at upgrade stations to a sailboat, adding a basic sail to the row boat improving speed and more.
• Added a wake effect at the rear of boats when in use
• Added splash effects at the bow of boats when in use
• Added a new NPC "Renegade" who will show up at Cross Bridges Safe-Zone during the hours of Midnight and Sunrise.
• Added icon to map when an NPC drops a quest item that needs to be recovered
• Added a notification which displays when weapons are blocked from being unholster in safe-zones.
• Added water which now runs down the side of rocks / cliffs when raining
• Added many more harvestable rocks around Hanouten cliff bases and road sides.
• Added additional variety to house colours which are now randomised and have a slightly more worn look to them.
• Added Upgrade Stations added to the world. These are currently fixed benches that cannot be crafted or moved. They are used to upgrade land vehicles and boats. Upgrade Stations require a power source to use.
• Added icon system to treasure chests which indicates when they can be opened and if the treasure can be taken.
• Added NPCs ability to apply knockback effects on to other NPCs
• Death loot "Body Bags" can now have a custom skin selected from the character screen. There are currently three different skins to select from and many more will be purchasable from traders and as DLC in the future.
• Added Research Table, a craftable workstation that enables the player to research locked skill perks and crafting recipes. Note: the table does require power to work.
• Added blueprint fragments as a lootable resource. These can be used in the research table for researching items.
• Added two new blueprints for crafting recipes.
• Blueprint fragments can be found in a number of containers around the world.
• Added damage particles when doors get hit.

Updated


• Updated visuals for Lexi in the Hanouten Backwater Beacon safe zone.
• Redesigned all forest land between Tree Felling location and The Willows.
• Updated Cross Bridges safe zone
• Static non-player crafted/owned planters will now yield loot like seeds and compost.
• Improved navigation properties on NPCs which help to prevent cases where NPCs might try to move up terrain which is too steep.
• Updated Lower Burchet Dam
• Updated Upper Burchet Dam with lootable units and scene dressing updates.
• Improved method for detecting any obstacles between the player and interactable items.
• Improved interaction trace in third person to avoid having a gap between the character and trace. This helps when building to interact with the building part the camera is actually looking at.
• Dropping of very short ledges no longer puts the character's jump on cooldown.
• Improved highlight detection for unbuilt roof building parts.
• Stamina now drains whilst using a ladder.
• The player will fall from a ladder if their stamina hits zero.
• Playable characters will now start drowning if their stamina levels hit zero while swimming
• Hairdryer item now stacks to a maximum of 25
• Garden hedgerows now have updated visuals.
• Cured sausage now lasts for 4800 seconds instead of 600 seconds.
• Quadbike location is no longer hidden. It can now be found in a more open area.
• Players and NPCs can now climb on player-built structures
• Updated repair building part icon.
• All building parts now have the option to repair
• Vehicle part drop rates have been reduced in lockers.
• Full Paint Pots now recycle into Empty Paint Pots.
• Empty Paint Pots now recycle to Scrap Plastic and Metal
• Updated player structure materials to better match other buildings in the world
• Some crafting recipes are now locked and require crafting blueprints to unlock.
• Energised buff now lasts for 300 seconds (5 minutes) instead of 60 seconds.
• James Bell's dialogue now only allows discussion about your current location and who he is.
• Items will no longer show in the vicinity search if the item requires you to talk to an NPC before taking it.
• Shipwrecks are no longer marked on the map until discovered and can be found by looking for birds circling above the area.
• Warmth buff now lasts for 300 seconds (5 minutes) instead of 120 seconds.
• Infected can now rattle, damage and break through doors.
• Red Pine saplings are now harvestable for saplings.
• Improved lighting by adjusting the angle of the sun. This prevents certain times of day looking like the lighting is very flat.
• Improved wall support columns on buildings to avoid gaps between interior and exterior wall sections
• Updated gravel textures with improved style to match the world slightly better.
• Improved parallaxing on pathways and side roads.
• Reworked tree felling area near Nadir.
• NPCs will now dissolve and de-spawn after 5 minutes.
• 12 volt battery chargers can now be recycled.
• All backpacks no longer break or need repairing. Some backpacks have had their carry weights reduced.
• Rain collectors can now be repaired and will cannot be collected from or filled with water if damaged
• Bee Hives can now be repaired and will no longer allow honey and wax to be collected and will pause the generation process if damaged
• Wardrobes can now be repaired and will no longer allow outfits to be changed if damaged
• Biofuel processors can now be repaired and will stop fuel generation if damaged.
• Research table can now be repaired and will stop researching if damaged
• Tanning rack can now be repaired and will stop tanning leather if damaged.
• Tactical Tents can now be repaired and will not allow a player to sleep at them if damaged.
• Updated 300s sleeping bag timer to show that it specifically refers to respawn timer
• Updated sickness help popup to give the correct information for curing sickness.
• Updated the stealth cam which would clip with geometry when performing a stealth kill.
• Updated landscape material to have a more varied look.
• Updated materials on hand harvestable rocks.
• Adjusted some locations in the Bayou to be deeper.
• Updated placeable items to save their health status.
• NPCs are now much more capable of aggressively responding to threats when hit over long distances.
• Vehicles are now required to be in range of an upgrade station to add upgrade parts to the engine management system.
• Improved navigation generation around player for NPCs
• Power socket screen text display no longer shows interaction text.
• Only specialised traders will now sell and purchase specialised items
• JB Whiskey can now be sold and purchased from traders
• Removed all audio from Kenneth Hughes dialogue
• Lootable vehicles now have car alarms which have a chance to go off when first interacted with
• Lootable vehicles will now allow fuel syphoning at the gas cap location. Look for "FUEL - Press F To Interact".
• Lootable vehicles now come in a completely random state. The doors, hood and trunk can be open or closed. They can spawn with different rust and dirt amounts and different colours.
• Opening the trunk of doors of a lootable vehicle has the chance to spawn loot items.
• Improved system for NPC weapon holstering and upholstering which avoids animation glitches.
• NPCs are now capable of moving at the same time as holstering/upholstering/switching their weapons.
• Spore sickness no longer resets after death. A cure must be used to remove it. Sister Sarah may be able to help.
• Improved the readability of text on popup icons.
• Fuel Generator now returns an Empty Jerry Can when all fuel has been consumed.
• Storage and placeables will now show a health bar if damaged when the player is in range and looks at the item.
• Player owned boats now display an icon on the map
• Improved some human NPC animation transitions
• Bears will now always rattle doors when trying get though
• Rabbits can no longer rattle doors
• Human NPCs can now open doors instead of always banging on them. They will bang on the door if it is fully locked and cannot open it.
• Exiting dialogue no longer forces the player in to third-person if they started the dialogue in first-person
• Updated subtitle text when stealing in safe zones.
• Broken glass now stacks in the inventory.
• Updated player icon on maps.
• NPCs with bows are now able to use their bows more rapidly
• NPCs with bows can now crouch
• Reduced chance of NPCs shooting each other in the back
• Improved Eden Nadir military NPC hitboxes
• Dialogue with NPCs is now aborted if the NPC or the player takes damage while talking.
• The player can no longer start dialogue while NPCs are knocked down or getting up. This would cause the dialogue camera to appear in the wrong position.
• NPCs will no longer lose sight of their targets and give up combat if their target has not moved away from the location they were last seen.
• Boats now have a small amount of storage that will become upgradable at a later date.
• Updated lootable vehicle’s glass material with a damaged looking one.
• Boathouse built in power systems now save their power state.
• Boathouse built in power systems can now be powered by generators, including solar, and wind.
• Improvised Health Kit, Medium First Aid and Bandage / Gauze Pack no longer stack.
• Starting dialogue with a non-stationary NPC will now cause the NPCs to rotate to face the player first.
• Various small animation blending improvements for human NPCs
• Improved appearance of various surfaces. The new technique improves flat and repetitive textured surfaces.
• The Hunting Knife is now required to skin animals.
• The Hunting Knife must now be equipped in the knife slot to perform stealth takedown kills.
• Campfires can now be destroyed and will return all resources used to craft.
• Improved camera perspective when using throwables.
• Improved visuals for throwables guide display.
• Improved rock throwing effect.
• Death loot "Body Bags" now have an interaction icon to indicate how to collect items.
• Updated Sen’s Backpack, Crafted Backpack and Improvised Backpack weight. Increased between 5 - 10kg
• All tiers of flashlight now recycle
• Fishing hooks now recycle to scrap metal

Optimisations


• Adjusted culling distances on ground clutter in forests.
• Removal of legacy climbing assets still referenced in memory
• Improved memory usage of wall and floor assets used in the player’s building system.
• Optimised a number of assets around the map including piers.
• Improved memory handling for player built roofing assets.
• Optimised particle birds at the junkyard to use the JoE particle actor system.
• Optimised particle blowing paper at the junkyard to use the JoE particle actor system.
• Optimised assets in the world found to have missing draw distances
• Minor performance improvements for building parts.
• Directional lights (Sun / Moon) update every 3 seconds instead of every frame.
• Various improvements to reduce costs of fish movement.
• Significantly reduced spike that occurs when changing wall type on player built structures.
• Fixed NPCs processing their popup alert icons while dead.
• Small improvement on performance for the weapon’s HUD.
• Various performance improvements addressing NPC movement.
• Optimised NPC textures and shared materials
• Improved inventory performance when not displayed on screen.
• Removal of legacy climbing system from AI characters
• Minor performance improvements for player character's animations

Fixes


• Fixed issues where baseball bats could not be repaired because the fourth repair ingredient (wooden logs), was not displayed.
• Fixed items sometimes not being able to be picked up around the back of Dom's Hardware
• Fixed collisions on defensive spikes causing unintentional interactions with leg IKs.
• Fixed issues caused by entering free mode while controlling something other than the character (e.g. a vehicle). Saving and loading in this situation would cause a headless character to appear after reloading. Player must now be controlling the character to enter free-mode.
• Fixed weapons sometimes getting stuck as if player is giving constant attack inputs
• Fixed picking up Recycling Unit causing it to turn in to an Apple in the player's inventory
• Fixed issues with Raspberry Jam item name and description.
• Fixed items sometimes not being able to be picked up around the back of Dom's Hardware
• Fixed Rock Salt have no weight while showing 1kg on bag description
• Fixed stealth takedowns not contributing towards kill statistics
• Fixed NPCs regularly not applying damage to each other with their melee attacks
• Fixed removing the last building block in a player built structure not clearing the location. This would mean that a new building could not be constructed in the area.
• Fixed interior walls being visible after saving/loading the game without a building mallet equipped.
• Fixed hair showing through helmet after taking a shower.
• Fixed climbing issue where sometimes the player and NPCs could climb through ceilings.
• Fixed issue where you could view ST-RV watches whilst on a ladder.
• Fixed issue where you could equip a weapon whilst on a ladder.
• Fixed issue where you could still punch whilst on a ladder.
• Fixed character being unable to rotate after using a bed or tent and sleeping in general.
• Fixed issues with building parts would occasionally not have the correct collision when highlighting them to interact.
• Fixed gaps in the stairs at Lower Burchet Dam causing players to get stuck on the top step.
• Fixed not being able to press escape after sleeping at a bed or tent.
• Fixed issue where structures could not have resources added to them without first unequipping and re-equipping the building mallet
• Fixed floating caravan at the Willows Trailer Park.
• Fixed NPCs not being able to disengage with targets after losing line of sight for a sufficient amount of time.
• Fixed several issues which could cause some unresponsiveness from NPCs when targeting a threat under certain conditions.
• Fixed harvesting animation not playing when harvesting with a melee weapon for some plant types.
• Fixed issues with placement indicator after using a placeable item with the building mallet already in-hand.
• Player built doors can be repaired when repairing the frame containing the door.
• Fixed not being able to pick up player built beehives.
• Fixed harvesting effects not playing if using a tool to harvest.
• Fixed issue causing stamina to deplete too rapidly when swimming.
• Fixed being charged with stamina for jumping while swimming and pressing space.
• Fixed consuming an item getting stuck when interrupted by picking up items or crafting.
• Fixed issue where items could not be picked up using the radial menu.
• Fixed rare issue where setting a player built wall to empty would not work.
• Fixed issue with morale buff not triggering if simultaneously near items which do and do not provide a morale buff.
• Fixed nests blocking pickup/loot interactions for objects and NPCs in their vicinity.
• Fixed issue with gaps appearing in player built walls in some cases. Wall columns are now added adjacent to half-walls under some circumstances to prevent gaps in the structure.
• Fixed generators having no weight.
• Fixed clicking ‘take all’ from the vicinity search in the inventory while looking at unlooted cabinets, causing items in the cabinet to disappear.
• Fixed static blue anti-infected lights not staying lit.
• Fixed alert icons appearing above the heads of NPCs who are dead.
• Fixed infected not becoming staggered most of the time when they should be.
• Fixed situations where NPCs could shoot while upholstering.
• Fixed NPCs' weapons snapping to their holster position when holstering.
• Fixed Fuel Generator still enabling power even when turned off.
• Fixed switching weapon while punching causing punching to continue without input.
• Fixed boats spawning the player at random places when un-possesing a rowboat
• Fixed infected sometimes twitching on the ground while dead.
• Fixed issue where the biofuel processor would not spawn jerrycans in positions ‘3’ and ‘4’ if positions ‘1’ and ‘2’ were still in front of the biofuel processor.
• All traders can now purchase cigarettes again
• Fixed issue where boats would not trigger disturbance actors like birds and ducks
• Fixed issue where boats would not activate optimised actors leaving them in a T-pose or inactive
• Fixed issue where horses would not activate optimised actors leaving them in a T-pose or inactive
• Fixed issues where NPC flashlights could get stuck turned on
• Fixed NPCs inability to crouch in combat.
• Fixed issue where player could get stuck in NPC dialogue under some circumstances
• Fixed issues where NPCs would stand still after trying to advance on their target.
• Fixes ladders in safe-zones that forced the player to holster weapons to bug out and un-holster a weapon when entering the ladder animation.
• Fixed rare issue where NPCs would keep rapidly changing direction after being hit by a friendly NPC
• Fixed guard NPCs in safe zones sometimes targeting the practice infected within the safe zone
• Fixed an additional situation where dialogue could get stuck on screen if the NPC despawns during the dialogue
• Fixed some NPCs not spawning in/out at the correct time if already spawned in due to proximity to the player.
• Fixed workbenches still consuming crafting materials when no slots are free to craft losing resources.
• Tentative fix for when loading a saved game causing the 5-8 quick use slots to be empty.
• Fixed character movement locking up when harvesting a bird directly after looting another item.
• Fixed visuals for items put on campfires disappearing after saving and loading
• Fixed crowbar having a missing weight. Now weighs 1.2kg
• Fixed animals respawning without skin.
• Fixed potential issues where NPCs could fade out while alive under some rare circumstances.
• Fixed quest items which spawn disappearing after saving and loading.
• Fixed occasional situations where nearby items within the vicinity could disappear after looting a container.
• Fixed timer for items including bandages and food sometimes not disappearing off the screen if the action is interrupted too early.
• Fixed first person weapon meshes not clearing correctly, causing weapons to be prematurely visible in the player's hand when holstering and unholstering
• Fixed water continuing to boil on campfires even when the fire has been extinguished
• Fixed various holes found in the terrain.
• Fixed giving attack input in first person while unholstering causing the character to continue to melee attack.
• Fixed placeable items having the incorrect materials i.e. sleeping bags
• Fixed safe-zone tents displaying incorrect information on popup icon
• Fixed sleeping UI showing energy to be restored, but incorrectly sometimes showing that no energy will be restored.
• Tentative fix for a single NPC sometimes appearing when guarding supply drops
• Fixed issue where the player character energy was being overridden on loaded games with the protagonist’s default value.
• Fixed UV lights not being enabled at safe-zones and at NPC points of interest
• Fixed Jerry Cans not updating their weight correctly in the player inventory UI
• Fixed missing bear hit reactions
• Fixed bears always looking at player, instead of their actual combat target.

12 hour Stream - come say hello - Giveaways



Have a Day off work so lets do another 12 hour stream
as per normal if i get enough viewers in today i will be giving away copies of #jawsofextinction

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If you can please leave a LIKE & maybe SUBSCRIBE to help me get to 1000 subscribers
Thank you

Steve

I mainly play Jaws of Extinction
http://playjoe.gg/
My channel artwork was made by Ryan from KYE thanks Dude
my Starting and BRB animations made by my daughter https://www.twitch.tv/redstoneregards

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PC Specs
AMD Ryzen 9 5900X
32GB LXP Black 3200Mhz Memory
RTX 2060 Super

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Update 0.4.10a Released



Patch 0.4.10 is here! This update will let you climb to new heights… with the much improved climbing and ladders system! Pretty much everything is now climbable - overhanging roofs, jagged rocks, vehicles and more. Climbing out of water is much easier now. But beware, whilst you are able to climb about to your heart’s content, so too can the infected.

At the heart of this update is a slew of new optimisations. This time, the focus has been on memory improvements. If your game would regularly stutter in the past while performing actions or moving, this update may offer improvements to mitigate many of these issues.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.

Ladder and Climbing Systems



• New Ladder system implemented for player characters.
This system now requires players to press the interaction button [F] to mount.
System currently takes the player into third-person. Will allow players to remain in first-person in the future.

• New climbing system implemented for player characters.
• Improved animations with new climbing system
• Able to grab ledges to start a climb while in the air by holding the jump button. Useful for leaping to catch ledges
• Overhanging obstacles can now be climbed on (e.g. an overhanging roof).
• Generally improved detection of climbable surfaces and better decision making on what part of the obstacle to climb up.
• Rocks and other complex geometry can now be climbed (assuming surface is not too high or steep)
• Improved climbability of houses within Hanouten.
• Improvements to climbing out of water when at the water’s surface.

Added


• New Old Oak Motel location.
• Added location for "The Willows" trailer park and camping spot (WIP: still has some work needing doing)
• Added a new vehicle that can be found in the world.
• New gravel path material being used at "The Willows" camp site.
• Added: If the character is using a flashlight, enemies will be alerted to the player's presence if they are in the light cone.
• Added: Player is now much more visible to enemies while their light is turned on.
• Added: QuietPain outfit is now also available for Sophia.
• Added: Casual Summer outfit, only available for females currently.
• Added: Joggers outfit. Only available for females currently.
• Added: Father McCready character to Cross Bridges Church Safe-Zone.
• Added: Sister Sarah character to Cross Bridges Church Safe-Zone.
• Added: Decoration to Cross Bridges Church, ready for future quests and dialogue scenes.
• Added: JumpSuit outfit for Amy and Sophia.
• Added: Summer Breeze outfit for Amy and Sophia.
• Added: craftable cloth mask that can be crafted from cloth from the players inventory.
• Added: Treasure Raider Outfit.
• Added: Be My Valentine Outfit.
• Added: The Renegade II Outfit and Mask.
• Added: Missing cloth masks for Adrian.
• Added: Valkyries "Death Dealer" Outfit, Motorcycle Helmet and face mask.
• Added new Motorcycle Helmet that can be found in the world and purchased from traders.
• Added: Different flashlight tiers - now six different tier flashlights will give different brightness, different battery drain and different detection distance.


Updated


• Updated: Main menu to display new infected
• Updated: Some of the location images have been changed out in the player guide
• Updated: Visuals for all protagonist materials to not be so flat and have a bit more colour, may appear to be tanned at times.
• Updated: QuietPain outfits for Amy and Sophia.
• Updated: Sophia's model updated to more accurately represent a woman rather than a teenage girl.
• Updated: Extended roads from "The Willow" to Sapphire lake.
• Updated: Updated Trader Bruce with new visuals as a test for the new trader look.
• Updated: Removed trees on the train track.
• Updated: Improved audible range of bees in man-made bee hives (starting in the medical room in Driftwood no longer has the sound of bees outside).
• Updated: Improved handling for item placement i.e. ceiling items cannot be placed on the floor, floor items cannot be placed on the ceiling, wall items can only go on walls, etc.
• Updated: Respirators. Spores sickness is no longer random. Instead, respirators will filter all spores, but will lose condition each time they are needed.
Better respirators will last significantly longer. If a respirator becomes inoperable or the player is not wearing one, the character will breathe in spores and gain sickness.
• Updated: Vehicles now use a spawner and the majority of static spawned vehicles will be randomised.
• Updated: Adjusted positioning of light cones around lights in the Backwater Beacon gardening area.
• Updated: Replaced all the ladders in the world with new system
• Updated: Sophia Riggs Counsellor outfit adjusted to minimise clipping from tactical equipment / holsters.
• Updated: Removed being able to legacy meat item from traders.
• Updated: Adjusted trader camera for Jess in the medical centre
• Updated: Traders now sell an buy the new meat items and meals
• Updated: Infected and other melee NPCs can now climb using a new climbing system installed on the player.
Climbing should now perform better for NPCs and reduce the number of cases where NPCs can get stuck due to climbing.
• Updated: Smoke grenades now work by blocking visibility in an area, preventing ranged NPCs from engaging on their targets and potentially preventing NPCs from sighting their targets in the first place.
• Updated: Smoke grenades now available from looting military containers
• Updated: Traders will now sell and purchase the Beanie hat
• Updated: All non-equippable tools can now stack to a maximum of 25
• Updated: Beanie has now been added back into the loot rotation.
• Updated: Removed all large trees clipping out of the ground.
• Updated: Syphoning gas from vehicles will now fill partially full jerry cans before empty ones.
• Updated: Filling a vehicle with fuel will now change a full jerry can into an empty one.
• Updated: Infected NPCs around distressed NPCs in cars will no longer respawn every time a player re-enters the area. They will now only regenerate if the player leaves the area for an extended period of time.


Optimisations


• Optimisation: Major cleanup aimed at improving memory usage.
• Optimisation: Complete removal of old AI system content contributing to memory costs.
• Optimisation: Cleanup of legacy weapon/combat assets
• Optimisation: Memory improvements involving methods used to handle human NPC meshes, infected meshes, player meshes and player outfits.
• Optimisations: Improved memory usage for static items including pickup objects, campfires, object placement system and farming beds.
• Optimisation: Removed old shark assets being loaded into memory.
• Optimisation: Improved the way which NPC meshes are handled once the NPC has despawned.
• Optimisation: Memory improvements for infected and human meshes.
• Optimisations: Memory improvements for bears, deer, rabbits and boar meshes and animation systems.
• Optimised all protagonist textures, shared textures, reduced from 4k to 1k or lower to reduce load times and memory usage.
• Optimisation: Minor CPU cost improvement for bear animations.
• Optimisation: Improved memory usage for in-hand object interactions (e.g. eating something in the inventory, drinking coffee, using first aid, etc).
• Optimisation: Improved memory usage for first-person arms meshes.
• Optimisation: Improved memory usage of weapon meshes.
• Optimisation: Improved memory usage of infected neck gore on headshot kills.
• Optimisation: Removed old vehicle assets which were still being loaded into memory.
• Optimisation: Improved memory usage for AI controlled fish.
• Optimisation: Reduced average amount of climbing calculations running on infected.

Fixes


• Fixed crash often occurring when swimming in lakes
• Fixed disturbance birds not disturbing nearby NPCs if triggered by a vehicle or shooting.
• Fixed trade menu sometimes getting stuck on screen after pressing 'F' to close.
• Fixed player immediately starting dialog with a nearby NPC after pressing F to close the trade menu.
• Fixed sausages, cooked, burnt and cured having incorrect stats
• Fixed non stackable items having 0.00kg weight if not using a durability/condition value e.g. Scaffold Kit
• Fixed ducks being under the water at Sapphire Lake
• Fixed campfire spit not being able to receive base meat.
• Fixed vehicle storage not spoiling stored meat, fruit and veg.
• Fixed player tent not spoiling stored meat, fruit and veg.
• Fixed melee weapons not being usable and appearing in red on the HUD due to having no durability.
• Fixed getting stuck on the loading screen when starting in the Lone Wolf scenario.
• Fixed physics items dropped after using them being able to fling the player/NPCs into the sky.
• Fixed being able to pick up various permanent workbenches in the world.
• Fixed some NPCs having popup icons when being looked at by the character when then should not because they are not interactable.
• Fixed weapons receiving materials from other weapons when changing weapons.
• Fixed weapon attachments not being positioned correctly on the weapon after saving and loading.
• Fixed NPCs in the medical centre not lying on their beds.
• Fixed scavenger quests not spawning loot to progress the quest.
• Fixed: Rental units charge twice at time of rent and midnight.
• Fixed issues where NPCs could not be looted in another NPC has landed on top.
• Fixed not being able to rotate placeable objects.
• Fixed hair appearing through headwear after saving and loading.
• Fixed infected often standing stationary instead of dying.
• Fixed entered DLC items not unlocking on saved games.
• Fixed bears dropping legacy meat. They now dropping lean meat, intestines, hide and fat
• Fixed infected not playing roar animation.
• Fixed Robert Neville not allowing players to cancel rental agreements.
• Fixed Layton Basty not allowing for players to request loot retrieval.
• Fixed issues preventing characters from climbing on Hanouten houses
• Fixed rare situations where geometry would allow the player to climb through walls.
• Fixed issue where taking further damage after death can cause death screen to flicker
• Fixed infected being able to climb on smoke from smoke grenades
• Fixed smoke grenades blocking NPC bullets
• Fixed situation where infected could continue to attack the player after death
• Fixed Beanie hat bugs out when looking at the STRV watch or go into first-person and back to third-person
• Fixed vehicle spawns that were blocked in places or located in places no one would ever look.
• Fixed recoverable arrows that could block character's leg IKs.
• Fixed human NPCs animation issue causing them not to draw back their bows when shooting.
• Fixed various errors relating to the weapons system.
• Fixed car alarms not properly alerting nearby hostile NPCs.
• Fixed NPCs biographies not being added to player's guide after meeting new characters (biographies available for most, but not all NPCs at present).
• Fixed illegitimate areas in the Hanouten safezone where the player could take out their weapon.
• Fixed other miscellaneous objects in the world not activating as expected if approaching in a vehicle.
• Fixed player-built electrical actors not appearing active if the player leaves and returns in a vehicle.
• Fixed distressed NPCs in cars not always activating correctly if approaching in a vehicle.
• Fixed spore particles on infected eggs not activating when approaching in a vehicle.
• Fixed static pigs and horses not activating properly when approaching in a vehicle.
• Fixed security cameras not activating when approaching in a vehicle.
• Fixed quest spawns sometimes not activating NPCs when approaching in a vehicle.
• Fixed issue where lighting props would not activate when driving up in a vehicle.
• Fixed issues where Infected Nests would not activate if driving up to them in a vehicle.
• Fixed: Floating foliage around Sapphire lake.

12 hour Birthday Stream - giveaways



Lets help Steve reach 1000 subs on his 12 hour birthday stream and wish him a happy birthday for this Friday.

We will be giving away early access copies of "Jaws of Extinction" as well as the new Valkyries "Death Dealer" outfit, now available at https://playjoe.gg/products .

Alpha Version 0.4.9a Released



Patch 0.4.9 is here! This update delivers the power of electricity! Let your magnificent homesteads be visible day and night with the all new electrical system. Hook up electrical appliances to any number of possible types of generator to benefit from some modern post-apocalyptic comforts. In addition to an array of lights, you can power showers for hot water and even build refrigerators to keep goods from decaying.

All new infected visuals and audio have arrived. The Stage One infected have received a audiovisual overhaul with striking new models (performance friendly too) and meaner sounds that suit them better.

New crafting possibilities have been added too. There are many more crafting options (including the entire electrical system), new food recipes with which you can make nutritious meals and a rework of some older items such as Meat and Spoilt Food.

Furthermore, this update comes packed with the latest sleugh of optimizations and performance improvements as well as bug fixes and quality of life improvements.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.

Electrical System


• Added Craftable Wind Generator. Can be crafted at a workbench. Will consistently provide an output of power from the wind, but output will vary with the weather.
• Added Fuel Generators. Can be found in the world or bought from traders. Add fuel to the generator for up to 10 minutes of power. Provides a high consistent power output.
• Added Solar Generators. Can be crafted at a workbench with Solar Panels. Power output responds to weather and time of day. Has a higher average output than a wind generator when connected to a Battery Array.
• Added Hydro Generator. A very large wheel powered by water that will generate a lot of power.
• Added Multimeter. Equip this item to place cables between connectors, lights and generators.
• Added Electrical Cable. Used to connect electrical items. Electrical flow visualisation appears while Multimeter is equipped.
• Added Wall and Post Connectors. Used to hold power cables so that they can reach their destination.
• Added Electrical Switch. Can toggle power on and off beyond the switch.
• Added Electrical Time Switches. Controls the flow of power between specified times of day.
• Added craftable Refrigeration Storage Unit. This will completely stop the expiration of all items as long as it is powered.
• Added 3-Output connector. Splits remaining Watts into up to three outputs.
• Added Battery Array. Can receive inputs from up to four generators. If power input goes above 1200W, excess power is used to charge the Battery Array. If power goes below the threshold, power is drained allowing electrical systems to maintain their power.
• Added Biofuel Processor. Add Spoiled Food, Oil and Manure to the machine which will output cans of fuel.
• Added individual Solar Panels. Used for crafting Solar Generators. Can be either found in the world or brought from traders.
• Added Empty Paint Pots as lootable items (used to craft Biomass Processors).
• Added several types of electrical lights for illumination. Lights also have settings on them so that they will automatically turn on or off at certain times of day. Lights can be crafted at a workbench.
• Showers are now connected to the power system. The light on the heater upgrade will show if it is powered. Connect the shower to a power source to run a hot water pump. A working heater will clean the character and wash clothes faster.

Added


• Added seven new version 5.0 stage one infected models to replace old models. In addition to their new visual appearance, these models are much more performance friendly.
• Added a completely new set of sounds for infected, designed to fit the game better and be generally more intimidating.
• Added a new SFX when infected after standing up from being knocked down
• Added new ambient sound to Infected Nests
• Light fittings in houses are now lootable with a chance of electronics, light bulbs and copper cable.
• Lightbulbs and damaged light bulbs can now be looted and used as a crafting material.
• Added craftable pressure mine at workbench
• Added craftable bear/jaw traps at workbench
• Added highlighted text which appears when the dialog option relates to a quest.
• Added damage location indicator showing the direction from which damage came from (community request)
• Copper wire can now be crafted from copper ore in the Smithy Bench.
• Copper ore can now be harvested from rocks and has a small chance of being gathered from picking up stones.
• Added new item Sheet Metal. Can be crafted at the Smithy Bench.
• Added item Copper Wire. Can be crafted from 1x copper ore for 10x wire at the Smithy Bench.
• Added new Severed Deer Head item.
• Added Deer Head and Deer Antler trophies which can be crafted at a workbench and then placed on a wall.
• Added lootable shed areas around the map
• Added two new vehicle types placed at unknown locations: Crazy Van and The Bullet
• Added burnt wood to burning oil drums
• Added looping path around the back of the medical centre at Backwater Beacon
• Added a full new tutorial obstacle course behind the medical centre.
• Added Beehive area to Backwater Beacon safe-zone.
• Added Rock Salt item. This can be used in preserving food and can be found in kitchens and purchased at the traders
• Added Cook Station. This allows players to craft food recipes as well as meals and cured/preserved foods.
• Added new Sausage food. Made from raw meat and animal intestines
• Added five types of craftable meal that provide large amounts of regeneration stats and currently do not spoil (subject to change).
• Added Animal Intestines. Currently used to make sausages and are dropped by large animals
• Added meal "Meatloaf". Combine meat, vegetables and eggs to make an amazing meal that lasts.
• Added Lean Meat. Animals now have a chance of dropping a prime cut of meat called "Lean Meat". This can be used in recipes and cured for preservation at the cooking station.
• Added Pemmican. A food made from cured meat, tallow and berries that will never spoil and is very nutritious
• Added subtle trail effects to projectiles
• Added new impact sound when being hit by an infected
• Added text prompt to loot when the icon is showing that an NPC is lootable
• Added new placeable Disposal Unit. Items placed inside will be destroyed.

Optimisations


• Improved CPU cost of police tape
• Various shadow rendering improvements around Backwater Beacon Safe Zone
• Adjusted global shadow rendering range and properties for improved GPU performance
• Improved constant CPU costs relating to ammo selection wheel.
• Fixed security cameras having a consistent affect on CPU processing
• Fixed constant CPU costs relating to STRV watch.
• Improved CPU costs on animation graph with clean up of legacy functionality.
• Improved CPU cost of animation logic handling player's view mode
• Reduced Scene render target display on model viewer from 2k to 1k and stopped updating every frame.
• World texture optimisations, optimising 25+ Gb of textures
• Fixed possible initialisation issues for static NPCs which could affect performance.
• Improved optimisations for non-rendered NPCs.
• New infected models with better performance materials and meshes.
• Fixed optimisation issue affecting pickup items after loading a saved game
• Adjusted physics substepping properties for improved CPU performance
• Removed unnecessary cloth simulation of Meiline's hair
• Disabled trailer component on vehicles until further development causing a physics CPU cost.
• Heavily reduced the grass density.
• Fixed world tile near Backwater Beacon extending much further than it naturally would due to sprawling roads and fences.
• Disabled constant running cost of various world actors that do not require updating every frame.
• Reworked expiration system to be more intelligent and not have to update every second when not being viewed by the player
• Various small performance improvements for character's animation.

Updated


• Items dropped with an expiration timer will now continue to count down their expiration timer while on the floor.
• Items placed in standard storage with an expiration timer will continue to count down their timer while being stored.
• Containers now show expiration timers on items.
• Changing ammo type will now automatically prompt a reload of the weapon with that ammo type.
• Infected nests now only have a 25% chance of activating in Driftwood mode
• Anti-Infected lights now uses the new electrical system and require power
• Trees now sway in the wind dependent on the wind strength of the weather
• Reduced Ken’s dialogue for quest "Sack of Spuds" while we rework the starting quests for Driftwood Mode
• Improved the shaders on trees, reducing specular strength and subsurface scattering which often was overbearing
• Electrical items can now be found in toolboxes
• Pipes can now be dropped without being destroyed
• Removed "Description" text being on the placeable tent.
• Metal Bucket and Cooking Pot have been moved to the Smithing Bench.
• Dropped items now have the option to despawn after an hour after being dropped.
• Infected have taken over the police station.
• System put in place to update out of date crafting recipes on loaded save games with new and updated data.
• Admin/Cheat menu can now be rebound. Defaulted to "F1". Key binding file may need to be deleted and re-verified on steam.
• Cheat/Admin menu updated. Items can now be spawned to player inventory.
• Bee nests are no longer attached to trees; only found on buildings and cliffs.
• Icon titles updated for work benches to specify Chemical Bench, Metal Bench, etc.
• "Report Bugs" notification no longer keeps popping up.
• Adjusted ladders on tree platform hideouts.
• Sen's water pump now stops if the player dies/leaves the wider area.
• Dynamically spawning infected will now despawn if the player dies at Sen's water pump.
• Increased audibility of NPC gunshots over distance
• Weather audio can now be adjusted via the ambient sound volume slider
• FSR and DLSS are all disabled by default now.
• Adjusted shaders on world tarp mesh
• Reworked the east entrance to Backwater Beacon Safezone
• Foliage cover now gives a significantly better buff to stealth.
• Eggs now spoil.
• Mushroom varieties now spoil.
• All food now becomes Spoiled Food when it spoils.
• Ammo pricing has been increased significantly
• Inventory UI slot expiration timer position and size adjusted
• Removed Brass Casings and Projectiles from trader buy and sell list.
• Animal meat has now been updated with "Base Meat". All stats are the same but visuals have been updated.
• Lean meat can now be added to cooking facilities such as campfires, hobo stoves and camping stoves.
• Replaced old delipidated walls around the map with new optimised versions that fit the world better
• Infected types will now be completely randomised every time the game starts
• Reworked all hitbox collisions for infected.
• Updated centre of mass on all vehicles to improve handling
• Vehicles now have better grip on roads with hills
• Items which have a condition will now affect the weight of the item each time the item is used or updated.
• Updated positioning of looting icon on dead NPCs
• Updated position of race timer reset button at Steve’s Crazy Wheels. It is mounted on the wall inside the marshal’s hut.

Fixes


• Fixed the condition property of dropped items not saving (meaning Jerry Cans are no longer refuelled after saving and loading)
• Fixed origin location for projectiles being too high on NPCs
• Fixed changing weapon with the ammo selection wheel open causing the menu to get stuck on screen and semi-locking the game.
• Fixed issues preventing camera zoom without a weapon.
• Fixed issues where fish could spawn inside geometry or in each other's collision volumes
• Fixed issue with police tape physics
• Fixed an issue with Infected Nests reactivating directly after being destroyed
• Fixed issues with Infected Nests looking active with no Infected being spawned.
• Fixed issue with Infected Nests never activating
• Fixed Adrian being the only character able to craft the Widow Maker. All characters can now craft the weapon.
• Fixed various issues causing game crashes
• Fixed quests having a problem with the kill count not updating correctly after death or loading a saved game.
• Fixed killing any animal causing hunting quests to automatically complete.
• Fixed ladder at bayou research facility causing the character to get stuck in the ladder animation.
• Fixed skins not working on Sophia’s Foot Brawler outfit
• Fixed safes still spawning number puzzles on Lone Wolf start scenario
• Fixed not being able to cancel contract with Robert Neville for rental units. This will require a new game.
• Fixed wash stations at bunkers being able to be dismantled
• Fixed glowing trunks on some of the small trees
• Fixed not being able to harvest some medium trees
• Tentative fix for camera getting stuck when harvesting birds
• Fixed issue where weapons could have the wrong material assigned to them after switching weapons.
• Fixed crowbar still requiring level 5 scavenging
• Fixed not being able to loot evidence boxes in the police station.
• Fixed antibiotics having an expiration.
• Fixed crafting queue showing when crafting in inventory and opening a workbench.
• Fixed NPCs who spawn in George Berryman's Wanted quest constantly respawning even after the quest is completed.
• Fixed Infected spawned from Sen's generator persisting in the world even after leaving and returning.
• Fixed Infected at water pump no longer respawning on death, causing an infinite fight.
• Fixed not being able to pick up hobo stove.
• Fixed placeable beds opening sleep menu when selecting 'Pick Up' from their radial menu.
• Fixed icons getting stuck on screen after pickup up Composter.
• Fixed not being able to swim in Sen’s basement.
• Fixed taking noticeboard quests as well as an NPC quest breaking the system. We are looking into a way to be able to have multiple.
• Fixed issues causing landscape material not to rendering correctly
• Fixed issues where after loading a saved game, items could sometimes spawn as other items or change into other items.
• Fixed lack of audio attenuation on Xile bow SFX.
• Fixed erratic camera motion issue from recoil after changing weapons
• Fixed occasional issue where NPCs such as infected could land a melee hit from long-range.
• Fixed blood particle effects not being visible on shot NPCs.
• Fixed display tutorials not displaying when triggered from the player guide in the inventory
• Fixed not getting gas bottle back when picking up camping/gas stove
• Fixed collision issues on Medical Centre building.
• Fixed various types of fish never spoiling.
• Fixed option to take off Wash Station upgrades only working once without removing the entire Wash Station.
• Fixed some craftable items appearing as white squares in the workbench.
• Fixed cooked Perch and Pike have 0s timers and disappearing instantly (these are still currently not available during gameplay).
• Fixed Barbwire Baseball Bat not being repairable.
• Fixed issues interacting with Water Pump outside Sen's house if the player has multiple full Jerry Cans.
• Fixed various small human NPC combat behaviour issues result in slow transitions between combat states.
• Fixed bear often immediately disengaging from combat after getting in striking distance of their target
• Fixed issue causing human NPCs to freeze up in combat situations and not move to engage their target
• Fixed icons on NPCs getting stuck on takedown prompt instead of showing loot prompt
• Fixed issue where fishing rod in-hand position could become offset
• Fixed using [Alt] to freelook while fishing causing undesirable rotation on the character
• Fixed issue where fishing in many locations would never yield any fish

Mac Attack - 12 hour stream 0.4.8.13a Staging



UPDATE 0.4.8.13a - Available on staging branch



• Added: New Biofuel Processor. Add Spoilt Food, Oil and Manure to machine which will output cans of fuel.
• Added: Empty Paint Pots as lootable items (used to craft Biomass Processors).

• Updated: Foliage cover now gives a significantly better buff to stealth.
• Updated: Training area has been updated and decals, lights added.
• Updated: Eggs now spoil.
• Updated: Mushroom varieties now spoil.
• Updated: Update tutorial area - replace widget triggers with images/decals for performance.
• Updated: Increased collision volume for Wash Station's power socket.
• Updated: All food now becomes Spoilt Food when it spoils.

• Fixed various types of fish never spoiling.
• Fixed game crashed caused by certain electrical connections causing infinite loops.
• Fixed issues associated with cables being input into objects that are outputting into the input objects (e.g. a very small closed loop). This could cause issues with the flow direction visualiser.
• Fixed option to take off Wash Station upgrades only working once without removing the entire Wash Station.
• Fixed some craftable items appearing as white squares in the workbench.
• Fixed Solar Generators becoming Wind Generators after picking them up.
• Fixed Fuel generators now resume activation after saving and loading.
• Fixed Fuel generators now save their fuel levels.
• Fixed being able to connect an unlimited number of cables up to the same Battery Array from a generator.

UPDATE 0.4.8.12a - Available on staging branch



• Added new tutorial obstacle course, basic text instruction placeholder are being used while UI versions are created.
• Added Fuel Generators can be found in the world or bought from traders.
• Added Solar Generators can be crafted at a workbench with Solar Panels.
• Added new solar generator. Power output responds to weather and time of day. Has a higher average output than a wind generator when connected to a Battery Array.
• Added new fuel generator. Burns fuel to produce a consistent power output. Fuel added to Fuel Generator will last for ten minutes.
• Added individual Solar Panels. Used for crafting Solar Generators. Can be either found in the world or brought from traders.
• Added Beehive area added to Backwater Beacon safe-zone.

• Updated: Adjusted first person camera for Crazy Van.
• Updated: Battery Arrays will now only last for a limited time before depowering if completely unpowered.
• Updated: Wind generators are no longer stackable.

• Fixed wind generators not being placable/loading.
• Fixed collisions on Medical center building

Watch LIVE on Youtube




Support Mac


https://streamlabs.com/macofmoo

PC Specs


AMD Ryzen 9 5900X
32GB LXP Black 3200Mhz Memory
RTX 2060 Super

What's in the pipeline? - Development News #5



Hello everyone! This week on What’s In The Pipeline, we talk about our progress over the last week moving towards our next main patch. This week predominantly includes a rework of the tutorial area in Backwater Beacon and the various fixes and expansions on the Electrical System first introduced on the Staging build last week.

New Tutorial Area



The Hanouten Safezone, known as Backwater Beacon, has received a major update to the tutorial section. The area has been expanded significantly, to now include a new road and overpass into the area behind Liam’s garage.

With access to new space, the tutorial area now follows a much less cramped environment when teaching the basics, such as movement, climbing, jumping and sneaking.

All of the skills taught in the tutorial are aimed to better reflect the kind of things a new player might need to know as they start their journey. For example, we felt it was important to show new players how to handle bleeding damage, so a crash course in bandaging is now included.

Players are free to ignore the tutorial altogether, dip out part way, or run through the whole course. Any tips given during the tutorial will appear in the Guide for later reference.

Electrical System Updates



Last week we debuted the electrical system on the staging branch. Every day we have uploaded new staging builds with fixes and new features to the electrical system (many thanks to all the staging testers for their excellent work).

Since the initial launch of the system, we have introduced two new types of generators: Solar Generators and Fuel Generators.

Solar Generators can only be crafted using somewhat rare Solar Panels. Panels can be looted or bought. The Solar Generator offers slightly better average power output compared to the wind generator, but is susceptible to weather and night/day conditions.
Fuel Generators burn fuel provided from Jerry Cans. They give a high level of power, but need a constant input of fuel to keep running.

Fuel itself has been reworked slightly. There is now just a universal fuel type called: Fuel. Fuel can be obtained by syphoning from old cars or converting ingredients in the Biofuel Convertor.

The Biofuel Converter is a new crafable object that takes manure, spoiled food and oil. It works similarly to the Composter and will output Fuel (for use in generators or vehicles) over time.

Spoilt Food has changed slightly as well. All food will now provide a universal ‘Spoilt Food’ item if uneaten for long enough. This food can then be used in the Biofuel Processor if you have one.

In order to help manage variable power outputs from generators, you can now install a Battery Array if you have enough Car Batteries to craft one. This item can receive and combine multiple inputs from generators and output a constant average power. If the generators stop generating for a while, the Battery Array will kick in and continue to deliver power for a time period.


Optimisations



Continuing work from last week, a series of additional optimisations have been done concerning texture resolutions, which aims to help GPU and memory usage.

Additionally, there has been a significant improvement to vehicle performance, which was caused by problems with some physics related calculations. With these improvements, driving is a much smoother experience.

The old tutorial area used to contain a number of expensive text-popups that affected safezone performance. With the updates to the tutorial area, these pop ups have been removed and replaced with an alternative.

The JoE Development team @ KYE Creations

Jaws of Extinction - Bank Holiday 12 Hour Stream



Mac Attack is at it again with a 12 hours of Jaws of Extinction staging branch, a fresh start and seeing how far he can get.

What to expect to see in this Stream


https://store.steampowered.com/news/app/617850/view/3194751025771310658

Information about the latest build


https://store.steampowered.com/news/app/617850/view/3193622590964817363

Jump on over to MacAttack's Youtube channel and show some support wit a like.
Channel: https://www.youtube.com/channel/UCTGh7iyy-gkCKSC4IihRlLQ

Streaming on Youtube



What’s in the Pipeline



Jaws of Extinction has received several exciting developments over the last couple of weeks. A new electrical system has been added which is currently being tested on our live staging branch as well as a recent rigorous focus on bug fixing and GPU optimisations

Just a reminder for anyone interested in playtesting updates: the staging branch can be accessed through Steam on the Betas tab. This branch is updated almost daily with the latest fixes, adjustments and experimental content. Please remember to give us feedback on our Discord.
Normal updates on the main branch will always be as stable as we can make them following feedback from the testing branch.


Unreal Engine 5 Updates


Firstly, a quick notice about progress with UE5. In our last What’s In The Pipeline post, we discussed how we are going to be moving over to UE5 and updates may take a while or be sporadic while we do so.

We are currently waiting for certain third-party features to be updated so that they are compatible with UE5. Shifting engine versions will require these third-party updates first, but we don’t anticipate that this will take very long.

Since we have had time to wait, there will be a further update to the main Steam branch with the latest content, fixes and optimisations ahead of us changing the engine version.


Electrical System


The all new electrical system has been introduced. In addition to building a base, you can now power your homes to enjoy some post-industrial era respite.

You will first need to build and place a wind-generator. This will produce an output of power which you can connect to.

Gather some Cable (a new resource) and equip a Multimeter in your hand to start building cable connections between appliances.

To keep things neat and tidy, you can use wall-connectors and post-connectors to string your cables arounds. Each item you put power through has a small power cost though.

Use Three-way Connectors to split up your cable routes. Power will be divided between the outputs.

Switches can be used to toggle power on and off by hand. Time Switches allow you to specify specific times of day that power should be allowed to run through the system. Lights also have this functionality built-in, meaning you can set them up to run at nighttime only if you wish.

All sorts of appliances can be powered by electricity. Various light fixtures can be installed, as well as powerful UV anti-Infected spotlights. Additionally, Heated Wash Stations now require a powered connection. The time to wash is significantly lower when heated.

You can now also construct a homemade refrigerator. This appliance will keep your items cool which prevents decay. Store fruit, vegetables and other perishables to keep them from spoiling. Just remember to keep it powered or else you might find your items have defrosted.

Optimisations


We have continued work on improving the performance situation. Recently our focus has been to improve GPU rendering and memory.

Most notably, shadows were identified as a main factor of high GPU rendering time so optimisations have been made to improve this.

Additionally, we periodically review the game’s textures to ensure that they are rendered at a suitable resolution. This technique has relatively little impact on the game’s visuals but improves the cost of texture streaming and the overall size of the game.

A number of additional CPU optimisations have been made where possible as well.