Fixed: Issue where players couldn't take down bandits wearing armor.
Fixed: Collectable items not saving correctly.
Fixed: Energy cells not saving in the laboratory.
Fixed: Key cards not working (school key card, medical access keycard).
I am continuing to work on addressing bugs, and the next set of hotfixes will include solutions for the generator issues, disappearing dogs, the dog saving system, and the bug related to fuel refill in vehicles, among other improvements.
Additionally, the Seeder will be ready in the next main patch, 0.6.2.1, which I anticipate releasing next week.
New Version Update 0.6.2
Hello everyone,
This patch I focuses on performance fixes and introduces new core systems that will allow me to expand more content in the future. These core systems include NPC Dialogue, NPC Allies (overhaul), Collectable System, Bandit Armor System, Quest Board, and individual NPC Quests.
You can now access Zone 1 by defeating "TANK". Upon defeat, TANK will retreat, breaking through obstacles that block the way. At this point, you'll find a new NPC who will offer a quest with rewards in new weapons.
Please note that Zone 1 is still under development. It currently includes only structural elements and no loot or enemies, except for a Seeker at the end of the tunnel.
I have read all the reports from Discord and the forums regarding bug issues, and many will be addressed in the next patch, especially the disappearing dog and generator fuel issues.
Please check the patch noted below.
Features Overview
NPC Dialogue Overhaul
Companion, Allies NPCs Overhaul
Bandit Sniper Behavior and visual improvement.
New System : Bandit Armor System
New Bandit Type : Bandit Boss
Weapon Upgrade Rework
New System : Collectable Item
New System : Quest Board And Individual NPC Quest
New Building Type : Survivor Shelter, Survivor Category
New Weapon : Crossbow
New Weapon : Minigun
Bug Fixes
Fixed: Couldn't craft a carjack.
Fixed: Bow aiming didn't change camera FOV.
Fixed: Visual bugs during Random Car Crash Event.
Fixed: Logic for handling explosives.
Fixed: Suppressor misaligned on Hunting Rifle.
Fixed: Falling after reaching the top of a ladder.
Fixed: Pile of items kept respawning repeatedly.
Fixed: Persistent embers from zombie spawns.
Fixed: Blacksmith Crafting Menu UI order.
Fixed: Falling through the mine floor.
Fixed: spears now deal damage.
Fixed: Bandit gun fire sound FX did not fade with distance.
Fixed: Gun and weapon animations were shaking.
Fixed: Issue where propane bottles with max gas value couldn't be attached to stoves.
New Feature NPC Dialogue Overhaul
I've reworked this system and enhanced its functionality to support more features. This overhaul will allow for richer interactions and more dynamic conversations with NPCs.
Each main ally or NPC will now have their own dialogue lines, which may provide clues or hints
Companion and Allies NPCs Overhaul
I have completely revamped the NPC system to enhance interaction with companion characters. Additionally, I've added some more features to them. Here’s the list:
New Dialogue Action Style: Updated methods for initiating and engaging in conversations with NPCs.
Costume Management: Manage and change costumes for your companions, which can be obtained through collection or trade.
All-New Behavior:
Companion Option to Follow: Companion Option to Follow: ou can now have companions follow you.
Emotion System: Includes three key emotional statuses
Respect
Intimacy
Depression
These statuses will significantly influence your relationships with NPCs, unlocking new dialogues and interactions as your bond develops.
Unique Rescue and Recruit Quests/Task
Initially, Scott will be the only companion available, with limited dialogue lines and interactions. I'll be adding more content and companions in every update. Rachel will be introduced shortly afterward.
Bandit NPCs Enhancements:
Bandit Sniper Behavior and Laser Visual Improvement
New System: Bandit Armor System
New Bandit Type: Bandit Boss
New Bandit Damage System
Weapon Upgrade Rework
You can now access weapon upgrades through the workbench and from NPCs. Note that workbench upgrades are limited to melee weapons only. For upgrades to other weapons, like the crossbow, you'll need to find an NPC capable of crafting or upgrading them.
New System: Collectable Items
a new collectable items system, organized into four categories to enhance exploration and interaction.
Mementos: Items purely for collection to commemorate your journey.
Utility Items: Usable items such as key cards, gas masks, etc.
Lore Items: These contain snippets of the storyline or clues that can help in unraveling the main or side stories.
Key Items:
Crucial for progressing in quests or missions.
New System: Quest Board and Individual NPC Quests
Quest Board is a central hub located in the survivors' camp, where you can find and accept a variety of quests. And you can check around the survivors' camp for NPCs that have specific tasks or requests.
At launch, there will be only one Quest Board and tasks from three NPCs available. More tasks and quests will be added in the next update.
New Building Type: Survivor Shelter, Survivor Category
This new building category is specifically designed for Ally NPCs. When an Ally NPC requests their own shelter, accepting their request will add the shelter to your building craft list. Additionally, all items and buildings within this category are interactive for Ally NPCs, allowing them to engage with the environment you create.
New Weapon Update : Minigun And Crossbow
Additionally, I've added some puzzles and levels to the Lab's surface level, which are now ready for you to explore. Be cautious of the Bloats inside; I suggest not destroying the nests near them, as you'll need to farm items from these Bloats after new quest board tasks are added. The underground level is still under development and will be available in future updates.
0.6.2 Patch Preview
Hello everyone,
Please check out the link for 0.6.2 patch preview!. This update is primarily focused on enhancing Quests, Events, and AI. Initially, only Scott will be available for rescue. More characters including Rachel, Jiyeon, Kate, and some main NPCs will follow in future updates.
I've also discovered a high-quality character pack on the UE Marketplace and have decided to use these models as the base for our characters. Jiyeon and another character will undergo a rework to align with this new standard.
Patch 0.6.2 will be ready by August 14th
This gameplay video contains:
Quest Capture Event,
Bandits Armor System,
New Sniper Laser Sight,
NPC Dialogue,
Weapon Upgrade Rework,
Allies NPCs, Companion Overhaul,
Survivor Shelter System,
Bandit Boss,
New Weapon : Crossbow
New Weapon : Minigun
New location : Zone 1 Big Town
New Alien Enemy : Seeder
• Jiyeon Costume Rework
0.6.2 Progress Update #2
Hello everyone,
Here's the task list I'm currently working on:
Storyline & NPC Dialogue
New Mechanics : Enemy Body Armor System
New Arrows types
New Weapon : Crossbow
Weapons Upgrade - Rework
Bandit Behavior Imporvement, New Bandit Type (Bandit Boss)
Functional Quest Capture Event
New Mechanics : Alpha Mist (Orange Mist)
New Character And 3D Models (Berserker, Seeder)
Map And Environment Updates:
Co-Op Devlog #10
Progress Update
Storyline & NPC Dialogue
I'm currently working on expanding main storyline and adding more depth to the NPCs you meet along the way. You'll be able to explore richer stories and interact with characters who have their own tales to tell.
Also, I’ve attached an image of the infection tree and an example of the highest stage for a mutant (a Berserker Stage 2 form) for you all to check out.
And here's some insight into E.V.H, as depicted in the infection tree I've attached above.
"E.V.H (Evolutionary Viral Hybridization) is the process where the virus and human genes combine perfectly, transforming the infected into evolved beings."
New Mechanics : Enemy Body Armor System
I'm adding a new armor system where you'll encounter higher-level bandits equipped with body or head armor. Level 2, 3A armor can block attacks from pistols, while Level 3 armor can block shots from machine guns, adding a strategic challenge to your encounters.
Additionally, I've improved the damage receiving system. Being shot at different points on the body will now cause varying degrees of damage.
New Arrows Types
I've upgraded the bow, crossbow, and arrow systems. Different arrows now have varying armor penetration abilities, requiring you to strategically plan your use of arrows and bows depending on the situation and enemy defenses.
** Armor Penetration Data **
New Weapon : Crossbow
Weapons Upgrade - Rework
Bandit Behavior Imporvement, New Bandit Type (Bandit Boss)
I've enhanced the sniper bandit mechanics; now you'll be able to spot their laser from a distance.
Added a Bandit Boss, these formidable foes can appear during certain quests or events, and they're often heavily armored with both body and head protection. You'll need a variety of weapons to take them down effectively.
I'm also refining bandit behavior at night to make them less alert. This change is designed to complement a future Night Vision feature, which will also affect mutants like the Seeker and Bloat, who will now sleep at night.
Functional Quest Capture Event
Quests and Capture events are now fully functional. For example, in the Rick Camp event, when you successfully capture and reclaim the camp, you unlock an NPC who specializes in crafting weapons. This NPC can craft unique Crossbows, Arrows, and Bolts that aren't available in regular gameplay, or unlock new side quests.
New Mechanics : Alpha Mist (Orange Mist)
The Alpha Mist is a persistent fog created by a 'Behemoth type alien.' The first Behemoth I’m introducing is called the Seeder. This alien bug species releases a fog (mist) to terraform the environment, making it suitable for their survival. If a Seeder is around, the area will be filled with a permanent mist until you manage to take it down.
New Character And 3D Models
New Character : Seeder
Berserker Model Rework
Map And Environment Updates:
Added : Zone 1 Sec1 Radio Station.
Hyper loop, Secret lab.
I'm currently facing some challenges with the streaming of the secret lab level, specifically aligning the underground level with the surface level. To resolve this, I had to reposition the underground level slightly to the side. As a result, the secret lab on the surface level will be available for play initially.
Co-Op Devlog #10
Co-Op Bloat Fight.
0.6.2 Progress Update #1
Hello everyone,
The next update is expected to take another 2 months, because Zone1_Sec1 is quite detailed, involving both level optimization handling and gameplay level design. Additionally, I'm placing my first story quest point, which also requires careful planning and implementation. But, I'll keep updating you guys on the progress often.
Here's a task list I'm working on, sorted by priority:
Progress Update
Quest and Mission : two videos here showcasing two ways to receive tasks or quests. The first video presents a quest board, where you can check the available quests/tasks from the task manager in Carol's camp. The second video introduces a story quest/task that you can receive from NPCs.
a. Quest Board : https://www.youtube.com/watch?t=2&v=MzcWsxMPxqI&feature=youtu.be b. Story Quest : https://www.youtube.com/watch?t=49&v=MzcWsxMPxqI&feature=youtu.be
NPC Interactions : you'll be able to interact and talk with all NPCs to gather information or fragments of the main story. This is highlighted in the second video (Story Quest), which includes Carol's background story that ties into the main storyline when receiving a quest from Rick in the restaurant.
Allies NPC Refactor : WIP
Map Updates : Zone1_Sec1 has been added to the current map. However, there's still some optimization needed for textures, sublevels, and streaming layers.
New Enemy And Model Rework :
a. Infected Gorilla. (WIP)
b. Berserker Model And Animations Rework. (WIP)
Vehicles and Caravan : i'm adding more vehicle parts and new large Caravan that can be found in Zone1_Sec1.
Skill System Overhaul : Both the system and UI for the skill system have been refactored.
Co-Op Devlog#9
Added more features and stuff
- Fire, Campfire mechanics. - Cooking. - Drying functions. - Water storage, distillation functions. - A Trash bin.
New Version Update 0.6.1.2
Hello everyone,
** Update on Allies-NPCs: I'm still working on them, and they will be introduced in patch 0.6.2, with Scott being the first NPC added.
Please see the detailed list below for all the patch notes
Bug Fixes
Fixed : 'Fat Render Warning' popup was hidden behind the Inventory UI.
Fixed : Resolved a bug in cart storage where storing logs beyond the maximum capacity caused them to disappear.
Fixed : Corrected an issue where the drag item icon remained hidden behind the inventory or slot UI.
Fixed : Propane tank gas were incorrectly updated upon loading the game.
Fixed : Resolved an issue where logs in Log Storage would vanish upon loading the game.
Fixed : Spear did no damage.
Fixed : Fish would not swim when dropped into the pond.
Fixed : Some dressers change direction when placed.
Fixed : Remove some floating static objects as reported.
Fixed : Using a shield or torch action would block melee attacks when carrying a melee weapon with a shield or torch
Fixed : inventory item info icon would disappear when the mouse hovered over an empty slot
Fixed : destroying custom building foundations or foundation quads could result in materials being lost through the ground.
Fixed : Infected can't walk/run upstairs.
Optimization
Refactored world items handling to prevent lag and crashes when approaching a massive pile of items
Improved the initialization of items and furniture when starting a new game
Features
Added : Pet Goggles
Pencils can now be crafted under Basic Craft -> Tools
Added : Quadbike tuning parts now include a Rack (for pets) and options for paint customization
New Version Update 0.6.1.1
Hello everyone,
In this patch, i've concentrated on improving performance and addressing potential issues that could lead to game crashes.
There are still areas experiencing hitching and fps drop issues, such as the Hotel, the village near the old abandoned school, and hunting area near the hotel. Resolving these issues is a priority, but it will take time. I am committed to fixing these and more in the next patch
Please see the detailed list below for all the patch notes
Bug Fixes
Fixed : Issue where fence doors, custom doors and windows could not be destroyed.
Fixed : Issue where Seeker would stop seeking the player even when in direct sight.
Fixed : Issue with caravans colliding with player characters and bouncing away when towed by an SUV.
Fixed : player stat UI remained visible after entering a car.
Fixed : Issue with ladders inside water stations that couldn't be interacted with.
Fixed : invert mouse Y not work properly
Fixed : Issue where the Tank's revolver and rock throw attacks did not inflict damage on the player.
Fixed : items and objects inside caravans and trailers were not positioned correctly upon game reload.
Optimization
Reduced overall CPU usage for improved game performance.
Refactored and improved the item and object spawning system.
Fixed: Resolved an issue where certain spline generations caused critical errors that may have been causing game crashes.
Fixed: Addressed an issue causing freezes and prolonged loading times when opening game or entering the main menu.
Updated tree materials to simpler versions
Separated streaming layers for indoor objects and objects in super close proximity indoors.
Features
Pet System Refactored
Added New Pet : Germanshepherd ( Locate and free a dog from its cage to receive your new pet )
Added : New Materials Trader NPC at survival camp
WIP And Progress Update
Work In Progress Pet : In the next upcoming main patch, there will be a new pet skill system that allows you to level up your dogs by training them and feeding them 'Pet Snacks,' ( a new item i'll be adding )
As your pet levels up, they will unlock additional action commands and skills. Such as new petting animations and the ability to perform sneak attacks and silent takedowns on targets.
Work In Progress Zone01_Sec01 :
This area will be ready in the next main patch.
Work In Progress New Infected (Mini Boss) :
Work In Progress New Mutant Concept "Fly" :
Co-Op DevLogs#8
Start Adding Building And Structure Craft (System and UI)
- Added : Tiki Torch - Added : Campfire
New Version Update 0.6.1
New Version Update 0.6.1
Hello everyone,
Following this version, I'll begin adding new content, including systems currently undergoing rework. Improvements in performance and bug fixes will still be included in every patch.
Bug Fixes
Fixed : Collision issue between wall light on/off button and movement controls.
Fixed : Issue preventing the destruction of the Main Gate.
Fixed : [ Weapon Cabinet ] : Storing items in the cabinet bug when player out of range or loading a save.
Fixed : [ Weapon Cabinet ] Can't store hunting rifle and G17
Fixed : [ Quad Bike Cart ] Fixed a bug where items would automatically detach from the cart.
Custom Building : Walls and poles can now snap to Floor and Floor Quad.
Resolved an issue with propane bottle selection for GasTanks. Now prioritizes bottles that are not yet full.
Fixed: Certain trees that couldn't be chopped down.
Resolved issues with interacting with 0.0% items from hotkeys.
Generator: Fixed saving issues with the generator.
Changed And Feature
Generator : Reduced fuel decrease rate
Flashlight : Reduced battery decrease rate
Small trees can now be chopped down. It will drop a lot of leaves and branches.
Added : Some new decoration props
Added : Craftable Crhistmas tree, wreath.
Work In Progress
Companion NPC Rework
Regarding the Companion NPC Rework, first up, I'll be adding pets. You can expect this update in version 0.6.1.1. I'm aiming to release this version within this year, or possibly in the first week of the new year 2024.
Hotfixes 0.6.0.2.4
Hello everyone.
For additional bug fixes, they will be included in the 0.6.1 update. This update will not only address the issues but also bring in new content. I will try to make it in time by the end of this month. (Additionally, I may divide the update into intervals of 1 week each.)
Performance Fixes
GPU Workload Reduction : Changed the reflection method to a cheaper one.
Removed some minor objects and decals that are hard to see and non-essential, further streamlining performance.
Bug fixes
Fixed: Corrected the orientation issue with Cabin A's sample shape.
Fixed: Resolved the issue of the missing Raincoat on game load.
Fixed: Addressed the lack of infected spawning during mist events.
Fixed: Fixed the duplication issue with Explosion Barrels and Propane tanks.
Work in progress
Z1_Sec1 (I might add more pictures by this evening)
New Scott models Preview (Featuring changeable clothes and equipment in-game.)
Hotfixes 0.6.0.2.3
Performance Fixes
Fixed: Resolved an error with the spawning and despawning of infected.
Fixed: Corrected a 'none reference' error in bandit target referencing (Player) during shooting.
Fixed: A critical error related to the spawning of furniture and props, including moveable and breakable items.
Disabled unused plugins
Reduced CPU workload from code optimization and texture
Bug fixes
Fixed : Arm Protector not saving correctly.
Fixed : Flamethrower fuel not saving properly
Fixed : Cabin no longer vanishes after crafting.
Fixed : Tiki Torch issue where the light couldn't be turned off
Fixed : Can't harvest Fish. (Fish harvest UI is behide Main Inventory UI)
Couch in the white house can now be interacted with.
Generator Issue: Fixed a bug where players could turn on lights even when the generator was off.
Raincoat now fully protects inventory items from wetness damage.
Explosive Barrels: Resolved an issue where they were not causing damage to bandits.
Change
Increase interior scene brightness
Features
Added : New cabin models
Added : 3 different fireplaces to the 'Household Items' category. (For now, these can be crafted without using any materials.)
Added : Firewood storage to the 'Household Items' category.