Adjustments to night vision goggles and as well behind the scene work to have multiple types
Barrett is a legendary now
Change to check if vehicles are already spawned
Change to weather variation at rad zones and new post process effects
Adjustments to volumes of certain sounds/actions
Barrett buff; 218 base damage and 412 headshot damage
Increased spawn rate of 50 Cal Rounds and Barrett Mag
G18 decreased fire rate slightly and more recoil
BUG FIXES:
Possible fix for refill container randomly not re spawning loot (Fingers crossed)
Fix to vendor giving wrong/old values of items
Fix to exploit with crafting
Fix to optimisation of vehicle particle smoke not being optimised
Fix to how save slot/files are deleted
And what am I working on now?
<*> New part of the map, around the airfield there will be new locations to explore, from the airport itself to a large industrial build and a special military site <*> AI - New animals and bandits... beware of the coyotes <*> New legendary items, here's a sneak peak
<*> Skills system, I want to go in the way that games like State of Decay have there skill system, although I will update as progress goes on <*> New items and buildables <*> Adjustments, changes and fixes <*> And more
My plan is to have this update out by the end of the year. However, I will keep updating you lot and when I have more to show off I'll release an update on here!
Patch 1.2.0c - Hardship - Hotfix and a question form
Questions about difficulty settings/options:
Please fill in the below form https://forms.gle/J2gE5iBhajV3V1xf6
CHANGES:
Adjustments to boss loot
Adjustments to prices of items and vendor loot
When pausing game is set to 0.01 speed, this is to combat physics breaking, more work will be done on this
BUG FIXES:
Fix to vendor amount of items and always being the same
Fix to description of Barrett 50 Cal Mag
Fix to ',' resetting XP
Fix to not being able to fire weapon
Prepare for posts in hopefully the near future about the next major update!
Patch 1.2.0b - Hardship - Hotfix
CONTENT/FEATURES:
Vector Drum Mag added
Keycard briefcase added
CHANGES:
Adjustments dropping of airdrops
Changes to how MP5 and Vector are held by the player
Adjustment to 50 Cal Sniper spawn chance
Can now stack standard keycards to a count of 3
Increased film grain on night vision
Improvements to visuals of items in dead player inventory
BUG FIXES:
Fix to swapping primary and secondary weapon
Fixes to selling items only giving half the amount its worth
Fix to throwables still displaying damage numbers, even if disabled
Fixes to helicopter random event locations
Possible fixes for not being able to interact with dead body randomly
Fix to boss health bar going below 0
Fix for dead body inventory causing items to fall through ground if dropped
Fixes / changes to container refill system
Fix to keybinds for hotbar
Patch 1.2.0 - Hardship - Locations, difficulty and items
CONTENT / FEATURES:
Map expansion; the area around Lawrence Creek has opened up, with a new town, to a prison and an area below
Permadeath mode; see how long you can survive in the apocalypse, death means death
Difficulty settings; with this update comes these first settings the player can change before and while in game, it's up to you. More settings will be added via player feedback
What can be changed?
This list is not final and more options can be added as development goes on! For example, AI spawn multiplier, adjust how much AI spawn, as well I will be looking at breaking some parts up like adjusting speed for each variant of zombie for example
Difficulty Modes/Default Options
Permadeath
Peaceful
Standard
Hardened
Nightmare
General
Allow Difficulty Changes While In-Game?
XP Multiplier
Airdrops Enabled?
AI
Zombie Damage Multiplier
Zombie Speed Multiplier
Loot / Environment
Container Refill Enabled?
Loot Multiplier
Player
Hunger Depletion Multiplier
Thirst Depletion Multiplier
Invincibility
Vehicles
Fuel Depletion Multiplier
Damage Depletion Multiplier
New keycard system; Each bunker has a unique keycard and each can't be used at different locations. For example FOB Bravo Keycard can only be used at FOB Bravo. The All Access Keycard will still have access to all bunkers.
Adjustments to inventory slots to adjust for backpacks in backpacks. Backpack slots and various other items have been made larger in game, this is to counter backpack in backpack, but as well keep it so people can carry around large amounts of loot with the correct equipment.
Player can now carry 2 primary firearms (Carry an assault rifle and sniper rifle at the same time and easily switch between both)
Grenade tool system added (Frags and Molotov cocktails available)
New radio added that can be found around the world, see what lore it has to say
The large/boss zombies now have a visible health bar, this can be disabled in gameplay settings
Weapon malfunction/jamming, sometimes firearms won't fire their round due to the quality of the firearm (This only happens on 'Damaged' firearms and will use the round due to it being damaged)
Getting behind an enemy with a melee weapon and attacking them now has 2.5x damage
New helicopter random event, look for the smoke
New items:
FOB Bravo Keycard
Private Bunker Keycard
Creek Prison Keycard
Frag Grenade
Molotov Cocktail
50 Cal Rounds
Heavy Scope
PU Scope
Spiked Baseball Bat
Tactical Shovel
Barrett 50 Cal (Spawns on zombie boss)
Barrett 50 Cal Mag
MP5
MP5 Mag
MP5 Drum Mag
ACR
ACR Mag
SV98
SV98 Mag
AK12
P90
P90 Mag
Mosin Nagant
Mosin Clip
M249
M249 Drum
CR308
CR308 Mag
Deagle
Deagle Mag
FNFal
FNFal Mag
L85A3
Saiga
Saiga Mag
Scarf
Shemagh - New Type
Face Mask
Tactical Helmet - New Type
Eye Patch
Ear Defenders
Sling Backpack
Hunting Backpack - New Type
Hiking Backpack
Dry Bag
Large Coyote Backpack
Cap
Welders Mask
Glasses - New Type
Protective Eyewear
Construction Helmet
Football Helmet
Watch Tower
Damaged Items
In the first pass of this system, these items will look different to their standard counterparts, as well as having worse stats
This system will continue to be worked on and expanded from community feedback
Damaged Sling Backpack
Damaged Survival Backpack
Damaged Coyote Backpack
Damaged Hiking Backpack
Damaged Dry Bag
Damaged Large Coyote Backpack
Damaged M4
Damaged AKM
Damaged Vector
Damaged ACR
Damaged Benelli M4
Damaged M9
Damaged M249
Damaged R700
Damaged P90
Damaged SV98
Damaged Sledgehammer
Damaged Hunting Hatchet
Damaged Fireman's Axe
Damaged Riot Helmet
Damaged Tactical Helmet
CHANGES:
Underground areas will be much darker, go with caution
Improvements and changes to night vision shader
SMGs are no longer classed as sidearms
Dark machete, delay between swings shortened
Objects that produce explosions now have minimum and maximum damage outputs that will be displayed to the player
Adjustments to UI when hovering cursor over an item
Removed weapon ironsights, they took up a slot and did nothing
Adjustments to vehicle wheel radius and vehicle hitboxes
Change to how vehicles take damage when colliding with an object
Changes to first person mode, for future improvements
Changed airdrop zone location
Reduced radius on airdrop explosion sound
You can now store attachments in the gun locker
Adjustments to walls blocking shooting system
Adjustments to spawning methods
Improvements to ladder system (Will start to place ladders around the map)
Shooting range now has an area that spawns AI
Changes to how game handles exiting the game, will hopefully solve issue of relogging and it causing more AI to spawn
Wire Cutters now have a use
Adjustments to spawn chances of random events (Reduced)
Adjustments to XP, this will tie in when skill system is released
BUG FIXES:
Explosions now produce noise correctly
Fixes to explosions and how they work
Fixes to getting out of vehicles
Fix to random events spawning AI even if the event was not meant to spawn
Possible fix for weird issues with wheels on vehicles
Fix to XP not resetting correctly when creating a new game
Fixes to ladder system (Go test on the buildable Watch Tower)
What's Next?
What's next for SurrounDead? That's a big question but below I've got a few features I'm working on for the next major update and I look forward to releasing and showing it off in the future. Furthermore, my plan is to have these features below out by the end of the year, although I will update as time goes on
Improved grenade throwing
Named / Legendary items
Radiation airport location
Skill system
Bandits
And more
Thank you very much, keep surviving and look forward to the next updates!
The next update and a poll about it
What's in store for the next update / updates, this post will outline what I'm working on and got planned.
This is a post carrying on from August's post
https://strawpoll.com/polls/kogjv4L79g6
The next update:
The map expansion update is nearly done, and it is based around Lawrence Creek Town, I have one final location to flesh out (The prison), a bit of lore in the form of notes and various objects like harvestable wood, etc to place.
To add to this, I have been working on adding various options the player can change to either make the game easier or harder (More can be added as time goes on).
To make stealth more fun, I will as well be adding critical hits when a zombie is facing away from the player, player input will be needed to make this feature the best it can be.
Future or even in the next update:
Player will be able to carry 2 primary firearms, carry that assault rifle and your sniper with ease.
Bandits! To begin with they will either randomly spawn in areas or on randomly spawned bandit camps in the wilderness, expect to find good loot there. I will as well be looking into adding items you can only get from killing and looting bandits and their camps.
Items update; Adding many more weapons to the game, more buildables and much more. As well, more rarities for items, for example finding a rusty M4 or a damaged backpack that has less space. This update will as well have changes for backpacks, while you will still be able to do backpack in backpack, it will be not as effective as I will be increasing the slot size of all backpacks (The items update will as well result in there needing to be a wipe, due to these changes).
After these updates, the skill system, more info in the future.
I am as well working on a proper trailer for the game, any suggestions I'd be happy to hear for it.
A question to the community:
At the top of this post, I have posted a strawpoll with a question to you, should the map expansion and items update be combined to make a much larger update, or keep them both separate (Remember items update will result in a wipe).
Thank you for all the support and I look forward to releasing more larger updates!
Patch 1.1.2e - Renewal - Hotfix
CHANGES:
* Changes to shooting range level * Changes to level selection images
BUG FIXES:
* Binoculars cancelling fall damage * Various fixes and changes to death/respawn * Fix to tutorial load up UI
Patch 1.1.2d - Renewal
CONTENT/FEATURES:
* Loot container refilling system; Loot is set to refill every 30 minutes due to the smaller size of the map at the moment. If you loot a container and exit the game, no loot will respawn in that container. Could all change due to community feedback. * Toggleable option for if container refill is enabled or disabled (In the future this will tie into a difficulty settings menu, no ETA as of yet) * 50 round magazine for 9mm sidearms added * Shotgun suppressor added * Lighting effects added to airdrop aircraft * Item slots in the inventory that an item can be either equipped or moved will turn green * Vehicles now deform when hit, in the future this will save and you'll be able to repair it properly
CHANGES:
* In game time adjusted; Day lasts for 30 minutes and night for 15 minutes * Medical loot added to radiated zombies * Changes to zombie sounds * MRE sell price increased * Harvestable boulder colour changed, so they stick out more to other boulders
BUG FIXES:
* General fixes to stacking (More changes in future to allow stacking in more circumstances) * Possible fix for random events spawning only AI
UNSTABLE Patch 1.1.2d - Renewal
CONTENT/FEATURES:
* Loot container refilling system; Loot is set to refill every 1 day due to the smaller size of the map at the moment. If you loot a container and exit the game, no loot will respawn in that container. Could all change due to community feedback. * 50 round magazine for 9mm sidearms added * Shotgun suppressor added * Lighting effects added to airdrop aircraft * Item slots in the inventory that an item can be either equipped or moved will turn green * Vehicles now deform when hit, in the future this will save and you'll be able to repair it properly
CHANGES:
* In game time adjusted; Day lasts for 30 minutes and night for 15 minutes * Medical loot added to radiated zombies * Changes to zombie sounds * MRE sell price increased
BUG FIXES:
* General fixes to stacking (More changes in future to allow stacking in more circumstances) * Possible fix for random events spawning only AI
Patch 1.1.2c - Renewal
CHANGES:
* Rebind keys for hotbar * Changes to the hotbar now save when you exit the game * Firetruck model changed * Changes to photo mode; Can't free roam with the camera far outside where the player is and max speed slightly reduced
BUG FIXES:
* Fix to stop firing crosshair still being visible in UI menus * Fixed map UI in shooting range/tutorial * Possible fix for UI missing after closing map with "Esc"