Hey everyone, This is just an update on what is happening with the inventory remake/rework.
Progress
Progress has gone really well and the system is up to a base standard where it could be used in the game now, but missing features and improvements that need to be done first. Systems that still need to be completed are stuff to do with the difficulty system, attachments and many parts of its UI design and a few more things. However, I am very happy with the look of it and some of the stuff I'll be able to add to it in the future.
What is new?
Randomised Stats: Weapon stats and some equipment stats will be varied. Now 1 question you may ask is "Isn't this going in a very looter shooter way" and to a degree that is true but in no way do I want the game to turn into that. The randomisation of stats is more to increase the variety of items and what you can find and make you want to look out for the better stuff as you scavenge "The Valley". The stats that are randomised are: Weapon damage, firearm RPM, critical hit chance & multiplier, malfunction chance on damaged firearms, melee stamina drain, throwable damage, armor protection and possibly more.
Loot Container Marking: The old system of putting items in loot containers caused quite a few issues and with the new system it fixes these. After looting a container, you will now be able to mark it as a storage container and whenever it is marked it will save the loot that is inside.
New Firearm Damage System: Firearms now have 1 damage stat and damage to AI is adjusted via multipliers depending on shot placement (Body, head). As an example and all is still WIP: Pistol / SMG: 200% - Base damage = 20 dmg -> 40 dmg AR / LMG / Marksman rifle: 225% - Base damage = 45 dmg -> 101 dmg Sniper Rifle: 250% - Base damage = 90 dmg -> 225 dmg Shotgun: 150% - Base damage = 20 dmg for 6 pellets (if all hit = 120dmg) -> 30 dmg or 180 if all hit
And More
What is not being removed or changed?
Backpack in Backpack: This is not getting removed, despite some confusion. This will continue to be a difficulty option that players can opt in and out of. I am also looking at improvements to the system when it is enabled.
Weight System: This is something I am currently not looking at adding to the game. I will look at it in the future but at this moment in time you will not see it soon or at all. However, with everything please suggest stuff (even if it is a weight system) and all.
Finally, on a less happy note, depending on time for and everything for all this work. There may not be any Halloween event in game :( and will also be releasing another dev update with some screenshots to show progress too as I go through remaking items and more. So look forward to that.
Zurvivor
TL;DR Work going well, new stuff coming :)
The Plan
Hey everyone,
So the plan at the moment is to rework the backend stuff of the inventory to the new system. Now once this is completed I will start to release experimental build updates that will start with hardly any items and go from there. Following on from these updates, I will also look at improvements once it is at a base standard to what we currently have. Now, I will also release frequent dev updates on the discord and here in 'dev updates' on steam to let everyone know how everything is going and what you're to expect.
With that, the next update won't just be just this inventory stuff but it will also include the brand new infestations system (You will probably not see this in the experimental builds).
Doing all this will make stuff in the future much more fluid and reduce quite a few headaches I've had with the current system.
A lot is still to come and I'll let you all know what that is soon. Big and juicy updates are coming!
Zurvivor
TL;DR Inventory System backend changes and improvement, new infestations system and more
Invisible Loot Containers Issue
After the recent update an issue occured via loot containers becoming invisible. With this quick hotfix all you need to do to fix it is to;
Save your game
Load that save file up again
Loot containers will spawn in correctly
Also tomorrow I will do another dev update going over the plan for the next update.
Zurvivor
Patch 0.6.0c - Hotfix
Just a quick hotfix with a big improvement to the attachments UI. I am now looking at undergoing the inventory stuff also.
Attachments are much easier to access now
Setting a current save manually is now an option you have to opt into
Fixed invisible objects at the hotel
Fixed being prompted to "Click to start" every time you go back to the main menu from in game
Fixed saves not changing their information when looking at them
Fixed prompts for saving, loading and deleting saves
Fixed an issue that sometimes the main menu would stay even after entering the game
Fixed cursor disappearing in main menu and not being able to do certain actions after this
Fixed after starting a new game, respawn points, etc from your prior save would also apply to your new game
Zurvivor
Remaking The Inventory System
Hey everyone, I am looking at currently upgrading the behind the scenes of the inventory system. This involves recreating every single item in the game and more.
This does mean once this update comes out your saves would not work (As your player inventory system would cease to function as it has old data, but I will look into it so you can continue your current but having none of your previous items).
So, what stuff would you want to see added, changed or removed to the inventory system? Answer below: https://forms.gle/VLv7SvXQvMc4oH1w5
Also work is continuing on the infestation system and the irradiated area in the north of the map. Lots more to come...
Zurvivor
TL;DR Remaking the inventory system, old saves wouldn't work and continuing on with infestations and the northern irradiated area
Patch 0.6.0b - Quick hotfixes
Apologies for missing these out when doing the patch, I will be updating this post:
22/09 - 16:00 (BST)
Fixed scope issue with scrolling
Fixed floating animal meat bags
Fixed typo when repairing a vehicle
Fixed not being able to remove 2 sets of trash piles in a fire station building
Fixed sound of equipping and unequipping larger melee weapons
Fixed footsteps when walking with binoculars being used
Fixed issue with first person audio being wonky (Please report further issues with this)
Fixed first person ladder climbing
22/09 - 14:30 (BST)
Added option to disable weapon scrolling (If disabled no holding Alt for camera distance)
New building block at POIs is now default set to false (There is also a difficulty option that came out shortly after the patch yesterday)
Fixed issues with weapon scrolling (Building, inventory, etc)
Fixed vehicle braking above 25mph
Zurvivor
Patch 0.6.0b - Discovery Part 1 - QOL Patch
First of all, apologies for the delay in this patch. Look forward to patches coming after this one as I stated in the previous dev update. Now onto the patch notes:
New small town located next to the Airfield called "Lower Bottom"
New difficulty setting that stops you from building at "dungeon" POIs (Traps can still be built)
You can now scroll through your equipped weapons simply by using your scroll wheel
Option so you can press interact key to loot a container instead of holding down the key
You can now sleep via using the RV
When getting in a vehicle, your current weapon will no longer be unequipped and will show back when you exit the vehicle (also weapons and backpack are hidden)
Airdrop markers now show what type they are and are larger on the map
Improved detection of being at a POI (mainly at the bunkers)
Trees and stones now drop all of their materials once they're destroyed/chopped down (Less picking up 10x stones, etc)
Reduced hits needed to chop down a tree and destroy a rock
Picking up a container/tent now drops the items at your position instead of blocking you from picking it up until all items are removed
Adjustments to loot table
Hold Left Alt and scroll mouse to change camera distance in third person
Improved lighting of placed objects
Reduced noise that crouching produces
Consuming rad pills, etc now instantly stops geiger rad sound
Dead player inventory UI now resembles 'alive' inventory look
Adjustment to where the player perceives audio in first person (please say if there's any issues)
Adjusted all vehicle physic models (Mainly to do with collision)
You can no longer remove large boulders when placing objects
You can now disable AI bullet trails also
Improved location of where flashlight beam is spawned from
Flipping a vehicle only changes its rotation now
Secret intel laptops no longer sell for $1 but $500
You can now use binoculars near walls and move while using them
Slightly reduced chance to find fish
Player placed turrets now produce much more noise (aggroing more AI)
AI weapons now produce a lot more noise that will aggro more AI around them
Improvements to visibility of text when choosing options in save menu (A better formatting system for text that will be used in more locations in future updates as it's more modular)
Adjusted some zombie spawns at the port
Improvements to main menu
Fixed markers disappearing after death of the player
Fixed trying to build inside a no build zone could cause you to get locked in build mode
Fixed power attack (mainly) and normal attacks with melee weapons sometimes not dealing any damage or not hitting a target mid swing (when it should)
Fixed issue where a laptop quest wouldn't start as it's calling an already started quest. Will now be unique every time and drop the laptop/show a warning if there no more laptop quests in you "play session"
Fixed reversing where vehicles would go faster than going forward
Fixed issue where geiger rad sound wouldn't stop
Fixed oxygen bar randomly showing up when it shouldn't
Fixed markers not showing on the compass after loading a save (This will only apply to new markers you place)
Fixed POI bosses not counting towards kill count if you go to area, leave area and then come back to it (Would also change their name to default)
Fixed loot refill timer difficulty option not actually working
Fixed when dying in a vehicle it keeps driving off even after death
Fixed issue where a corner roof piece couldn't be placed if a floor piece was underneath it
Fixed not being able to snap floor pieces to triangular floor pieces
Fixed still being able to use night vision after taking the battery out while using it
Fixed lockpicking not giving any scavenging or thief skill
Fixed issue where some UI elements wouldn't be able to be recreated after death or exiting to main menu
Fixed resetting all key mappings doesn't take effect until restarting the game
Fixed issue where you could infinitely sprint by changing weapons when at 0% stamina (toggle on)
Radio UI now gets removed correctly when exiting to main menu
Fixed not being able to open up riot gear equipment when it's unequipped
Fixed some boss spawn locations
Fixed passive skill UI showing as default numbers until an action that changes them directly causes a change in their UI
Fixed an issue that would randomly not allow you to open debug menu
Fixed an issue that could weird times with loot refill
Fixed Pacific Palm Mall POI details and boss spawn
Fixed zoom in with binoculars causing you to see player body
Fixed not being able to remove a marker if it was on top/below of a POI marker
Fixed infinite XP farm to do with POI crates
Fixed wolf ragdoll
Fixed binocular view
Fixed front prison door being backwards (Caused issues with keycards, etc)
Fixed blood decals appearing on weapon attachments
Fixed spelling mistake at Ellwood radio
Fixed floating trash at Grain Valley Subway entrance
Fixed Deadeye not aggroing nearby AI
Fixed hair type 7 showing as bald in character creator
Fixed falling through map at a couple of locations
Fixed vehicles changing color
Fixed garage door not actually fully opening or closing
Fixed garage door not allowing a few vehicles to go through it
Fixed crashed aircraft collision
Fixed an issue that could cause the airdrop marker not to spawn
Fixed small building (mainly located at the port) where you couldn't walk into it properly
Fixed human AI weapon tracers going through vehicles
Fixed Z fighting in police station
Fixed collision issue in particular garage of a house model
Fixed flashlight not showing scoped in or using binoculars
Fixed airdrop plane randomly disappearing in the middle of flight
Fixed not allowing difficulty change during gameplay not even working
Fixed not allowing difficulty change progressing to other saves and vice versa (this is mainly a fix for future saves, but may apply to your current save if you haven't changed to another save with it on the opposite setting)
Fixed wanderer pants being spawned as cargo pants
Fixed radiation still damaging player after an infestation was destroyed
Fixed being damaged by razor wire while in a vehicle
Fixed placed turrets damaging other placed turrets
Fixed not being able to exit out of binoculars if you're looking at a wall
Fixed a possible issue where skill points would show as 0
Fixed 2 buildings in West Grove near the market causing players to get stuck
Fixed multiple collisions at the port
Fixed location at port where it wouldn't change player to swimming movement and you couldn't see the water
Fixed floating trees located near to destroyed tunnel in the north of the map
Fixed an issue with the battery charger station that could clear its contents
Fixed not being able to quick drop items out of containers
Possible fix for inventory staying on screen after death
Fixed trader names not showing up as their unique name in dialogue
Zurvivor
An Update and Reworked Infestations & Bunkers
Hey everyone, I was hoping to of had the next patch out by this day however commitments outside of the game for this weekend has pushed this back. Work on said patch is still going well and fixes alot of issues you have had as well as bringing in new additions and changes.
So what happens after this patch?
Reworked Infestations
Infestations in their current state are boring and sometimes broken. With this rework, they are getting a heavy visual uplift and a massive mechanical change too. When you start a game there will be "Primary Infestations" that need to be taken out for special rewards and more. These primaries also have secondaries that need to be destroyed first before taking out the primary one. To not give a way too much information, once all are destroyed you will still see randomly spawning, small infestations in a similar way to how they are currently setup.
Reworked Bunkers
Also coming after this is reworked bunkers. No more bunkers that look all the same, but unique layouts with unique puzzles and more. Expect the unexpected...
Until next week, I will not be able to work on the game until my commitments are over. Until then keep surviving and enjoying the game!
Zurvivor
TL;DR Commitments this weekend, expect patch shortly after and news on infestations & bunkers
Patch 0.6.0 - Discovery Part 1 - POIs & more
POI System - All POIs are now discoverable and major locations have named bosses and unique containers to loot
Alternate POI System - Beginning with the observatory. A select few POIs will have alternate styles they can have. From being covered with zombies, to covered with Coyote soldiers. For each of these, there will be unique reasons for why a certain thing spawns
New overgrowth added around the map
New truckstop location added (More smaller locations like this coming in patches to follow)
Camera shake intensity slider
A selection of vehicles now have a random color they can spawn with
You can now open a locked door with a crowbar, however causing a lot of noise while doing it
All traders now have unique dialogue
More crashed helicopter spawns added to built up areas
UI that shows durability of radiation filter
UI that shows battery level of night vision goggles
UI that shows battery level of flashlight
You can now quickly drop an item or entire stack of items with Left Shift + Right Click
New items:
AR45
AR45 Mag
AR45 Extended Mag
Wanderer Jacket
Wanderer Pants
Oil Rig Boots
Oil Rig Tactical Helmet
Winter Coat
Old Chest
Shark Ornament
Boat Helm Ornament
A few changes to the prison and oil rig and where loot is and some miscellaneous objects
You now see all POIs you discover without a GPS but still need one to place markers or see unique events
Allowing can opener in lunchbox, lockpick in tool cabinet and container and antiseptic in medical containers
Improved melee accuracy and detection
You can now open and close locked doors as you please after unlocking them
Changed skill tree UI so more skills can be added
On skills that require a key press, the default key used will be shown to the player on the tooltip of the skill
Player marker now scales with zoom of map (Zoomed in it will be smaller and zoomed out it will be larger)
Increased damage water does to vehicles
Default camera vertical offset has been changed from 0 -> 5
Changes to zombie loot table
Changes to first person camera
Increased camera shake when damaged and hitting with a melee weapon
Removed airdrop timer setting due to changes to behind the scenes code of the system
Time between auto saves has been increased from 300s to 600s
Siren sound is no where near as annoying and loud now
Animation when hovering over a player marker
Optimizations to textures
Optimizations to save menu UI
Fixed unique oil rig equipment not spawning at the oil rig enough
Fixed spot on oil rig where player could get stuck and not be able to move
Fixed garage door not spawning pick up when destroyed
Fix for oxygen UI still showing
Fixed being able to shoot while building
Fixed compensator attachment on SV98
Fixed hunters scope attachment on AK15
Fixed certain items not spawning on zombies corpses
Fixed permadeath death screen showing an extremely large number for how far you have traveled
Back-end change to AI health bars that should fix issue where it stays on screen
Also changed patch version to start with a '0'
Zurvivor
When is the 'Discovery' update?
Hey everyone, just want to give an update on what is happening at this moment in time.
The 'Discovery' update:
To begin with stuff was a bit more busy than I expected today in real life. Also the issue I ran into has been fixed and stuff is looking ready. However, I want to delay it until Friday to add more content to it (Additional stuff the community wants). The POI system and other features are all done but I am eager to add a bit more for one larger update a couple days delayed. I will also look at doing a sorta impromptu AMA in one of the VCs in discord and make sure to poke me about this as the days goes on leading up to the end of the week.
The test:
I am going to create a secondary map for testing (a copy of the current map) and this version will allow it so you can destroy every single piece of furniture in buildings and a little bit more. When this test version goes up it will be used for performance testing and more so I can make sure that it doesn't adversely damage performance, saves, etc. There will also be a discord chat page created so all this talk can be localized there.
Finally:
I want to apologise for the delay, nor do I want to create this a normal thing with future patches but with the recent uptick in SurrounDead players I want to release a slightly larger update with more content, changes and bug fixes than what was slated for tonight but a bit later than expected.
This post will be available on reddit and discord too.
Zurvivor
TL;DR Patch now coming Friday with more content, changes and big fixes.