7th April 1845: Patch out to fix issues with save menu
Releasing a patch to fix issues especially with loot containers in the world not correctly loading when a save is loaded. This also applies to other world objects, such as water wells ,etc.
Zurvivor
Patch 1.4.6d - Modularity
If you place items in a world container they will now save and also not be reset when loot refill timer is turned on
New loot difficulty setting that adds a degradation value to all loot multipliers. For example, after 20 days finding food will be slightly more rare, etc
If you are in close proximity to AI (Especially when first spawning in) they will not spawn
New medical item models
New medical bag item
Change to depth blur when zooming in (Sight or MMB)
Increased wood and stone from harvestable resources
Airdrop spawn location is now more central to the map
Improved Deadeye range and damage
Improved zombie hitbox
Optimization to foliage, certain models and UI
Reduced gun powder required for crafting ammo
Adjusted some UI menus and how they work/look
Fixed Battle Ready Glock Suppressor not reducing noise produced by weapon
Fixed overlap for roofing showing up as not allowed (Is allowed now)
Fixed object distance culling
Fixed issue for example where setting loot rarity lower would cause no meat to spawn on an animal
Fixed an issue that could cause enemy health bars and notifications to not show
Fixed issue where dying in water would cause weird flying movement when respawning
Fixed issue where exiting to main menu and back after being in a body of water also caused weird flying movement (Should also fix other similar issues)
Fixed player suicide if permadeath was active
Player rotation now gets loaded correctly
Fixed human AI not attacking wolves and bears
Fixed random convoys having broken note spawns
Fixed landmines being immune to gunfire
Fixed turrets not correctly locking onto and attacking targets
Launched projectiles should no longer explode in your face in first person
Fixed AI spawning after an infestation was destroyed
Fixed exit lockpick UI saying 'None'
Fixed magnifier icon on world containers not showing
Fixed shooting while on a ladder
Fixed not being able to rebind auto walk/run
Fixed XM250 box mag
Change to make AI shooting through terrain hopefully fixed
Patch 1.4.6c - Modularity - Hotfixes
This Patch:
Fixed issues with backpack in backpack disabled. For example, not being able to fill up magazines in a backpack or not being able to place items easily in a container like a toolbox
Grenade Launcher damage increased to 125 -200 from 75 - 125
Rocket Launcher damage increased to 425 - 500 from 175 - 225
G28 now accepts the Heavy Scope
Fixed water well not filling up
Fixed XM2010
Prior Smaller Patches:
Fixed attachments disappearing if accidentally dropped in for example a 5.56 magazine
Fixed not being able to place tools in the toolbox
Improved how quest UI reflects to the player if a quest saves or not
Fixed fishing probabilities
Fixed G28, Hunting Vest & Rocket Launcher
Fixed spinning in alternate melee mode
Change to possibly fix a weird issue when entering a vehicle and unable to move forwards
Patch 1.4.6b - Modularity
New clothing items: Hunting Vest
New craftable buildable: Shipping container
Foundation pieces remove harvestable trees and stones when they're spawned
Footstep sounds for snow and puddles
Added ability to view roadmap in main menu UI
Tools are now back underneath centre inventory tab and inventory UI fills up a larger portion of the screen (This will come in handy in a future patch)
Vaulting now has footstep sounds when the player interacts with the ground
In the gun range infestation, it is now easier to get to the pile of undead
Adjustment to firearms so when rotated they all face upwards instead of downwards
Backend change to save game code
All pause menu pages can now be exited with the escape key. Same for main menu and other UI pieces
Can now close journal with Escape key
Adjusted values that the radio volume buttons change
General adjustments to weather probability
Fixed laptop quests not behaving correctly
Fixed UI issue with looting containers
Fixed rotating snappable modular buildables if for example the foundation is snapped to the surface rotation
Fixed not being able to zoom camera in and out while sprinting
Fixed 'Roll' not showing in keybinds
Change to possibly fix random issue where attachments don't show in their inventory icon
Fixed being able to shoot while using binoculars
Fixed classified containers not having the the lid of their container sometimes
Fixed wolf mount item not being a wolf
Fixed setting 'Search Time Multiplier' to 0 breaks looting of containers
Fixed vulkan support not working
Modular Building Experimental Patch
18:00 - 19 Feb
Fixed inventory not saving on new saves
Hey everyone,
Today I'm releasing an experimental build of the modular building patch, which you can find in the betas tab. This patch is still very undone and more content, QOL stuff and fixes are going to get added over the next week or 2 at max.
Some of the stuff this patch contains is (ASAT 19th Feb);
Modular building - At the moment this is only available in the debug menu and I will be adding these to the crafting tables and possibly spawns in the loot table
Enhanced Input - I'm now using the new 'Enhanced Input' that Unreal have added. I expect there to be issues to begin with but for the future this is a good addition as it will make controller bindings easier to implement
Optimization - A lot of optimization to textures, animations, the landscape and more have been done in this patch. Also work is starting to be done to further improve memory usage. Please report back if you're experiencing better frames
Fixes - From the last update, a lot of issues occurred due to a change I made in the engine which ended up breaking other parts. With this most of these should now be fixed and more is going to get added as time goes on with this testing
More incoming - Keep an eye on this post and the discord for additions that are coming to the testing branch :D
And again, thanks you everyone, and I'm also looking at releasing a sort of roadmap visualised plan for what I'm doing with SurrounDead.
Hey everyone, I'm looking at getting the modular base building update out to the experimental steam branch next week. Expect more information about this on the discord before it gets released for the start of testing.
This is just the beginning of building and more objects are getting added everyday to allow more intricate and complex buildings.
Also, with this a quick hotfix has been released;
Fixed human AI not acting normal
Fixed not being able to load ammo into mags if it had more than one round in it
More lenience for building collision
Changes to scaling and color of legendary weapons (Prior hotfix)
TSR anti-aliasing added back
Sky/shadow optimization
Expect news soon! Zurvivor
Patch 1.4.5 - Emergency Hotfix
Apologies for the bug with invincibility. Issue was caused by some item stats (Damage reduction/protection) resetting to 0 causing all damage if one of these items were to be equipped to be 0. Also, placing water well on landscape fixed.
Look forward to the base building update next, I look forward to your new bases!
Hipfire - You're now able to hipfire your weapon without aiming. Fight off your foes quicker and more effectively at close range
Upgraded legendary weapons - Upgraded weapon models and new weapon attachments unique to these weapons. Be on the lookout also as certain legendary weapons only spawn at specific areas or factions
Headshot mode - Body damage is significantly reduced when enabled
You're now able to place items directly from the ground, no longer having to search for it in your inventory every time
Airdrops will now drop between 1 to 3 drops per flyby
Change to pausing of game; game will now properly pause game (You can pause and go away for 1 hour and no stats will decrease), but with this when 'save game' is selected it will boot you out of the pause menu back to the main game (Un pausing the game basically)
You can now build continuously as long as the item is in the same container or stack
You can place a buildable in a location like a window as long as some part of the mesh is touching the surrounding objects
Scroll wheel now controls rotation of an object and holding shift while scrolling will move object up and down
You no longer need to equip a specific melee weapon to salvage scrap metal
You can now push/stomp AI by clicking the shoot/melee key binding when no item is equipped
Zombies will no longer spawn directly next to subway travel points
New & improved GPS model
Heavy body armor no longer restricts sprinting but only reduces the speed
Increased amount of puddles
Adjustment to vehicle physics when in air
Adjusted speed/acceleration of slower vehicles
Improved depth of field effect
Hitting harvestable resources now has camera shake
Slight increase to brightness in underground areas (Will still be quite dark)
Changes to night vision
Increased visibility with scopes (Black marks reduced, etc)
Reduced filter efficiency of military respirator and increased efficiency of enhanced military respirator
Increased maximum time for AI respawning (From 100 mins to 120 mins)
Adjustments to minimum and maximum field of view settings due to issues higher FOVs can cause
Optimized all animations
Fixed invisible item slots on loading of a save by adding a check into the system that spawns items in your inventory
Fixed issues that happen when there is no space in inventory while reloading
Possible fix for map markers not showing
Fixed fishing causing invisible spots in inventory
Fixed empty water bottles having a thirst value
Fixed firearms not showing up in vicinity
Fixed consume sound when refilling from a body of water
Fixed issue where dropping, unequipping, etc stops player movement
Added a check to water wells so after loading a save they shouldn't be getting the wrong amount of water
Fixed an issue with checking for nearby walls when shooting by changing what type of objects its checking for
Fixed crosshair showing when interacting with a container and moving away from it
Fixed not being able to loot a container even after you removed a buildable from the vicinity
Fixed physics bug when game is paused
Fixed overlap of scope and AI health bar
Fixed audio issue when game is paused
Fixed projectiles (Grenade launcher, etc) killing player when shot
What's Next?
The base building update is next and here's quickly what to expect;
Modular building - Modular building pieces for your base
Revamped crafting - Remade UI and more intractability with it like adding a fuel source for a campfire
And more
Developer Update - Next Patch
Hey everyone,
Next patch will be released next week and includes some of the following;
Upgrade to UE5.3
Hipfire - The ability to hipfire a weapon is finally being added, allowing quick evasive action while firing
Upgraded Legendary Weapons - Most of the legendary weapons have been given a visual upgrade and the ability to add specific attachments that are built exactly for them
Fixed invisible item slots - Loading up a save with invisible item slots is now fixed
Fix to broken saves - At a minimum, if you have a save that doesn't load, give it a try now as it may be fixed
And more
What's still to be done?
Crafting multiple items at once
Improved loot tables - Backend changes have been made for easy changing on loot tables
Unique items in loot tables - More backend changes have been made for the easy ability to add specific items to certain containers and AI in different locations and event. With this, certain legendary weapons will only be found in different locations/events
Headshot only difficulty - In this difficulty headshots are the way to kill the infected. Aimed shots are what you want
And more
What next?
Base building update - Modular building, improved and deeper interaction with buildables
Map update - The North West of the map is what will be worked on next; from new POIs, a new town, the port and an "Infected Deadzone"
End game/bunker update - Bunkers will be unique to each location, incorporating puzzles and more
Vehicle update - Vehicle keys, refuelling at pumps, vehicle parts like batteries, spark plugs, etc
Quests - From finding survivors in need of help, to settlements needing resources, more will be told soon
And more as time goes on ;)
The above is in the order of what update I intend to do next.
Again, thank you and apart From this big stuff still to happen this year and more!
Patch 1.4.4d - Abyss
Vehicle trader - Find the vehicle trader in The Valley. He's able to sell you stuff for upkeep of your current vehicle or a brand new vehicle you haven't found yet
Trash bin buildable - Throw items into here you want to destroy
New vehicle - Charger (Go find it)
Tagging enemies with binoculars - You're now able to tag enemies with your binoculars, this tag will last indefinitely unless you lose line of sight for longer than 60s
New harvestable rock type, the old one is not harvestable any longer
New binoculars UI/texture
You can now toggle if player placed lights cast shadows to increase performance
Added a cap of 36 skill points (Will increase as skills get added)
Improved generator system as it will now every second check if an object requires power, if it does the object will be powered on
Changes to crafting recipes, some include:
Nails now cost 1 scrap metal for 3 nails
Objects like simple fences, reduced in materials, etc
Reduced recoil of all legendary weapons
Zombie can now attack with their left arm, or both. Be careful
Remade trash pile collisions so they're easier to manoeuvre on for both player & AI
Improved accuracy of shoving and stomping AI
Change to human AI shooting to hopefully improve performance when present
Reduced human AI spawns near new player spawn areas
Reduced pickup timer from 2s to 1s
Improved visibility for what context option is selected while interacting with an object, etc
Cursor is centred whenever lockpicking is started
Increased player turret damage
Smoke will stop on a destroyed vehicle when there is no scrap metal left to harvest
Reworked code for how AI name/health bar is shown to the player
Fixed not being able to add items by dropping them over a container when 'Backpack in backpack' is disabled
Fixed issue where placing an object that required power, you would have to power off and on the generator
Fixed vehicle fuel and repair UI staying on screen
Fixed battery charge going to 102%
Fixed batteries not charging after reloading a save (You will have to save and reload once for this to take effect)
Fixed dead player crate flying away on death
Fixed subway zombie spawns
Fixed UI for sleeping
Fixed animal meat bag name and flying away from death location
Fixed eliminate quest near Whitewood with objects being in ground (Due to using wrong meshes)
Fixed interact UI not being removed when exiting to main menu
Fixed sleeping advancing days by 2 instead of 1
Player now correctly stops fast swimming when stamina hits 0
Fixed an issue with a light that could of caused it not be powered on after loading into a save
Fixed a raycast setting that could cause weird spawning from the horde beacon
Fixed sensitivity if you died while aiming down sights
Fixed crosshair appearing after closing journal while in a vehicle