Patch 1.4.2c - Beginnings - Fixed interacting with traders & more
Areas with landmines now have a notification to give the player a warning
Added 'Large Laboratory Backpack' and 'Spec Ops Coyote Backpack'
Geiger sound now fades in and out once taking radiation damage. Once damage is taken it will take 15 to 20 seconds for the sound to fade out, if more damage is taken this timer is reset.
If alternate melee aim is enabled, the crosshair will change when equipping the melee weapon
Improved flashlights & vehicle headlights
Removed halloween vendors and AI
Fixed interacting with traders, etc after a death causes the UI to not show and the player to be soft locked until a restart of the game
Fixed NVG position on a tactical helmet
Fixed alternate melee mode not rotating player to face camera direction
Fixed geiger counter still not stopping after death
Fixed Camping Axe not being able to cut down trees
Fix to scaling of debug menu
Fixed being able to vault/climb at 0 stamina
Fixed wandering traders not wandering
Fixed occurrence where AI would still be able to hit player after death
Fixed entering and exiting free camera (Photo mode) removing mouse cursor
Patch 1.4.2b - Beginnings
Player stomp now has its own keybinding (Default: Left click)
The player can now craft a splint
Hospital building in Whitewood is now furnished
Swapped archetypes of the infected and radiated zombies
Adjustments to vehicle handling, etc
Increased volume of player footsteps
Zombie archetype that deals radiation damage in its radius will not deal damage to the player until rad damage is at 0.
Removed vehicle getting damaged by objects (It was annoying, only damaged if hitting AI, which has been increased slightly)
'Rad area' zombie archetype special effect will now check for line of sight to the player. If player is behind a wall that covers the sight of the player, you will not be dealt any rad damage
Fixed 'rad area' zombie archetype special effect still carrying on after death (Damaging the player)
Fix to player spawning (New save)
Increasing radiation protection will now properly control the volume of the geiger counter sound effect
Fixed issue where dying does not stop the geiger counter sound effect
Fixed not being able to damage turrets
Fixed issue with depth of blur
Fixed collision on hospital building
Fixed safe zone UI staying on screen after exiting to main menu
Fixed Cerberus not recognising Cerberus mags when reloading
Fixed flying up ladders fast
Patch 1.4.2 - Beginnings - Beginning of quests & more
Halloween
With this update comes some Halloween additions. This stuff will be purchased via a Halloween vendor and by next update will be gone. All items you will still be able to use however!
Cerberus (Legendary variant of Guardian rifle)
Cerberus mag
4x pumpkin heads
Zombies have a chance to spawn as a 'Haunted' archetype. They have the chance to drop the pumpkin heads.
Other spooky additions
Weapons will still be able to be found around the world once the vendor is removed. And onto the update...
Beginning of the quest system / Secret Intelligence Laptop:
While this update only has a very small portion of the quest system. A lot more work has gone into the the system 'behind the scenes' allowing the creation and design of quests to be smoother in the future. With the following patches expect survivors who are in need of help and a radio broadcast, reaching out for help. With this update, you'll be able to find 'Intelligence Laptops' in high tier areas and on AI human bosses. These laptops once scanned will lead to either a guaranteed legendary drop or a human AI camp. Once these quests are completed you will be rewarded for completing them. Expect more events to be added to this feature.
New POIs; Whitewood Town and miscellaneous surrounding buildings
Zombie archetypes; Each zombie type (Roamer, crawler, radiated, dog & infected) now have an archetype they can spawn as. These archetypes are distinguished by how they will visually look different to their normal counter-part. Each one has a unique thing about them, from extra health due to armor or radiated blood that damages the player. Be on the look out.
New Journal UI
Debug menu; Once enabled (In gameplay settings) you will be able to access the debug menu, enable noclip, spawn items, etc.
Passive skill books; You are now able to find and receive books that the player can read. On reading these books, you will get a multiplier on the specific passive skill that book is related to.
Passive skill magazines; On reading the magazine, adds a certain amount of XP to the selected passive skill.
New items:
Survivor (Legendary weapon)
Deadeye (Legendary weapon)
SPAS-12
MP7
MP7 Mag
Famas
Noise Maker
Kukri
Pipe (melee weapon)
Camping axe
Tools cabinet (Used to store crafting materials)
Small Survival Backpack
Secret Intel Laptop
Spec Ops Helmet (laboratory)
Can opener
Military Night Vision Goggles
Civilian Night Vision Goggles
XP Book Fitness
Xp Book Strength
Xp Book Toughness
Xp Book Sneaking
Xp Book First Aid
Xp Book Reloading
Xp Book Marksmanship
Xp Book Thief
Xp Book Fishing
Specific helmets now have the option to add night vision goggles to them (If you already have a helmet like this, you will need to find a new one)
Loot all button added to loot containers
When close enough/looking at a crawler you are able to stomp on them with a normal melee attack
New vehicles; Truck & Flatbed Truck
You now require a can opener to consume canned meals
Geiger counter sound whenever you go below 100% radiation protection (The lower you get, the louder it gets)
Added a concrete mixer loot container
Fitness passive skill now affects the time it takes to start regaining stamina
2 new markers to place on map
Added option to select if quick save creates an entirely new save slot
You can now rip clothing to receive a random amount of cloth
New player spawn locations
Functioning shooting range targets added to shooting range
You can no longer attack while in safe zones
New UI when looking at notes
Zombie bosses will now lock onto your position and head towards you (eg. if you're sniping them)
Litter on ground added to built up areas
New difficulty option (Peaceful - No zombies, etc)
Improved player melee hit detection
Increased two handed melee animation speed
Increased time between zombie attacks (Was 1s, now is a random time between 1.5s and 2s (Also, making one zombie easier, but multiple still a problem))
Reduced zombie attack hitbox range (Halved)
Increased player melee attack hitbox range (Doubled)
Reduced stamina drain from melee weapons
Change to how zombies find the location of the closest attackable target (Before it would get all of the objects in game that a zombie could attack, it now just gets the current perceived objects at that time)
You will only melee attack when attacking binding is released (For power attack)
Black market vendor will always spawn at the safe zones, and have a 100% chance to sell credits
Improved vehicle handling
Regenerating stamina won't start straight away, there will be a slight delay of 1s before it starts (Dependent on fitness passive skill)
Weapons that would normally be fully-automatic, now start in that fire mode
Increased player max passive skills level from 15 to 20
Damaging a world object now shows damage numbers
Improvements to difficulty preset changing system
Increased passive skill XP earnt for doing the certain activity (Thief & fishing heavily increased)
Improved accuracy of friendly/neutral AI
Player will now start with a worn knife & a rag
Rework of zombie/animal visual perception (Sight)
Slightly randomized main menu scene
Adjustments to some crafting recipes (eg. reducing amounts needed for fences, due to these being repeatable objects)
Player will only hold melee weapon in 2 hands when aiming with it
Change to UI when picklocking, refilling, etc
Improved flashlights
Items that can harvest resources are now shown in its stats
New rocket launcher firing and explosion sounds
Reduction in default chance of random events & infestations spawning
Reduced time that bleeds will last for (light bleed now takes 5 to 10 seconds to stop & heavy bleed takes 10 to 15 seconds to stop, from around 30 seconds previously)
New loading screen images
Reduced player footstep volume
Slightly increase sun intensity
Multiple optimisations to lighting, LODs, game mechanics and objects
Fixed being able to whistle through radial menu even if not unlocked
Fixed flashlight not being able to be turned on through radial menu
Fixed issue causing AI to spawn even though they were unable to (Causing them to stay in game at the centre of the world)
Fixed unequipping a weapon from another slot while one is currently equipped, causing the player to not be in the combat state any longer
Fixed flashlight sound when spawning in playing
Fixed cancelling mid way (For example pick locking) that it doesn't stop the animation
Fixed stamina going below 0%
Sleeping will correctly fast forward the date to be the next day, etc
Fix to horde beacon spawning AI even though it couldn't (Possible cause for not being able to complete it)
Fixed climbing up a ladder where player wouldn't be to centre of ladder model
Fixed starting clothing be equipped if player reloads a save where you had a clothing piece unequipped
Fixed not being able to get out of laboratory due to power being off
Improved collision of player loot box to stop occurrences where it would fall through ground
Fixed sorting button on crafting UI highlighting all items
Fixed bird noises while in buildings/underground
Fixed being able to damage dead AI
Fixed enemy health UI staying on screen after AI death
Fixed shotguns not using effective range into damage calculation
Fixed entering area UI showing twice then disappearing
Fixed respawn screen stats being wrong
Fixed door with zombies banging on it being able to be heard far away from its actual position
Fixed loading screen using the same game art
Fixed normal zombies being able to damage boss zombies
Fixed shotguns not making any bullet holes, etc
Fixed optimization issue with some containers
Fix to player hitbox
Fixed enemy health UI staying on screen after opening photo mode
What's Next?
With the next update/s you can expect;
More events for the intel laptop system; To put it simply, more will be added with the next couple updates.
Settlement system; While there are safe zones, settlements will be added. While some of these will be randomized and spawned in during the first time they are loaded, some (Beginning with 1 settlement) will be known as a 'Permanent Settlement'. These settlements will tie heavily into the quest system and other systems will be added to them that the player can control.
Expanding quests; More quests will be added to put it simply. Behind the scenes work has gone into the system so that adding these will be easier as time goes on. You'll be able to find settlement & safe zone leaders who will give you quests, radios that call out for you, survivors in need of help and more.
Bounties; In the safe zones there will be bounty boards, from these boards there will be a set of quests that are randomized (From a pre-made set). From killing a bandit leader, to finding an item, hunting, etc.
Human Ai will move to the location of where they were shot from even if from a long distance away (Needs testing, already implemented for zombie bosses).
A lot more is still planned!
Thanks you, Zurvivor
Developer Update - What next for 1.4.2 & beyond!
Hey everyone!
Patch 1.4.2 nears closer and with this I wanted to go over some of the content/features & more that will be added in this patch and going over a few things that will come in the future.
The start of the quest system
With this patch comes the beginning of a system that will soon bring lots of pieces of content to the game and lore! With this update a 'Laptop Event' will be added. Laptops can be found off dead AI human or zombies bosses, or in rare loot containers. These events will lead to quests that will consist of anything from the simple kill X at this location, to disabling a generator that is guarded by AI Bandits. A lot is possible.
In the future, quests will consist of these 'Laptop Events' to main story quests, bounties & more!
New Journal UI
A face lift of the Journal UI was needed and coming with this update is a completely stylized UI made by Thomas Buzata. Also included are brand new skill icons to with this.
QOL changes & fixes
Big QOL changes are coming for zombies and melee. The time between a zombie being able to attack the player or another survivor has been increased from 1s to a random time set between 1.25s & 2s. This will make melee with zombies less annoying however keep that fear that multiple zombies can kill you. Also the zombie attack hitbox has been halved and the player's melee attack hitbox has been doubled. More changes include; bleeding lasts for a shorter amount of time and has been basically halved, new rocket launcher sounds, new POIs and more...
Dialogue system
At this moment in time I'm unsure if this will make it into 1.4.2 but possibly 1.4.3. The dialogue system will tie heavily into the quest system and finding out more about the world of SurrounDead. From simple conversations with survivors, to meeting bandits and either talking your way out of getting killed or telling them how you will kill them yourself. Apart from this, much more can be added and QTE like timed dialogue will also be added. In the future I hope to tie this system to other parts to make it more sophisticated to AI know the type of person you are...
Some other stuff I'm working on for after 1.4.2
Multiplayer: Still progressing, work has slowed on it recently to get the quest system implemented but after this and in a month or two, work will increase again on MP.
Many new POIs: New POIs from hotels, to abandoned survivor holdouts, new towns & a large city!
Motorbikes: Main reason motorbikes haven't been added yet is due to issues with the physics of them in-game. Recently, I've been able to improve this of vehicles with two wheels, but work continues.
Swimming: The animation system is complete for swimming and the next course of action is to start changing the map to allow swimming in the rives, lakes, etc.
Filters for gas masks: One thing to increase the difficulty of radiated areas is to add filters you need to find to use the filter in these zones, as without you'd die in there.
Patch 1.4.1e - Apocalypse - Hotfix
CHANGES:
Level scaling won't start until the player has survived at least 1 day (Both level and days survived affects this system)
BUG FIXES:
Fixed AI health/damage issues when level scaling is disabled
Fixed barber player location on ship teleporting player under ship
Fixed M20 Enhanced weapon texture
Fixed AI health bar showing incorrect max health
Fixed AI spawns at specific location
Fixed black box at end of safe zone location name
Fixed AI health bar staying on screen after exiting to main menu
Player barber. Found in the 2 large safe zones, you can go here to change details about your character's details and looks.
New music while exploring
New items:
Rocket launcher
66mm rocket
Black military jacket
Black military pants
Black military gloves
Military boots
Spec ops plate carrier
CHANGES:
Weapon now saves/selects firing mode last used when equipping again
Made refuelling generating more intuitive (Easier to know when you're able to refuel it)
Wind turbines now show a more exact speed dependant on wind intensity
Opened up a closed off building in Ellwood
Changed position of melee & sidearm equipment slot
BUG FIXES:
Fixed issue throwing a grenade if a weapon was equipped
Fixed small turret not firing at AI
Fixed rotation of buildable not saving from the previously placed object
Fixed 10km & 100km distance travelled achievement
Fixed hotbar staying green for a weapon even though it was dropped/unequipped
Fixed changing primary & secondary weapons
Fixed weird alignment of some container UI
Fixed after changing weapon, UI for full auto/semi not changing
Fix to how game was checking for a repair kit/gas in a vehicle, could of caused FPS drop/freeze
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work.
Open File Explorer
In the search bar paste in %localappdata%\surroundead\saved
Delete SaveGames folder
Patch 1.4.1c - Apocalypse
ADDITIONS:
Added small buildable turret that doesn't need any power to use
Added metal barricaded metal door
Can now snap buildables to the ground angle/rotation and reset it to normal
New weather type added
Added glass to laboratory doors
Added doorway to entrance of large bunker player can build in
CHANGES:
Increased delay before AI spawn
Adjustment to stamina drain on nearly all melee weapons (Reduced)
Current & max XP of passive skills now shown
Hunger, thirst, etc will still be shown when opening inventory
Increased chance for lockpicking to fail from 25% to 35%
Adjusted values for weather (Thunderstorms reduced also)
Aiming with melee now uses the combat crosshair
BUG FIXES:
Fixed whistle not attracting AI
Fixed main menu freezing/locking up after a couple minutes
Fixed vaulting not being smooth
Fixed bleed, etc not stopping on death
Fixed laboratory doors merging with walls when opened
Possible fix for rare occasion when your dead player body is still technically 'alive'
Fixed Thief & Fishing max XP being 0 when starting a new game/character (To fix in a pre-existing save you will need to reset passive skills which is located in difficulty options, then 'Other')
Fix to throwable having collisions when it shouldn't
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work.
Open File Explorer
In the search bar paste in %localappdata%\surroundead\saved
Delete SaveGames folder
Developer Update - News about multiplayer!
This is something I get multiple questions about nearly every day. Before this I'd always give basically the simple answer that 'It is coming & nothing else about it'. That changes today.
I'm happy to announce that multiplayer / co-op is now being actively worked on & current features are being reworked & cleaned up to work in a multiplayer environment. Also, I have an active trello page that will show the current progress of features/content as they get worked on to be multiplayer ready. (As linked below)
Another thing I know people will want to know is when will this be available? At this moment I am not going to announce any date or time frame for multiplayer but I'd rather just show people progress as it gets expanded. The first version of multiplayer will as well be a sort of test where players can join a world and do random activities, although these will not save between joining and leaving it. (Something that will come after 'test' release)
As progress continues, I will update the Trello board & start to release actual gameplay videos of players in a multiplayer environment.
Finally, will have another small-ish patch soon and thank you everyone, for everything.
Patch 1.4.1b - Apocalypse - Hotfix
Small patch today with exciting news to follow in the week!
CHANGES:
Removed no build areas from certain locations
Change to how the player interacts with buildables
BUG FIXES:
Fixed level scaling not enabling/connected to airdrops difficulty option
Fixed not being able to open GPS properly
Fixed equipped item staying green on entering a vehicle
Fixed collision of small industrial brick building
Fixed being able to climb/vault over pickups
Fixed mall collision
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work.
Open File Explorer
In the search bar paste in %localappdata%\surroundead\saved
Delete SaveGames folder
Patch 1.4.1 - Apocalypse - Fix for FPS tanking after multiple saves/reloads
ADDITIONS:
Level Scaling: As the player progresses in their save/world and if the player has this option enabled. AI will scale with the player as they get better loot, expect harder encounters as you progress.
AI health bars
Military supply crates buildable
Concrete wall buildable
CHANGES:
Buffed HK433
If the player is crouched, when they whistle to distract enemies it will be quieter and only alert ones closer to the player
Your current equipped item will be highlighted on your action bar
Grenades now wont apply damage to objects it can't 'see'
Increased ground friction (More friction for vehicles)
Miscellaneous changes to UI
Zombie boss speed slightly slower
Improved inventory visibility
Improved world interaction accuracy
You no longer have to enable first person in settings
Fixed damaged rifles & shotguns not spawning with a loader
Adjustment to horde beacon wave settings
BUG FIXES:
Fixed saves tanking FPS after multiple saves/reloads of game
Fixed AI respawn timer difficulty setting not changing the timer in-game
Fixed crafting UI not being centred
Fixed days survived resetting to 0
Fixed a performance issue with the 'easter egg' objects
Fixed hit audio not playing
Fixed issue where player was unable to place buildables
Fixed weapons bench crafting recipe
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work.
Open File Explorer
In the search bar paste in %localappdata%\surroundead\saved