Booby-trapped houses, main story additions, canal location rework - v0.61
Hey Everyone,
Another update is here! Introducing booby-trapped houses, main story additions, canal location rework, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - booby traps (may appear inside houses if fog goes above 50%) - main story additions - canal location rework - grill open animation - few new button hints - top row of inventory now has small numbered keys - some optimizations
CHANGED - stamina now fully recharges on submerge (to prevent instant drowning) - improved visibility of health bar, etc. - gun mag/casing impact now makes sound on terrain as well - improved random spawn placement - adjusted patrol van spawning - reworked some sounds
FIXED - enemies would sometimes not die underwater - flying enemies would never die underwater - patrol van could spawn/drive underwater - patrol van would sometimes launch towards sky - patrol van would sometimes drive very slow after spawn
Wildlife hostility, small new area, more dark fog spawns - v0.60
Hey Everyone,
Another update is here! Introducing wildlife hostility, small new area, more dark fog spawns, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - neutral wildlife will become hostile in dark fog - small new area south of Gulrood - new dark fog random spawns - tree optimizations - new wall cabinet variants - bird scream sounds
CHANGED - enemies kill themselves less - poisoned arrows can now also be made from rossroom - humans are now less scared of darkness and high fog - improved human surprise animation - revised build descriptions - improved some textures - improved few models - reworked few sounds
FIXED - player was able to fly after exiting vehicle if entered while climbing ladder - couldn't hit/shoot through Urdust - loading a save on top of the flatbed truck would send it flying in the air - pink line on ground plant texture
Freeway random spawns, metal spikes, Urdust improvements - v0.59
Hey Everyone,
Another update is here! Introducing freeway random spawns, metal spikes, Urdust improvements, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - freeway random spawns - new build Metal spikes - Urdust optimizations - few new Pericolvann interiors - new backyard objects - damage texture overlay on spikes
CHANGED - flying scrotum won't increase Urlid if you're behind obstacle - fluid container with unpurified Urlid now spreads Urdust after breaking - Urdust now burns more consistently - Urdust now rises faster towards the sky - Urdust can now be lit midair with Flint and Steel - reworked some textures - improved some sounds
FIXED - Urdust stopped being burnable after some time - couldn't climb stacked ladders - plywood ladder back side was hard to get on
Sinkhole rework, new enemy, fluid storage changes - v0.58
Hey Everyone,
Another update is here! Introducing a sinkhole rework, new enemy, fluid storage adjustments, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - sinkhole rework - new enemy (only appearing in sinkhole) - collectable mealworms on rotten corpses - few new roadside objects - new bed variants - placed more tree stumps on map
CHANGED - renamed build Urlid storage to Fluid container - fluid container is now made from plastic bag & duct tapes (adjusted model) - fluid container can now hold 3 times more fluid - fluid container now drops plastic bag after breaking - increased fluid container health - removed item Liquid container - white fluid container is no longer breakable - reworked some models - improved some sounds
FIXED - getting off ladder would sometimes damage/kill player - Hazerville lab exterior didn't have collision - tiny scale of waves on some water surfaces (e.g., underwater) - underwater surface wasn't visible on some lakes
Hazerville lab interior, new corpse variants, more lore - v0.57
Hey Everyone,
Another update is here! Introducing Hazerville lab interior, new corpse variants, more lore, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - Hazerville lab interior - new corpse variants - more lore - loot container spawners for Hazerville - error message when you try to crouch sprint - few new objects
CHANGED - relocated Multical - made herb icons more diverse - renamed Silemg to SMG - improved weapon hit shake - made Chopping axe location more interesting - reduced spawn of coal nodes - reduced the number of supply crates on the map - replaced Hazerville street light model - adjusted some props
FIXED - player head would sometimes dislocate after crouching - player would sometimes sit very low in a vehicle - some enemy behaviors didn't trigger
Occupied camps, new cave, city optimizations - v0.56
Hey Everyone,
Another update is here! Introducing occupied camps, new cave, city optimizations, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks! ADDED - occupied camps - new cave near Urlando - Hazerville optimizations - Pericolvann optimizations - more freeway signs - loot container spawners for Pericolvann
CHANGED - relocated Handgun - improved underwater surface shader - renamed Shilentgun to Pump shotgun - increased alligator hit range - increased Sport car speed (on roads) - increased Sport car fuel tank size - adjusted some stuff in Hazerville - optimized some models - improved some sounds
FIXED - enemies/animals could walk through player - submerged physical objects would fly out of ocean and stay on top - enemies couldn't enter Dreadland castle - enemies would remain neutral when attacked by chainsaw
New enemy behaviors, new fog spreader, optimized Urlando - v0.55
Hey Everyone,
Another update is here! Introducing some new enemy behaviors, new fog spreader, Urlando optimizations, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - new enemy behaviors - new fog spreader - Urlando optimizations - Dreadland castle interior - new collectable photo - new props/objects
CHANGED - random spawners near player base will be disabled - item spawners no longer have start delay - increased resolution of rifle scopes - fog-spreading ammo boxes now have unique models - Dreadland fountain is now filled with actual blood - improved some textures - reworked some models
FIXED - grasshopper head stretching - human enemies sometimes had oddly rotated arms after spawning - some buildings/objects were not visible through rifle scopes
Urlando rework, loot container randomization, more lore - v0.54
Hey Everyone,
Another update is here! Introducing reworked Urlando, loot container randomization, more lore, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - Urlando rework - loot container randomization (inside buildings) - more lore - some optimizations - ceiling lights for buildings
CHANGED - airboat turning is now more responsive - airboat now reverse turns like a car - adjusted Curved pipe spawn location - limb explosion flesh now sticks to walls if near any - enemy footstep sounds are now affected by speed & ground material - randomized rotation of randomly spawned objects - adjusted underwater enemy spawn positions - adjusted bird spawn positions - improved some textures
FIXED - enemy spawners ignored loaded enemies (causing duplicate enemies) - airboat kept turning when left on water - limb explosion flesh inconsistent movement (teleporting, floating)
New area, ocean random spawns, enemy save persistency - v0.53
Hey Everyone,
Another update is here! Introducing a new area, ocean random spawns, enemy/animal save persistency, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - new area (north of dry lake area) - ocean random spawns - enemy/animal save persistency - range description stat for guns - bullet trails - placed more scrap piles around map - placed fog meters to Urlando - some optimizations for high fog
CHANGED - limb/animal destroyed by fire will now drop cooked meat - smoothed out bullet drop curve - flying scrotum now spreads more Urdust after dying - adjusted range of some guns - using extractor on molotov will now give back alcohol - reduced amount of supply crates on map - adjusted pump shotgun animation to avoid hand clipping
FIXED - player busy error lock after picking up item while in animation - ocean bed didn't have collision - dead flying scrotum would damage player on collision
New object variants, far ocean danger, improved water shader - v0.52
Hey Everyone,
Another update is here! Introducing some new object variants, far ocean danger, improved water shader, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - new loot container variants - new vehicle wreck variants - new rock variants - new door variants - far ocean danger - placed more rocks around map - few optimizations
CHANGED - improved water shader - ocean no longer looks like a swamp - increased spawn of birds - saltpeter & fluid storage no longer randomly spawn in caves - removed flat birds - removed invisible walls around world (noticeable only in ocean) - improved the look of Urblob - optimized some models
FIXED - you couldn't die from hunger/thirst (health would stay on 10%) - acid would sometimes not dissolve Urblob - vehicle no fuel start sound didn't play on button press - vehicle engine off sound played even with empty tank