Dangerous whirlwind, stable building on vehicles, sticky explosives - v0.44
Hey Everyone,
Another update is here! Introducing a dangerous whirlwind, stable building on vehicles, sticky explosives, 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 - dangerous whirlwind/dust devil (may appear when hazardous fog goes over 40%) - stable building on vehicles (builds no longer affect the mobility of vehicles, etc.) - craftable sticky grenades & pipe bombs - armor is now visible on your body - visual indication of being hit - more flesh chunks for limb explosion effect - placed Urblob spawners to some more houses - added reverb to some bigger buildings
CHANGED - builds placed on a vehicle no longer break when the vehicle gets destroyed - charging enemies no longer destroy vehicles, but instead push them away - damage to enemies from explosions is now affected by distance - obstacles (walls, etc.) now protect you from explosions - charging enemies now push player away on impact and cause less damage - it's harder to kill enemies with vehicles now - ramming enemies now causes less damage to vehicles - bulletproof armor now slows you down (by count equipped) - reworked some textures - adjusted position of some item spawners - nightstands now spawn items - improved collision of the flatbed truck
FIXED - builds placed on a vehicle would sometimes break if driving recklessly - chainsaw could use any fluid as fuel - explosions weren't triggering enemy ragdoll
Fluid sprayer, reworked armor system, more Urlando interiors - v0.43
Hey Everyone,
Another update is here! Introducing a fluid sprayer/flamethrower, reworked armor system, few more Urlando interiors, 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 - fluid sprayer/flamethrower (can use poison, acid, etc.) - reworked armor system - few more interiors for Urlando - craftable bulletproof armor - humanoid enemies can now open doors - enemies can now shoot each other - placed an active geyser to Urlando
CHANGED - headshot with any gun now has a chance to kill instantly (higher damage higher chance) - relocated the silenced pump shotgun - molotovs now break on impact with enemies/walls & cause more damage - your hunger (energy) is no longer recharged after sleeping - renamed the flamethrower, changed its description & icon - small insects no longer deal damage to player, but now instead cause more sickness - being bit by toilet worms now also increases sickness stat - increased sickness stat increase when drinking unpurified fluids - reworked some sounds - reworked some textures - unaffected junkie can now jump over obstacles - bathtubs & sofas now spawn items
FIXED - urid fall was sometimes causing slow frame rate - enemies could shoot through a wall if they were standing right next to it - underground coal mine had hard ground footstep sounds
Urlando additions, new stats, sun - v0.42
Hey Everyone,
Another update is here! Introducing some additions to Urlando, two new stats, sun, 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 additions (interiors, etc.) - new stat Sickness - new stat Contamination (replacing Urge stat, starts at 100, can go both ways) - sun - bloom effect - toggle for bloom effect in settings - bad stat increase sound (for fat & sickness)
CHANGED - spawn chance of local enemy spawners is now affected by difficulty - candles now need resin instead of glue - reworked gunshot sounds on most weapons - reworked some textures - adjusted/improved some models - edible items can now affect multiple stats - smoothed out collision of stairs in Urlando - increased explosion radius - adjusted stat increase message - UROFF now has a bigger effect on contamination stat
FIXED - vehicles would sometimes sink into the ground when reloading a save - tree walls in Urlando didn't have collision - bullet holes weren't visible through scopes
City of Urlando, improved melee animations, weapon stats - v0.41
Hey Everyone,
Another update is here! Introducing the city of Urlando, improved melee animations, weapon stats, 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 - City of Urlando (unfinished, no interiors) - weapon stats (hit range for melee weapons, etc.) - piranhas and sharks can now spawn randomly - placed more random spawners inside caves - some texture optimizations
CHANGED - improved animations of some melee weapons - relocated the semi truck - your flashlight can now be recharged at any time (except 100%) - using an extractor on wood will now give you resin - you can now extract wire from both upgraded clubs - cloth can now be extracted from duct tape & bandage - improved collision of some melee weapons - some melee weapons now appear bigger when dropped - sped up club swing
FIXED - fish could fly - pipe item was always spawning in odd angle - barricade in the starting lab area wasn't hammered up
New enemy, resin collector, random spawns in caves - v0.40
Hey Everyone,
Another update is here! Introducing a new dark fog stage enemy, resin collector build, random spawns in caves, 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 (appearing only at dark fog stage) - new build Resin collector - random spawns in caves (saltpeter, etc.) - new cave on the south - melee weapons now get bloody as you hit an enemy - added crawling state for unaffected junkie - fridges are now lootable - few new props
CHANGED - collision in caves is now more accurate - improved/sped up flamethrower reload animation - tarp armor now reduces Urlid build up (instead of reducing player Urdust outlet) - adjusted collision of the flat boat to prevent getting stuck - improved the broken version of saltpeter & coal - improved some textures - adjusted/optimized some foliage objects - improved player body blood map - improved a few sounds
FIXED - glitchy ragdoll of unaffected junkie - possibly fixed some player values loading either full or empty (first load will have default values) - some plywood objects were clipping through the ground
Swamp additions, bone weapon, improved flamethrower - v0.39
Hey Everyone,
Another update is here! Introducing some additions to the swamp, bone weapon, improved flamethrower, 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 - swamp additions (houses, etc.) - you can now use bone as a weapon - your body will get bloody when low health - new craftable healing item "Bandage" - placed some more underwater foliage - epilepsy warning splash screen - new props/objects
CHANGED - flamethrower is now more responsive & better damages breakables/enemies - remade ammo icons to better showcase the fog-spreading ammo type - vehicles now start smoking after 50% damage - gun fire rate is now increased with Guns stat - white liquid container build can now hold 3 jerrycans - increased the size of Organic waste item for easier collecting - relocated some enemy spawners - save basin now has a more contrasted look - adjusted some objects
FIXED - fluids visually stayed in bottles even when empty after power tool refill - shallow graves were undiggable when physics were set to other than default - pot steam and some other smoke effects were sometimes misplaced
Main story progress, furniture builds, underwater stuff - v0.38
Hey Everyone,
Another update is here! Introducing some progress in main story, furniture builds, underwater stuff, 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 - progress in main story (mostly unreachable) - furniture builds - underwater stuff (kelp, etc.) - enemies will now freak out when they lose their attackLimb/weapon - few more random spawns for the dark fog stage - new collectable log - lakes, etc. now have correct fluid inside (e. g., Urlid lake > Urlid) - new fluid Salt water
CHANGED - reduced overeating/overdrinking limit (150 > 110) made it seem like the stats weren't going down - chainsaw & flamethrower no longer remove empty fluid containers (bottles, etc.) after refill - solidified Urdust will spawn pest (cockroaches, etc.) instead of mosquitos - enemy hit range & damage is affected by wielded weapon - smoothed out swimming above water surface - stamina no longer recharges underwater - rain collector now collects more rain - fog collector fluid surface now changes the color by the type of fluid inside & its purity - improved some sounds - starter house pool dolphin can now be pushed around & destroyed - removed collision from roots (was causing some props to float)
FIXED - fog collector was collecting 100% pure Urlid - fog collector sometimes collected water - flying bugs wouldn't attack you - fluids would still boil in a pot even when the fire was off - you could save at the starter house - you could use Urid in a composter
Another update is here! Introducing advanced building foundations, house infestation, lootable trash containers, 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 - advanced building foundations - house infestation (affected by fog amount) - dumpsters & trash cans are now lootable - some enemy wielded weapons will be dropped (firearms will drop ammo) - enemies can use some more weapons - placed trash cans to Pericolvann & Hazerville - shockwave player hit sound - pot boiling sound - few new fluids
CHANGED - each town/city now has one erupting geyser - constant fog in Hazerville no longer sums up with the world fog - slowed down thirst & hunger (still affected by difficulty) - increased chance for bottles to spawn with some random fluid - drinking unpurified fluids will reduce your strength stat - each fluid now also affects your stats in some way - doubled hydration increase when drinking from a bottle, etc. - your stamina fully recharges when you swim out of water - non-corrosive fluids have much lower chance to break a bottle - geyser eruption warning message now shows GPS coords - GPS now spawns in a different location - cabinet/closet triggers are now bigger and move with the openings - increased the damage of chainsaw - improved/remade some effects - improved some sounds - description appears after a bit longer to avoid flicker
FIXED - destroyed vehicles were still drivable - fire was rarely damaging the player - some environmental objects could disappear after load (e.g., missing pool)
Boiling/brewing/purifying pot, thirst, numerous new fluids - v0.36
Hey Everyone,
Another update is here! Introducing a boiling/brewing/purifying pot, thirst, numerous new fluids, 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 build Pot, for fluid purification, brewing & item boiling (bones > broth + glue, etc.), must be placed on some kind of fire to work (preferably the fire barrel) - thirst (hydration player stat) - numerous new fluids (each having different properties) - you can now dry out all containers by pouring acid inside - you can now drink the contains of a bottle/jerryCan (by pressing RMB) - new collectable log - vehicles now reset back to their original spawn location when they fall through map - more options for anti-aliasing (some without TAA) - some optimizations - few new in-game hints
CHANGED - fog now reduces by itself even on horror difficulty (way slower than default though) - bottles will now spawn with a random fluid inside on a rare occasion - fluid name is now shown on HUD when holding a liquid container - fluid detector now spawns in a different location - fluid detector now shows purity of all fluids - acid now dissolves stuff even if it's poured from say a bottle (not just the acid bottle) - acid bottle is now treated as a liquid container - you now empty a bottle & urinate inside of a bottle by pressing LMB instead of RMB - liquid container (bottle, etc.) is now poured where you aim - glue can no longer be made by burning bones - when type of fluid inside of a container changes it also zeroes its purity - improved/reworked some textures - improved some sounds - removed crossbow world spawn (it can now only be crafted) - moved & resized some HUD player stat bars - anti-fog bomb explosion sound now delays by its distance from player
FIXED - campfire cooked some items (meat, etc.) inconsistently/slowly - enemies could attack you with ripped off limbs (weapons) - if you walked far away from a vehicle that was on terrain it would fall through the ground - two door car & SMG were sometimes not spawning after the last update - falling from big heights would only severely damage you, not kill you - pipe didn't change the type of fluid (only amount) - odd collision in Hazerville above train station
Expanded Hazerville, out of bounds lands, noticeable optimizations - v0.35
Hey Everyone,
Another update is here! Introducing an expanded version of Hazerville, out of bounds lands, noticeable 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 - expanded version of Hazerville - out of bounds lands - some noticeable optimizations (possibly up to 30fps increase) - partially remastered Hazerville - wire fence is now breakable, save-persistent and will drop wire & pipe - player blood burst effect when you're being shot at - some enemies can now use an SMG - indoors ambient sound
CHANGED - you can no longer extract tape from metal sheets & plywood - building destruction option now also prevents enemies from damaging your base by shooting - world ambient sounds now muffle when you walk inside of a building - random ground objects affected by fog will now stay even if the fog levels drop - shortened the log pick up sound - improved road textures - the curved pipe weapon now also has a higher chance at causing limbs to explode - adjusted & moved some props - hazmat shooter enemies can now spawn without any weapon - slightly increased flashlight range - rain sound now plays simultaneous with the visual effect
FIXED - strange angle of vehicle versus outside view when looking around - you'd sometimes bounce in the air a little when an enemy shot at you - random spawned ground items & berries would float in the air after pick up (if full inventory) - big flying ballsack enemy kept moving even when the game was paused