Town of Pericolvann, variable Urge speed, multi-fuel vehicles/tools - v0.18
Hey Everyone,
Another update is here! Introducing a new town, variable speed of Urge, multi-fuel vehicles/tools, some changes and a few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - town of Pericolvann - variable Urge speed (inside an enclosed space like a house/vehicle/underground, by elevation, at night, underwater) - harvestable limb distinct sound - blood spray sound - more limb explosion sounds - more rock hit sounds & new rock hit particle - refueling funnel to some of the vehicles - new collectable log
CHANGED - all vehicles and power tools can now use either Urlid, gas or mix of both - you can no longer gas up a vehicle just by clicking anywhere on it - time limit for intro skip - jerry can is now treated as a liquid container (bottle) & stacks one per slot - chainsaw location - cloth combine recipe (nettle + featherPile) - if playing on easy you can only spawn in the default tented house - depleted flashlight now also flickers - Urlid hot spring 4x faster stamina increase - tarp armor decreased Urdust outlet - "Urge" stat now increases by staying at full bladder - hands will be overshadowed if standing below something - underground area collision improved - water tower more weathered look
FIXED - giant worm extremely long stretch after respawn - the red jet flying overhead could be seen vanish (the flight animation now lasts until the crash)
Underground area, Urid crust, various armors, craftable fire starter - v0.17
Hey Everyone,
Another update is here! Introducing a new underground area, Urid crusting, various armors, craftable fire starter, some changes and a few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - underground man-made location (traversable with a vehicle) - Urid crusted loot, crates, etc. (releases Urdust on break, but spawns special/unique stuff) - craftable fire starter - new craftable item "Tarp armor" (reducing player Urdust outlet) - various flesh parts on limb explosion (eyes, brain, limb parts, etc.) - candle build (may burn out, may burn your base down, so keep it on non-burnable surfaces) - dirt road on south side of the river - more sounds for tree chopping - new progressive gun barrel smoke effect - flashlight recharging now makes sound - more lore
CHANGED - some weapons now don't need cocking after mag change & use locked slide when empty - the man driving the recreational vehicle in the starting scene is now visible - enemies now also may back off when running towards you - guns now always spawn with at least one bullet - size of rippable limb affects its health - starting items now spawn on any difficulty - fish will try to swim away from you when getting hit - corpses now have multiple damageable parts, may drop multiple items - enemies may back off even when you hit them in their body - improved item take/appear in hand animation - fat increases faster - renamed few items to a more fitting name - increased depleted flashlight intensity
FIXED - bloody slits/hits on respawned enemies - chest made some stuff disappear after being placed - some toilet worms were jumping out right after the game load - Urid stuff didn't do sound after breaking
Another update is here! Introducing out of bounds Yellow fog, skills now increase/decrease passively, new craftable melee weapon, some changes and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - out of bounds Yellow fog (reducing fast, causing odd stuff to happen, some of them listed in "CHANGED" section) - geothermal spring area eruption (off bounds Urdust size, every 25 days) - new craftable melee weapon - new "Fat" stat (increased by eating certain foods) - interiors to some of the ghost town houses - physics setting (may drastically improve performance) - bedroll build - four new achievements (replacing the deprecated ones) - new specific item combine sounds - new item consume sounds - new props/objects - bullet holes smoke effect
CHANGED - skills now increase/decrease passively (by doing specific actions) - Urid arrow now always puts an enemy to ragdoll - faster item heating - folding knife different spawn location - off bounds Yellow fog enemies vanish - off bounds Yellow fog air catching on fire - off bounds Yellow fog ranged weapons are only useful in close encounters - off bounds Yellow fog big Urid fall size & amount - off bounds Yellow fog vehicle drag - hot slot text now shows item name - the train has a longer cooldown - ghost town visual improvements/changes - buffed the triple barrel shotgun - the Yellow fog is now darker - geyser burst effect smooth end
FIXED - optimizations - fire detection (taking priority by distance from player) - poisoned arrow wasn't damaging enemies (just slowing them down)
Urid fall, giant worm, ghost town - v0.15
Hey Everyone,
Another update is here! Introducing new danger in high Yellow fog, giant worm enemy, ghost town area, some changes and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - Urid fall in extremely high Yellow fog (dangerous against base and player) - giant worm hazard - ghost town - no snapping build mode (by holding "Left Alt") - new props/objects - new collectable log - herbs and mushrooms can spoil now (takes much longer than meat though) - casing fall sounds - more water splash sounds - new item "Organic waste" (good for composter)
CHANGED - pistol rounds recipe (gun powder + metal sheets) - rifle rounds recipe (gun powder + pistol rounds) - pipes now taking priority by flow direction - you can now connect pipe to any part of the white container - composter urinating now only triggers when aiming at bottom (not sides) - metal sheet pile falls apart when getting damaged - some build recipes and descriptions - feather pile can now be used in a composter - campfire goes dark after being lit - patrol van now spawns after a delay & won't disappear in front of you anymore
FIXED - saving/loading wrong crossbow bolt type - if one of multiple pipes was blocked, the flow would stop anyways - pipe stopper weirdly stretched - loud sounds heard when loading in peninsula house - gun magazine drop not visible - if bunch of sounds were playing, it would cut of others
Piping system, revolver, food spoilage - v0.14
Hey Everyone,
Another update is here! Introducing a way to transfer liquids between containers via pipes, a new gun, food spoilage, some changes and fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - piping system (purifier to container, makeshift gas station, etc.), direction gravity-wise - revolver (in western part of the map) - food spoilage - carrier ship interior (can be entered) - new collectable cassette - some new props/objects - pipe build (blockable) - new item "Spoiled flesh" (good for composter)
CHANGED - purity detector now also shows container fill amount - Urlid purity affects the performance of a vehicle - bottles now collect/pour precise amount - physics objects now won't respawn near your base - increased "Pipe" stack count (for pipe build reason) - you can now only carry single "Herbal liquid" per slot - roofs look more weathered - patrol van now spawns only in very high fog - increased/reduced fire rate on some weapons - small map changes & additions
FIXED - lower chance for neutral wildlife to just stand nearby - clipping collision on some rooftops - if shooting insanely fast you could go into unlimited ammo state
Yellow fog patrol van, Urlid chainsaw, other collectable liquids - v0.13
Hey Everyone,
Another update is here! Introducing high Yellow fog patrolling van, Urlid-fueled chainsaw, possibility to collect other liquids, some changes and a few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
Old saves will load value items and liquid containers empty (after first load).
ADDED - patrol van in high Yellow fog (ramming player, dropping off hazmat shooters) - new tool/weapon "Urlid chainsaw" - different liquids collectable with a bottle (water to extinguish a fire) - crawl spaces under some houses - root cellars on the side of some houses - transparent house tenting build - opossum den random spawn - Urid random spawn - new collectable log - more lore
CHANGED - Urlid purity now also affects weapons/tools - cardboxes, etc. won't respawn near your base - item description damage meter is now segmented for easier reading - purity detector can now detect other liquids - temporary campfire lasts longer - Urlid purity affects Urdust spawn count - improved hazmat shooter accuracy and increased health - campfire burn out indication - some toilets will spawn with water, instead of Urlid - less birdsnests - crows are now faster - bottle icon and description
FIXED - flying hazard sometimes stuck in a sitting animation - available Urlid amount not refreshing on Urlid tools/weapons - breakable thud not heard on break
Yellow fog storm, new builds, crows - v0.12
Hey Everyone,
Another update is here! Introducing Yellow fog storm, barbed wire, metal door, neutral crows, some changes and fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - Yellow fog storm in high concentration - barbed wire stretchable build (enemy slow down, trip) - metal door stretchable build - crows (neutral) - new item "Mealworm" can be digged up, placed in garden - new recipe for "Protein bar" (mealworms + organicGlueBar) - new dirt, plant, chem & metal sounds - magazines and casings on the ground - build and building cursor rotation memory - you can dissolve limbs with acid - continuation of the main storyline - few more biological toilet events
CHANGED - raw cookable and metal items won't catch on fire anymore - toilet worm will turn into normal enemy after jumping out - flying enemies can now sit down - pouring bottles to a full Urlid container isn't possible now - bottle now has a set amount of uses before disposal and dispose animation - herbal liquid recipe (alcohol + nettle) - spikes now slow down enemies - higher chance for flesh on limb rip off - some map changes/improvements - lower chance to find batteries - higher chance for biological toilet contents to escape - poisoned arrows now slow down enemies - sledgehammer now put enemies into ragdoll - you can heal up biological toilet by feeding it
FIXED - falling through map - breaking ladder while climbing would make you fly - burning limb made a thud sound - small insects from Urid spawning above house tenting - uhm damage sound played even if eating healing item (only one time after start)
Neutral wildlife, thermal spring area, armor - v0.11
Hey Everyone,
Another update is here! Introducing neutral wildlife, a new area in the western part of the map, armor stat, some changes and a few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - neutral wildlife (deer, opossum) - geothermal spring area in western part of the map (dangerous) - armor stat (affected by external damage) - new props in houses/levels (pictures, books, glassware) - new craftable item "Urid arrows" (urid + arrows) may put junkies in unconsciousness - new craftable item "Bone armor" (bone + wireMesh) - new craftable item "Tape armor" (ductTape + cloth) - metalSheetPile random spawn on map (also in scrapyards) - crafting highlight appear sound - some new gun sounds
CHANGED - Urdust now expands over time, centered distribution - enemies may spawn flesh or bone after a limb rip off, instead after death - items may catch on fire (useful to burn big piles of items) - improved fire detection - item combination will throw an error even if there is a possible recipe, but no highlights - improved toilet grunge (resolution, detection, etc.) - Urdust will dissolve (disappear) if it touches liquid - doubled weapon kickback - falling under map will put you back on the surface after a while - more Urlid collecting plants around map - trailers invisible enter ramp - nest can now hold more Urlid
FIXED - geyser eruption on load is now limited (won't go past certain time of day) - garden bush size too big, wrong plant amount on load - unwanted thud sound on particle appear after a while of playing
Anti-fog bomb, garden, chainsaw enemy - v0.10
Hey Everyone,
Another update is here! Introducing a new enemy, garden for plants, bushes or mushrooms, anti-fog bomb build, some changes and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - anti-fog bomb build (reduces Yellow fog by 40%, big radius shockwave, etc.) - garden build (for herbs, berry bushes and mushrooms) - new chainsaw enemy - you can dig up random stuff when hitting ground (dirt or dryLake texture) with a shovel - crafting recipe for herbal liquid (nettle + dandelion) - openable closet and wall storage - specific ambient sound for Yellow fog - new item "Urid" (solidified Urdust, can be used in a garden as a fertilizer) - new item "Dirt" - player throw away on explosion/shockwave - floating particles underwater - new blood splatter effect - some new props
CHANGED - improved hand idle/walk/sprint animation, added occasional settle movements - breaking solidified Urdust can now spawn Urid (small chance to spawn saltpeter) - openable cabinets can now spawn multiple items - when you get hit while covering with a weapon specific sound will be played - saltpeter can be used as a fertilizer in a garden - some map changes - vehicles get bumpy texture when damaged - solidified Urdust has lower chance to get inhabited - solidified Urdust releases less Urdust on break - pistol round guns are more powerful
FIXED - entering a car (while standing in a bush) would lock stealth state (vignette) - hit thud sound not heard on break (boxes, etc.)
Biological toilet, building on vehicles, interactive springs/geysers - v0.09
Hey Everyone,
Another update is here! Introducing alive toilet build, possibility to build on vehicles, some gameplay changes and fixes. Please continue to post your bug reports and feedback in Community Hub or in the linked Discord server.
See you in two weeks!
ADDED - biological toilet build (requires alive body, can die/escape) - you can now place buildings on vehicles (good for storage) - crashed commercial airplane on the freeway - Urlid in a geyser will purify throughout the eruption event - ladder climbing and swimming now makes sound - new collectable log - new item/tool "Plastic bag" (to collect unconscious bodies) - new reload animations & sounds for "Silistol" & "Handgun" - new rusted texture for the airboat - damage scratches on vehicles
CHANGED - hotSprings & geysers are now treated as Urlid containers - difficulty setting can't be changed while playing now - improved some enemy animations - improved some other weapon animations - some changes/additions to the intro level - added reverb to some areas - fat charging enemy needs slight Yellow fog to spawn - the car chase song is now triggered when you approach Gulrood - Urdust enemy attract position is now where it was released
FIXED - black Urlid issue (causing a lot of other problems) - right-hand palm would sometimes go off (steeringWheel, weapons, etc.) - you couldn't change climbing speed on a ladder - localEnemySpawner wouldn't spawn if you were in a vehicle