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Devs Have Been Busy (Changelog Updates)

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Montauk

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The Devs have updated the changelog today so I figured I'd share it on the forums for those who don't check the changelog.

Coming in version Alpha 1.0
Added:

  • Scrolling through weapons now loops.
  • Rifles, handguns and other items that can be equipped are now visible on the players backpack.

Coming in version Alpha 1.0

Vehicles progress bar @ 95%!

Added:

  • Weapon hotkeys and scrolling finally implemented!

Coming in version Alpha 1.0
Added:

  • Ability to organise inventory items.
  • Use effects added to all rocks
  • Chat is now scrollable
  • Added toglle to turn autoscroll on/off
  • Slowed player movement through bushes
  • Audio effects added for players moving through bushes
  • Screenshot feature added, upscale, place STN logo and more

Fixes:
  • Fixed some name spacing issues in the inv.
  • Trash piles no longer clip
  • Colliders added to garage doors
  • Fixed floating cabins
  • Fixed house positioning in Old Town
  • Door locks moving with doors again
  • Popovs signs replaced on all stores
  • Weapons now reload properly
  • Crafting list runoff fixed

Coming in version Alpha 1.0
Added:

  • Giving items now gives an item of 100% condition rather than 0.
  • Altering players stats via commands now works with negative numbers.
  • Added some extra security for players trying to cheat their ingame status.

Fixes:
  • Adding stats will now trim the amount to the highest possible amount rather than just not giving the stat boost.
  • Adding health to stats now works.
  • Adding stats to other players now works.

Coming in version Alpha 1.0
Added:

  • Item page updated on wiki, new wiki format. New items added to item page.

Coming in version Alpha 1.0
Added:

  • Made the builds version safe (In previous stress tests it was possible to join a server with an older version number.)
  • Impact particle effects that other caused now face the player as they should rather than facing directly away from the impact surface.
Fixes:
  • Fixed issues with chat which would cause your currently typed message to highlight.
  • Fixed long standing issue where the player was visible to other players before they were fully loaded.

Coming in version Alpha 1.0
Added:

  • Added fallback content logic for surfaces that don't have specific impact effects.
Fixes:
  • Fixed equip messages in the chat.

Coming in version Alpha 1.0
Added:

  • Added player list GUI when pressing tab which displays information about all the players currently online.

Coming in version Alpha 1.0
Added:

  • New optimisations for distant structures making them a 1000 times more optimised. (that's not a joke)
  • Impact and penetration particles set up for all basic materials

Coming in version Alpha 1.0
Added:

  • /mark and /unmark people with color which lasts play session
  • Player tags only show ehn directly looking at a player
  • Configurable distances set by server owners
  • Addaptive nametag brightness
  • Added slight transparency to chat
  • Changeable inputs
  • Added credits :)

Fixes:
  • Improved small chat

Coming in version Alpha 1.0
Added:

  • All materials updated, effects are now called based on material making them far more versatile.

Coming in version Alpha 1.0
Added:

  • Allowed the player to skip the splashes once the preliminary loading is done. Any key works.
  • Added additional splash screen of contributors.

Fixes:
  • Cleaned up game launch process and entry into menus.

Coming in version Alpha 1.0
Added:

  • Added /lookup "partName" which returns a list of potential items. Ideal for server admins to save them leaving game to find item id's.

Coming in version Alpha 1.0
Added:

  • Added "Clear History" button in server browsers history tab.
  • Server browser tabs now work, History, Favorites and Owned tabs work. Friends tabs is disabled for now.
  • Added bullet penetration for things like thin materials with a damage reducer dependent on how many layers and what object you hit.
  • Bullet decals from other peoples shot are now seen in your client.
  • Shotguns now have real spread.

Coming in version Alpha 1.0
Fixes:

  • Disabled buttons in the main menu now appear grey. Now looks better for features that are in development or broken.
  • Refresh list button in main menus now works.

Coming in version Alpha 1.0
Added:

  • Added password input field to UI for connecting to private servers.
  • Added some information messages when you are denied connection to the server. Banned, to many players and so on.

Fixes:

  • Cleaned up existing connection messages and reworded miss leading messages when connection to the server has been lost and the menu is reloading.

Coming in version Alpha 1.0
Added:

  • Chat messages now log to console for server admins.

Fixes:

  • Cursor no longer locks after command has been entered into the chat.

Coming in version Alpha 1.0
Added:

  • Added option to insert the server owners steam 64 ID right into the config so that it will give you all perms when joining the server.
  • Added options to server config file for being listed in the public lobby. If false then direct connect is required using IP and Port
  • Added option for server owners to choose the starting items players get on first.
  • Added PvP toggle in server config file for server owners.
  • Added /CleanUp radius and relevant perm so that server owners can clean up interactive objects in the world incase of trash build up or broken items.

Coming in version Alpha 1.0
Added:

  • Added * perm so that all perms can easily be unlocked for a user group.
Fixes:
  • Player login message is now at the correct time.
  • Player is now visible after the client is done loading rather than on initial connection.

Coming in version Alpha 1.0
Added:

  • Got rid of old /help /HelpAdmin commands and replaced with /help for all user groups. Some general information is returned about yourself and a list of commands that your user group has access to.

Coming in version Alpha 1.0
Added:

  • Now possible for server owner to set the color and name of the "[Comand]" and "[Whisper]" prefix's.
  • Added command groups to user permissions for easier group creation.
  • Server moderation changeable username colors.
  • Chat no longer closes with "return" key unless the message input field is empty. Meaning the chat no longer closes automatically when sending a message.

Coming in version Alpha 1.0
Added:

  • Total revamp of chat system, introducing tabbed chat windows for a sleeker and neater chat.
  • Additional server configuration added, server owners can now set up groups and assign permissions!
  • Numerous chat commands added for players and mods such as /Warp and /Whisper /StarterKit etc.
  • Total revamp of food labels both boxed and canned
  • Numerous additions to cookable meats, stews and soups

Coming in version Alpha 1.0
Fixes:

  • Fixes with consuming persistence.

Coming in version Alpha 1.0
Added:

  • /Weather on/off command added to disable random weather (admins and higher).
  • /Weather Clear/Light rain/Heavy rain/Storm/Light Snow/Heavy Snow/Snow Storm added to force the weather type (admins and higher).
  • /Forceweather Clear/Light rain/Heavy rain/Storm/Light Snow/Heavy Snow/Snow Storm added to force the weather type without transition (admins and higher).
  • /Month command added for server admins and higher.

Coming in version Alpha 1.0
Added:

  • Added /DeleteAll userName for moderators and higher so they can purge peoples inventories incase of issues (Richards rice prevention anticipation)
  • Added /DropAll userName for moderators and higher so they can purge peoples inventories incase of issues (Richards rice prevention anticipation)
  • Added /DeletAll command for moderators up.
  • Added /DropAll command for moderators up.

Coming in version Alpha 1.0
Added:

  • Updated tree billboard textures.
  • Small pine bush variant added.
  • 3 new tree variants.

Coming in version Alpha 1.0
Added:

  • Ratburgers added.

Coming in version Alpha 1.0
Added:

  • Updated tree textures and substances.

Coming in version Alpha 1.0
Fixes:

  • Fixed garbage collection issue with snow shaders.
  • Fixed issue where sky would be double after connecting to a new server.
  • Fixes to messages when exiting server.

Coming in version Alpha 1.0
Fixes:

  • Fixed issue with Steam authentication ticket not being returned after player session which was resulting in an inability to connect to the server again until restarted.
  • Altered message system so that commands now show in the chat after their submitted.

Coming in version Alpha 1.0
  • Added /Reply command for sending a private message back to the last person who pm'd you. Command also works with /r. Example /r Lets steal all his stuff.
  • Added /Tell command for sending private messages to other players. Example /t _JB lets KOS this guy (Evil laugh).
  • Added /TP string string command which teleports a player to another player. Example /TP _JB Runelink2 would teleport JB to Andre. Currently an Admin command.
  • Added /TP string command which teleports self to a player. Example /TP _JB would teleport myself to JB. Currenly a moderator command.
  • Lots more feedback when entering commands for when they're accepted or denied.
  • Added /Give command for admins and above. Minecraft style, options are /Give name typeID(subID support with :subID) quantity or any variation of parameters. Example /Give 1:4 10 (Gives self item 1, subID 4 and a quantity of 10) /Give someDude 100 (Gives other player id 100 and a quantity of 1(default)
  • Time and weather now persistent through server restarts.
  • Added server password support.
  • Added /SetUser /SetMod /SetAdmin for changing player perms. Admins can set moderators, owners admins and so on.
  • Added /UnMute and /UnBan commands.
  • Added /ModHelp /AdminHelp and /OwnerHelp for commands help.
  • Added user permissions. Moderators, Admins and Owners for servers.
  • Added /Kick, /Ban and /Mute functions for server admins.

Coming in version Alpha 1.0
Added:

  • Cleaned up connection process to master server. UI now kicks player back to connection page etc.
  • Added steam authentication for game so that our built in system could be replaced. No longer required to make 3rd party accounts through us.

Fixes:
  • Fixed loophole which could potentially have let more players onto a server than was allowed.

Coming in version Alpha 1.0
In process for Alpha 1.0:

  • Finish up logic for radios.
  • Lots of lose ends to tie together.
  • Free placement system to compliment the fixed placement setup (like locks). *Item removed!*
  • Free placed traps.
  • Fixed traps.
  • Weapon upgrading.
  • More craftables.
  • More consumables.
  • Electrics (Probably one of the most important systems still needing implementation since it will tie a lot of features together) *Item removed!*
  • Vehicles (We've already toyed around with implementation but still work to be done)

Coming in version Alpha 1.0
Added:

  • Steeringwheel animation added to vehicles (with hand movement).
  • Players are now able to enter vehicles.
  • Added headshot animation when shooting other players or zombies.
  • Added headshot, body and limb damage when shooting other players or zombies.
  • Added new clouds system for more detailed clouds.
  • Added moon phases.
  • Added Steam statistics.
  • Added Steam login support.
  • Added Steam achievements.
  • Added random weather events.

Coming in version Alpha 1.0
Added:

  • Added several new crafting categories and sub categories.
  • Crafting can now return more than one item.

Coming in version Alpha 1.0
Added:

  • Constant client side gravity for interactable objects like pickups and movable machines. (Makes the world feel less static)

Fixes:
  • Altered the drop logic when removing items from your inventory so that they now snap to the floor rather than fall with physics.
  • Can now cancel placement mode with escape which will drop the item in it's current location or return it to where it was if it's not possible to drop in current location.
  • Altered placement system so that the items doesn't have to be snapped to the floor in order to place, meaning the item can be dropped to the floor as long as it's not colliding with something.
  • Resolved issues with placement system allowing to place inside of certain objects and improved the system overall.
  • Resolved some issues with locks highlights.

Coming in version Alpha 1.0
Added:

  • Large trash piles now lootable.
  • Light switche states are now persistent so that the light can be in the "On" position even while unpowered.
  • Lightswitches are now animated.

Fixes:
  • Fixed visualisation for lightbulbs.
  • Fixed issue where lock GUI wouldn't close with "Escape" key which would lock you in the menus.
  • Fixes to entering and exiting menus which were causing the player to get locked.
  • Fixed highlight issue with placeable locks where multiple locks would highlight.

Coming in version Alpha 1.0
Added:


Fixes:
  • Improved machine logic for better parts persistence.
  • Beds working correctly now for logging off at a safe position. Freeplaceable tents and sleeping bags also work.
  • Proxy reload animation now start at the correct time rather than after the reload has happened.
  • Alignment fixed on [Add] button for adding batteries to a flashlight.
  • Improved grey/black inventory buttons for when things can and can't be interacted with.
  • Improved some object ID related stuff which should improve persistence.

Coming in version Alpha 1.0
Added:


  • Added support for multiple arguement chat inputs for commands which will allow for a greater range of possible commands.
  • Fall damage that doesn't throw false positives for falling has now been implemented.
  • Hit sound effects added when damaging zombies.
  • Hit effect/animation on zombies when damaging them.
  • Zombies now scream at certain times / trigger events.
  • Command - /KillZombies <Distance> added for server admins.
  • Command - /SpawnZombie added for server admins.
  • Night zombies left behind from night will become day zombies and will actively seek the shadows or building interiors.
  • Day zombies now turn into night zombies and start roaming outdoors during the night.
  • Accessibility to whole game world. 64sq km island, some smaller islands planned. In total 50+ sq km more playable area than in Stress test builds.
  • Optimisations to loading and deloading of world items meaning lower RAM usage and improved performance.
  • Overhaul of world loading and deloading for greater performance.
  • Alteration to distance drawing methods allowing for near infinite viewing distance while increasing performance over stress test builds.
  • Implementation of extra admin commands for server owners.
  • Passive AI logic implemented (currently chickens only which will be expanded on in coming builds).
  • Aggressive AI logic implemented with dynamic zombies which change behaviour based on lights and sounds. Slower more "dumb" zeds, lurking in houses during the day and agressive prowling zombies during the night.
  • Vision system for AI which give them only basic vision infront of their eyes rather than a simple "trigger" radius solution.
  • Player sound trigger radius for allerting AI based on the noise you're currently making which allows you to sneak up and around zombies and ai. Shooting will also multiply sound and increase the range in which AI can be allerted by your presence meaning that being tactifully quiet is essential.
  • Dynamic route setup for ai so that they're not solely limited to preset routes meaning zombies will climb through windows and over fences.
  • New sub ID system for item pickups which makes item management easier of a server admins.
  • Our own LOD (Level Of Detail) logic which works better for our needs allowing for greater perfomance and tailored behaviour.
  • Custom LOD (Level Of Detail) logic for AI which allows skinned mesh renderers (AI visualisation) to have different amounts of detail based on distance, meaning we can have more AI.
  • Voice chat (VOIP) added. Currently proximity only but 80% of logic is done and will be in for next build for fully functioning ranged radios.
  • More structures added and several variants of each.
  • 50+ new props/items added.
  • Bum forts added with interactable items (sleeping bags, containers).
  • Several large structures added - Fire station, Police station, School and large Power station.

Fixes:

  • Fix to stop zombies spawning close to players.
  • Improved loading behaviour to prevent the player being able to move around before the world is loaded in fully.
  • Windows fortifications optimised via mesh combining which was slightly inneficient before.
  • Further fixes to being shot up into the air on colliding with certain objects.
  • Optimised network logic for other player visualisations meaning less network traffic.
  • Optimised network logic for other AI visualisations meaning less network traffic for out of range AI while keep persistence between connections.
  • Hardened persistence logic for item containers.
  • Fixes to roads so that they clip less with the terrain in the distance.
  • Improvements to roads to remove unrealistic hills and turns.

In process for Alpha 1.0:

  • Finish up logic for radios.
  • Lots of lose ends to tie together.
  • Free placement system to compliment the fixed placement setup (like locks).
  • Free placed traps.
  • Fixed traps.
  • Weapon upgrading.
  • More craftables.
  • More consumables.
  • Electrics (Probably one of the most important systems still needing implementation since it will tie a lot of features together)
  • Vehicles (We've already toyed around with implementation but still work to be done)

Known bugs:

  • Able to put up planks on the inside of a window because of FortificationDivider.
  • Other players weapons state isn't buffered and therefore means that you won't always see the item they have equipped.
  • Issue where small GUI window doesn't show in the correct position.
  • Some people are experiencing issues with the in game web browser. Please search for and submit bugs and try to be as specific as possible. Some changes have already been made which should help some people.
  • Movement is high priority. Although it's been vastly improved from Stress Test V1.0.x we'll need to revisit this when character customisation is implemented.

I'm only adding what has been added and/or changed to the changelog in each spoiler. When a new version of the changelog rolls out (i.e. new game version) all the old info will be cleared from the OP and I'll start a fresh list. The full changelog can be found here, in case you miss it in the upper forum menu: http://changelog.survivethenights.net/[/spoiler]
 
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Montauk

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I love how they're optimizing so much early on! This is usually an afterthought for many developers but a2z is doing it as they go, granted the optimizations will need testing to ensure they're working properly.

I also really like that the 'Night zombies left behind from night will become day zombies and will actively seek the shadows or building interiors.' Seems like it would be pretty cool to leave your house at/around dawn and stealthily observe them migrating to shaded areas, and vice versa for day zombies to night. I'm anxious to see how big of a difference the zombies are during the day vs night, other than the shade thing.

And of course, exploring the whole map is gonna be a big deal. :D
 

Num47

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What? No. We can't stop here. This is bat country.
Yeah, zed watching will be a major past time hobby... love their own LoD on the A.I so they can have more zeds :D (need a drooling face on here) and the rest of the island will be open to us, gawd damn I can't wait to just wander around it... and more bum forts! :p
 
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Montauk

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July 14th Updates, how did I miss these a few days ago?

Coming in version Alpha 1.0
Added:

  • Clearer GUI layout for displaying fuel available in fireplaces/generators.
  • Support for max resources on items rather than the previous 100. This will allow for certain objects to hold more or less "resource", whatever that might be.

Fixes:
  • Alignment fixed on [Add] button for adding batteries to a flashlight.
  • Improved grey/black inventory buttons for when things can and can't be interacted with.
  • Improved some object ID related stuff which should improve persistence.
 

Num47

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What? No. We can't stop here. This is bat country.
July 14th Updates, how did I miss these a few days ago?

Coming in version Alpha 1.0
Added:

  • Clearer GUI layout for displaying fuel available in fireplaces/generators.
  • Support for max resources on items rather than the previous 100. This will allow for certain objects to hold more or less "resource", whatever that might be.

Fixes:
  • Alignment fixed on [Add] button for adding batteries to a flashlight.
  • Improved grey/black inventory buttons for when things can and can't be interacted with.
  • Improved some object ID related stuff which should improve persistence.
I seen'em :p but didn't notice the date :rolleyes:
 
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Davz Not Here

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Num47

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What? No. We can't stop here. This is bat country.
Hell yeah!....

  • Introduced full electricity circuit support for houses!!!. And more good stuff!!!....
  • Added support for resource based fuels for machines like gerators. :rolleyes:
I am liking what I am reading... and there goes me, thinking that all they are doing is taking @JB_ around site seeing :p

Great Work Guys!
 
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Montauk

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Thread starter #11

Num47

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What? No. We can't stop here. This is bat country.
  • Constant client side gravity for interactable objects like pickups and movable machines. (Makes the world feel less static)
Physics on world objects I gather... can't wait to roll a log down hill into a group of zeds :D
 

Davz Not Here

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Thread starter #14

Mimz

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Can't wait to test it.
 

Archduke

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I haven't been on in a while because unfortunately I'm not too in touch with the forums. I see that they are making progress, but have they said anything about the timeframe of this alpha? Could it be in 3 months or 1 year? Or are they just announcing things as they go?
 
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Montauk

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When's the next stress test?
I haven't been on in a while because unfortunately I'm not too in touch with the forums. I see that they are making progress, but have they said anything about the timeframe of this alpha? Could it be in 3 months or 1 year? Or are they just announcing things as they go?
No eta has been given, or even a soft estimate. My best guess is we'll see the community alpha before the end of this year, so maybe 1-2 months. Keep in mind that's just my own personal guess, it's in no way official.
 

MANE_GAME

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I was just watching a YouTube video and the guy said he was in touch with the devs and they had told him a couple weeks.. but I don't know how reliable that source is. Time will tell I guess
 

Archduke

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I was just watching a YouTube video and the guy said he was in touch with the devs and they had told him a couple weeks.. but I don't know how reliable that source is. Time will tell I guess
Do you remember which YouTuber said this?
 
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