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Pre-Alpha Devblog #28 (Vehicle Damage | Town Signs | Patch 0.11.28)

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JB_

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Hello all,

Thanks for checking out our 28th devblog! We've released the initial 0.11.27 build to our experimental branch on Steam. We've already received some fantastic feedback and bug reports. If you've not done so already, we suggest switching over to our experimental branch. Please report any issues found to our tracker.

Vehicle Damage

Vehicles are already getting a fantastic test on .27. We're getting some solid reports and fixing issues. Development continues on vehicles and vehicle mechanics. You'll soon see vehicle damage where the end result is an explosion. Obviously maintaining your vehicle should be a high priority. Allowing a vehicle to be damaged to the point where it catches flame will always result in an explosion.

Town Signs

Something Jos has worked on quickly this week is town signs. Some in the community have mentioned that without a map and compass it can be nearly impossible to tell where you are. In response, town signs have been created and will be implemented shortly. They'll be placed at entrance and exit points to all of the islands towns so it should always be evident what town you're in.








Patch Notes for 0.11.28

We're currently releasing the first patch for 0.11.27. This build will likely remain on our experimental branch while receiving many small patches until the build is stable and solid enough to call alpha. Below are the patch notes for 0.11.28. Please report any issues found on our BUG TRACKER, thanks much!

Patch 0.11.28 (Experimental Branch)
  • Teleporting is now possible after you've been killed while in a vehicle.
  • Players should now always start with full calories on a new life.
  • Improvements to weapon loot spread. Previously all gun types where spawning at all locations. Weapon locations should now be more balanced.
  • Vehicles should no longer despawn! Cannot be 100% sure that there won't still be issues with cars going missing.
  • Flashlight position on pump action shotgun no longer floating.
  • Added idle override animation when standing near a fire that is on.
  • Added town name signs to all towns. These are designed to help groups of players figure out where they are on the map.
  • Add item and AI spawners to buildings that didn't have enough to meet loot spawn requirements.
  • Resolved errors which happened when loading the bunker areas.
  • Added several new early game hints to help new players get established.
  • Tweaked the amount of meat given from stags and also balanced their calories against other items.
  • Added and tweaked menu hints to show more early game relevant hints.
  • Fires now slowly regenerate health while stood near them. This feature is designed to help new players with early game difficulty.
  • Improved quality settings so that options all work and descriptions are easier to understand.
  • Vehicles now start smoking as they take damage. Smoke increases as vehicle conditions becomes lower and explode once fully broken.
  • Fixed issue which caused zombie screams to not always play sound.
  • Fixed issue where zombies would sometimes move sideways.
  • Altered the /stuck command so that it can no longer be used for cheating.
  • Added solution for exiting vehicles that are up against a wall. Players now exit via the alternative side.
  • Fixed issue which was causing small notifications to spam in the top left corner when a container was 1 item short of full.
  • Can no longer eat while you are the driver of a vehicle.
  • Punch animation no longer plays before wind up flashlight animation starts playing.
Thanks much for the continued support. We'll keep smoothing out this .11 build and get it into proper shape for a solid alpha build. We couldn't do it without the continued dedication of backers willing to help test for issues and suggest fixes and improvements.
 

Num47

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What? No. We can't stop here. This is bat country.
Loving it all man, especially those town signs ;)... will add a very nice touch.

One thing I'd like to mention is the car explosion... nothing wrong with it, it's fine really but I'd like to see if on the side you'd be intrested in trying another look. Something more realistic like it bursts into flames from the engine bay area and then the inside goes up in flames while windows explode and tyres pop (if windows and tyres are still attached) with all the nice sfx.

You might also be able to do some neat tricks with the shader for getting a gradual burnt look over time, i.e like you can have rain/snow layer appear to be on objects maybe you could try the same method for charred materials, I dunno.

I know it's much less hassle doing the norm but the more you top others with mechanics or visuals the better I think.

But like I said the one you have is totally fine, I'm just being the usual ass coming up with more stuff to try :p
 

Dr. J

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OK, my old bête noire, how about that can opener getting an increased spawn?
Apart from that, loving the way the game is going!
 
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