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Pre-Alpha Devblog #30 (Experimental Build Patch 0.11.30)

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JB_

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Hello all,

Thanks for checking out our 30th devblog! We’ve released the 0.11.30 patch to our experimental branch on Steam. Thanks very much to all the testers finding current issues. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes. Please do your best to check against the list of changes and report bugs to our tracker.

Changelog

  • AI hit reactions now play sooner making the zombies will more responsive. (Further melee improvements planned for EA)
  • Melee damage now always registers. Previously hits were being detected and blood effects would play however no damage would be applied if the limbs were hit. (Further melee improvements planned for EA)
  • Resolved issue with passive AI which would mean they didn’t receive their death effects if killed while they were outside of your relevancy range.
  • Removed errors being generated when AI was killed by other players far away.
  • Other players no longer still hold their weapons while in the driving seat of a vehicle.
  • Fixed gap in road between terrain and road surface on terrain 51 where the road meets 59.
  • Fixed issue where a full box of nails would be given when harvesting. This would happen when the amount of nails found was greater than the stack you already had. It would fill up the existing stack and then give another full box.
  • Added support for tools to be included in recipes that include the item when clicking the [Search] button.
  • Work benches small and large now work properly.
  • Items that don’t have a crafting recipe now have Greyed out [Recipe] buttons.
  • Craftables that consume multiple of the same item now stack and only have one label in the crafting recipe page.
  • Fixed issue where clicking [Search] button when looking for recipes would fail and throw errors into the log.
  • Fixed issue where consuming items which caused damage would alter health but not actually damage the player. This resulted in being able to achieve 0 health which made the player invincible.
  • Improvements to overall zombie agro functionality. Sneaking near zombies should now be more consistent.
  • Player now receives a small notification in top left when trying to open a locked door.
  • Fixed issue causing sidewalks to load incorrectly on the entry into towns.
  • Resolved issue which could cause water bottles to go to 0 quantity when harvesting water.
  • Melee is now full auto again meaning you don’t need to keep clicking in order to attack (Sorry about that one).
  • Resolved issue which could caused some items to go to 0 quantity when crafting.
  • Zombies no longer always choose the shortest route in the case that there’s an open pathway. This intelligence is only slight and is designed to stop zombies choosing the path that includes a fully fortified window; when there is an open doorway right next to them.
  • Removed crash being caused during loading of ‘Oceans and rivers’
  • Improvements to overall loading times.
  • Added system for removing limited hints over time so that returning players can see hints that they have had in the past.
  • Altered snow and season vegetation shaders to improve performance and lower chance of crashes.
  • Fixed issue which caused winter season to not work on public servers.
  • Passive AI should no longer traverse fences/windows.
  • Fixed pivot position on various drops to stop them falling in to the ground.
  • Set all resources category items to stack where possible.
  • Updated hover icons for various interactions to correctly indicate what action will be performed.
  • Fixed floating design on terrain 23.

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.
 

DZS

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Nice improvement on the melee damage. haha good finger saving fix on the melee auto attack. Good fix's improvements.
 
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