7D2D A9.2 Released

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7D2D A9.2 Released

Beitragvon Numenator » Fr 05 Sep, 2014 07:10

Great Scott Survivalists,
Alpha 9.2 is out with many new additions, changes and bug fixes including: Our new anti-cheat system in beta, new biome zombie spawning system, improved zombie pathing, new 7th night feral attacks, new grasslands biome formerly the plains, new high res 9mm Pistol, new large hotel location, increased zombie walk speeds, fixed shotguns death animations, fixed many locations not spawning in random gen and so much more!

We also have some more pimp news to share with you folks. This week we broke a half a million customers. So a mighty big pimp high five goes out to all the fans who have supported us from the beginning, the new fans we’ve picked up along the way and our newly converted fans who’ve seen our bright campfire light! And let’s not forget the rest of the Pimps for kicking some serious early access development ass. Tip of the Fedora goes out to Robert, Joe, Chris, Brian, Joey, Ryan, Joel, Bryan, Alex, Jan and Will. You guys rock! And a belated Pimp of the week goes out to Robert for spearheading our Alpha 9 random gen. So drop us some feedback and tell your friends and let’s keep this party rolling folks cause we’re not going to stop until we deliver the best damn zombie survival game out there!

We also just updated the dedicated server only build (appid 294420). It uses the same version number (A9.2 b14) to be compatible with the existing clients. The update was due to a change in Unity 4.5.3 that obviously handles the VBlank different then in previous version. This caused a dedi server to take full CPU time of a single core even if no user was connected. This problem should be fixed with the latest update (steam buildid 373581)

So without further ado or Pimp rambling here are the official Alpha 9.2 release notes.

Official Alpha 9.2 Release Notes

Added

Added new early version of Easy Anti-Cheat system that is a server option. If server has anti-cheat Vac enabled you cannot connect to it with a modified DLL. If you want to use your modified DLL as a client the server must have anti-cheat disabled. Modified DLLs on servers are possible with anti-cheats on. If you want to join anti-cheat enabled servers you will need to use stock DLLs only as a client. Hopefully no more TNT fists of fury!
Added Biome Zombie Spawning masks. Clear an area of zombies and that area will not spawn zombies again for about 5 days. This gives the player time to build a fort. It is not a free pass from wandering hordes or noise triggered hordes. It also forces the player to travel to hunt as you clean an area from animals.
Added new zombie pathing system. It’s just an early start to a grander scheme but zombies don’t weave back and forth as much and path straighter, they will only walk off a ledge from a certain height and can get through doors easily now. We still need to improve staircase and long distance pathing and they will occasionally spin but not as often.
Added feral night hordes. Once per week or every 7th night zombies get really hungry and become feral. These feral night hordes can sense players and will find them regardless of how well they are hiding. Every week the horde grows in numbers until the 7th week.
Added new grasslands biome formerly the plains with 4 new grasses, new sky spectrum, ground texture and tree and changed plains decorations to look more like Arizona and less like kansas
Added a new large hotel never before seen to the random gen spawn list. You can find it in desert, plains, forest and pine forest biomes along roads
Added new large hotel to Navezgane Desert
Added sham sandwich
Added new 9mm Pistol
Added new random gen map thumbnail and description
Added coffee farming
Added english.txt entry for Sham Sandwich
Added sparse corn plants to the plains
Added hwy_overpass_sign prefab
Added billboard trussing
Added recipe to make books from paper
Add weights to various metal objects so they can be melted down or they drop scrap iron when destroyed
Changed

Changed the walk speed of one walk type, the cripple looking walk with the long stride. These guys and gals are annoyingly fast now so you have no time to loot any more
Changed automotive loot now guarantees auto loot, with a chance to find one tool, and a chance to find one junk item
Changed added stone axe to tool group list and moved claw hammer to rare tools list
Changed added wood planks to junk loot list
Changed reduced chance of finding random biome loot like trash or backpacks
Changed food poisoning does damage over time and more stamina damage
Changed moldy Bread and rotten flesh have a chance to cause food poisoning
Changed rotten flesh has a chance of causing infection if you eat it
Changed zombies no longer drop cans of food but possibly rotten food or flesh
Changed reduced chance of finding complete firearms in backpacks. Backpacks now guarantee a food item, with a chance for weapons or parts, a chance for melee weapon and a chance for an armor or clothing item
Changed cars now guarantee one auto part and have a chance to drop a tool and a junk item
Changed zombies no longer drop cans of food but possibly rotten food or flesh
Changed reduced chance of finding complete firearms in backpacks. Backpacks now guarantee a food item, with a chance for weapons or parts, a chance for melee weapon and a chance for an armor or clothing item
Changed cars now guarantee one auto part and have a chance to drop a tool and a junk item
Changed scaled coal texture to be smaller
Changed stone and potassium nitrate textures
Changed Random Gen Description in English.txt
Changed farming. You no longer have to plant near water. Crops also grow at a consistent speed which is in seconds. They still require sunlight and fertile soil (hoe’d or recently placed)
Changed Less aggressive “snap to terrain” code to avoid doubling of terrain blocks
Changed sledgehammer is now gated by the home maintenance book vol II
Changed moved hunting rifle parts from misc to resources group
Changed redid metal pole texture
Fixed

Fixed typo of army camps so Wilderness is spelled correctly and should show up in Random Gen
Fixed shotguns are not triggering death animations on zombies if it was a one shot kill when connected to a dedicated server
Fixed over 40 prefabs that had the wrong township flag or type in the random gen prefabs.xml. This was causing some of them not to show up in Random Gen
Fixed army camps xmls so wilderness was spelled correctly causing them to not show up in random gen
Fixed housetanpyrmid2 name removing space causing it to not show in random gen
Fixed problem that the “snap to terrain” changes have not been transferred to a connected server
Fixed static spawner y offset being incorrect so prefabs with ground or basement were not spawning zombies in random gen
Fixed It is no longer possible to contract dysentery when you have advanced dysentery
Fixed can burn trunk tips and wood pillars
Fixed Stability of roof in Barn_03 prefab
Fixed shortened english.txt longer recipe names to fit and got rid of Camel Cased words
Fixed Gave coolers terrain decoration flag
ServerConfig.xml

EAC will be on if the serverconfig.xml file has VACEnabled set to True like the line below
<property name=”VACEnabled” value=”true”/> <!– Enables/Disables Valve Anti Cheat –>
Known Issues

32 bit Operating Systems can run out of memory sometimes. We’re still optimizing this.
Zombies and animals will still occasionally spin in circles but not as often we are still working on this
_________________________________________________________________________________________

Iam Lack, Toast & Tolerant

Das ist schmutzig, falsch und moralisch höchst verwerflich....ok bin dabei!
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Re: 7D2D A9.2 Released

Beitragvon Numenator » Fr 05 Sep, 2014 07:15

Neues Spiel gestartet und den PoM Hive transferiert.
Transfer hat funktioniert und optisch passt die Base auch zum Biome (das selbe wie zuvor daher keine Glitches)

Spawnpointsetzen nicht vergessen!
Rezepte wieder Sammeln da Reset
_________________________________________________________________________________________

Iam Lack, Toast & Tolerant

Das ist schmutzig, falsch und moralisch höchst verwerflich....ok bin dabei!
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Re: 7D2D A9.2 Released

Beitragvon Numenator » Sa 13 Sep, 2014 02:40

lol da hat jemand Spaß
Gegen Ende hab ich mir schon Sorgen um ihn gemacht :)

https://www.youtube.com/watch?v=8YOhsTy_5Nc
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Iam Lack, Toast & Tolerant

Das ist schmutzig, falsch und moralisch höchst verwerflich....ok bin dabei!
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Re: 7D2D A9.2 Released

Beitragvon Frexx » Sa 13 Sep, 2014 07:35

Sorry für OT:

Michi, dein Avatarbild ist echt scheiße, nimm bitte ein anderes. Eine zerfetzte Leiche wäre nicht viel schlimmer :(

Deine Kreativität finde ich ja sehr gut, aber wenn ich fast kotzen muss, ist es für mich kein Spass mehr und bei dem Bild isses leider so, sorry.
Frexxor im WoW-ARSENAL und Frexx

Damals: Heldenfrexx in Everquest , auch im Ruhestand wie Quilla, aber nicht ganz so betagt, den Q hat die :faroah: noch live gesehen

Noch mehr Hobbys: Bild
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Re: 7D2D A9.2 Released

Beitragvon Fredrik » Sa 13 Sep, 2014 08:50

hehe
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Re: 7D2D A9.2 Released

Beitragvon Numenator » Sa 13 Sep, 2014 10:27

Ok Frexx weilst es du bist und bitte gesagt hast !
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Iam Lack, Toast & Tolerant

Das ist schmutzig, falsch und moralisch höchst verwerflich....ok bin dabei!
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Re: 7D2D A9.2 Released

Beitragvon Frexx » Sa 13 Sep, 2014 10:51

Leicht besser, danke :)
Frexxor im WoW-ARSENAL und Frexx

Damals: Heldenfrexx in Everquest , auch im Ruhestand wie Quilla, aber nicht ganz so betagt, den Q hat die :faroah: noch live gesehen

Noch mehr Hobbys: Bild
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Re: 7D2D A9.2 Released

Beitragvon Fanorn » Sa 13 Sep, 2014 11:34

Fandorin - retired
Fanonia - Witch Elf - MIA
Fanorn Covenant, Rear Admiral, Joined Trill, USS Moonglow-E - lost in a Wormhole
Fanorn of Rivendell - Elf Hunter
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Re: 7D2D A9.2 Released

Beitragvon Numenator » Sa 13 Sep, 2014 17:15

Lol Andi, Nummer 27. Argentina Coral - Cante Gitano sieht aus wie Conchita Wurst
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Iam Lack, Toast & Tolerant

Das ist schmutzig, falsch und moralisch höchst verwerflich....ok bin dabei!
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