Summary
This update overhauls vehicles (handling, repairs, trunk loot), adds walkers and surprise hordes, brings perks every five levels, and fixes over 20 bugs
Features
Vehicles
Vehicles got a big pass this release: how they drive, what is inside them, and what happens when you hit something.
- Cars have real body dynamics now: every wheel has its own suspension, and the body rolls through corners, dives under braking and squats under power.
- Hold shift for a handbrake turn: the rear breaks loose so you can swing the car round, and grips again when you let go.
- Run a zombie down and it takes damage by speed, ragdolls away, and sprays blood across the hood and windscreen.
- Start the engine from an ignition prompt on the steering column.
- Trunks can be looted, or leave the loot and watch it roll around as you drive.
- Loot found in a car is appropriate for what you would find in an abandoned car: spares, road kit and cargo in the trunk, small everyday things in the glovebox.
- A car will not start at all when the engine, battery, fuel tank or radiator are missing, and it will not stop if the brakes are missing.
- The seat and ignition prompts tell you why a car will not go (no fuel, dead battery, no engine, an axle stripped of tires) before getting in.
- A missing or flat tire leans the car, slows it down and scrapes along the road. Lose both tires on an axle and it will not move at all.
- All seats in a car can be sat in (up to 4 seats).
- Open the hood to access the repair screen for each car. This is where you will fuel up, change the oil, and swap or repair parts.
- Getting out of a running car leaves the engine idling, and burning fuel, so you can hop out, do something and get back in.
Zombies and hordes
Zombies and hordes were reworked.
- Walkers have been added.
- Runners are a separate, rare threat.
- Horde zombies' eyes now glow so it is easier to tell where they came from.
- Zombies spawn mostly in and around POIs and roads. They are now rarely found out in the forest.
- Hordes are events rather than nights: one lands every 3 to 8 days at any hour, and a new world can switch them off entirely from the New Game screen.
- Every zombie in a horde is a runner, and horde size grows with party size, zone and skill, starting at ten for a lone new player in zone 1.
- A horde ends when the last remaining zombie is killed.
- Nothing warns you a horde is coming any more. It just arrives.
- Your first horde is a short, light introduction rather than a siege.
Everything else
- Survivors have an overall level and each level up grants a perk point. Perk points can be used to unlock perks for each of the 20 skill lines.
- Perks arrive every five levels on every skill line, starting at level 5 instead of level 20, with costs brought down to match and a Perk Ready alert when one unlocks.
- Electrical now has perks: four of them, and they all extend how far a wire run reaches, taking it from 20 m to 35 m across the ladder.
- All players are put in a squad by default now so they can easily find each other.
- Each player's survivor skill is now shown in the squad section of the HUD.
- Sticks, logs and stones (essential crafting resources) are now spawned through the world.
- Painkillers now cost you a fifth of your thirst bar.
- Your death sack shows on the HUD compass as a bearing and range mark, so you can walk straight back to your gear without opening the map.
- Healthy vitals now auto hide to reduce clutter on screen. They reappear when they require attention.
- Being over encumbered slows you down and shows an encumbered chip instead of stopping you carrying more, and the carry weight bar has left the HUD.
- Crouch moved to Left Ctrl and is hold to crouch by default, so you stand up when you let go. Settings > Controls switches it back to Toggle, and the key is rebindable like everything else.
- E is the inventory's action key: press it to eat, drink, equip or dismantle whatever is selected, and Enter is now the dedicated Equip key.
- Day and night lighting has been adjusted: daylight is more neutral instead of yellow, midday is no longer blown out, and the moonlight stays bright all night.
- Overcast weather dims the sun and casts cloud shadows across the ground, so a grey sky looks grey.
- The campfire panel was rebuilt: five ingredient slots to drag or shift-click food into and fuel tiles underneath.
- The old clothing cut for the previous character models is gone from loot, and gear your survivor can actually wear turns up in its place at the same rate.
- Bug reports include a screenshot: press F8 anywhere to take one or one will be included by default.
- More logs are now included with diagnostics to help identify and fix issues.
- The report form is shorter and harder to get wrong: name and email have been removed. The Area chips are no longer pre-selected and sit right above the diagnostics panel, and you are now returned to the game after submitting.
- The fisheye distortion and vignette on the camera has been removed, and the default field of view is 70 everywhere.
- The bow's aim helper now defaults off.
- New Game opens the last map you hosted.
- Quantity in the admin spawner can be held to tick up, faster the longer you hold, or clicked and typed in directly from 1 to 999.
Bug fixes
Vehicles
- Zombies walked straight through parked cars. A stopped car is solid to them now, and a moving one still is not, so you can run them down.
- Low-speed steering is more realistic.
- Driver and passenger positioning in vehicles has been improved.
- Lifting off the throttle lets the engine note fall away instead of cutting straight to idle.
- The SUV and wagon no longer flip over the moment they spawn.
- Door prompts sit on the handle and follow the door as it swings.
- Seat, glovebox and trunk prompts only appear once the door in front of them is open.
- Interacting from a car seat, starting the ignition or pulling a door shut, no longer throws you out of the vehicle.
Everything else
- The crosshair no longer disappears when you aim down sights.
- Walking backwards while firing flashed the screen white for a frame.
- Items in a loot container can be used right out of the container: eat, drink or heal yourself straight from the crate, and put on or store clothing without pulling it into your pack first.
- Escape cancels a build placement instead of leaving you holding a ghost with no way out.
- Grass and bushes bend and rustle again as you and your teammates walk through them, and the rustle only fires in genuinely thick cover instead of on every step.
- Fog of war is fully opaque on both the map and the minimap, so unexplored ground shows nothing at all instead of a faint outline.
- A freshly wired turret or light comes up with its breaker already on.
- Looking at an item you have no room for warns you with a "No room in pack" hint before you press anything.
- The respawn screen was rebuilt in the game's current style.
- The leftover reload prompt from the old UI is gone.
- Upscaling choice survives a change of quality tier instead of being silently cleared.
- The day counter starts at Day 1 rather than Day 0.
- Spawning items from the admin panel is more informative, telling you if it was successful or not.
- Leaning has been turned off for now as it was buggy. It may be re-introduced in the future.