
Hey everyone,
First of all, apologies to everyone for how long it has taken to get back to updates. Now, this first update back focuses on stability of 0.8 and fixing some of the main issues that were plaguing the experimental build for too long. After this, more will be looked into actual features and more improvements. Then finally, 0.8 stable which will close out phase 1 of the roadmap and onto the more exciting things I showed in the last dev update! This post will be updated with experimental patch notes. To get onto experimental do this -> Right click Surroundead, Properties, Game Versions & Betas, select experimental.
It should also be said that saves on 0.8 will not work with 0.7 so make sure to backup your save if you want to go back.
Experimental Patch Notes - 29/09
Added new items: Saw
Big change to crafting Wooden Planks. It now requires only 1 Wooden Log but you also are required to find a Saw (The Saw does not get consumed on craft) and this will be looked at getting added to other craftable recipes
Adjustments to muzzle flashes (Only smoke will appear if a suppressor is attached and less than before)
Fixed an issue where animations like reloading, chambering a weapon, etc would not play if it isn't rendered on screen
Fixed laser disappearing when hipfiring
Fixed grenadier zombie archetype beeps before explosion not playing if you killed them
Fixed Screamer constantly screaming if you were closeby
Fixed turrets not actually shooting/damaging
Possible fix to traders not refreshing items
Fixed an issue that could cause issues when changing weapon (Not being able to shoot, only push, etc)
When a zombie loses visibility of the player, instead of going back into a roaming state, it will go into an alert state and move to a location close to where the target was last located
Fixed issue that would cause elimination quests to not count the kills
Fixed an issue causing the mist around zombie archetype mouths to not be removed on death
Headshot with a bolt will no longer destroy it
Bolts have an increased chance to spawn in ammo containers now
Sledgehammer swing is slightly faster
Medical bag now accepts infestation sample
Increased crossbow headshot multiplier from x3 to x3.5
Adjustments to player bitten animation
Fixed bandits and coyotes not attacking your vehicle
Reduced radius that a bite can actually bite you
Increased APC health to 300, you may not see this change until getting a new APC however
Fixed an issue causing sprinting/crouch sprinting to create the same amount of noise as normal walking
Fixed having to hold down interact to deactivate a turret even if press was enabled
Fixed an exploit where applying burn to dead AI (Molotov) would give free XP
Fixed infestation Molotov XP glitch
Fixed APC not able to detect vehicles for towing
Fixed some AI being able to tank explosive damage
Issue fixed where slot.sav would corrupt and thus cause crashes when launching the game or trying to access that save (Thank you to Hegi)
Possibly fixed an issue that could cause you to be unable to use a consumable when it's in another container
Fixed collisions of new workbench models
If a water well is placed somewhere it cant fill, it will no longer repeat the notification but only only show it once after being placed
Wooden rove concave corner and viking ornament now have the correct item when it is picked up
Fixed not being able to use consumables in vehicles
Loot all will only close the inventory UI if all items are looted
Possible fix to zombie ragdolls having stretchy arms
Reduced dynamic event spawn time down to a maximum of 60m
UI notification on reading a book/magazine and what is has done (eg, give XP, etc)
Fixed crowbar not losing durability on unlocking a door and you now get xp
Added a notification that tells the player to unequip the item before equipping another
Crossbow now accepts scope attachments (Look to find a new one)
Zurvivor