Project Zomboid: Heat of the Night

News

The Indie Stone posted a new blog about build 42 for Project Zomboid via their official Discord this morning. I checked Steam, but at the time that I checked there was no mention of the blog post there.

Error, Kilen, and I have paid PZ a visit quite a few times over the years. I love how much depth the game offers, and it’s certainly on the difficult and challenging side. To be fair, we did make adjustments to the default settings a bit. We didn’t particularly care for the once bitten dead scenario, so we modified that setting. We can still die from sickness, zombie attacks, starvation, you know the usual. But the poor luck scenarios we ran into in PZ had us really loathing that one rule so we took it out.

I included a very short snippet of the blog below, but it’s pretty massive, with videos, and other eye candy. I’d highly recommend you hop on over to their website and have a look at the official message, here.

Heat of the Night

Hi everyone, it’s been a good month of general work and polish on our closed build. Lots of general required mop and brush up, but as examples of what’s been going on here’s a few items:

  • Making fishing clearer and easier to follow for new players – making the messaging clearer to the player when fish are present for example via the disturbances on the water, and making it more obvious when a fish has been caught.
  • Fixing issues with body-dragging, for example bugs with phasing through walls on pick-up and drop.
  • Improving animal pathfinding to make them act more realistically around walls and map structures, and continued general work on the unseen paths that animals will follow.
  • Optimization work on the player’s view cone to help the game in busy areas.
  • Map testing and fixing throughout new towns added to the game, and all the existing areas that have been given a glow up – which are primarily in Muldraugh.
  • Adding more opportunities for players who generally don’t go to farms and forests to come across animals in-game.
  • Adding 42’s new depth textures to scenery and items that testers discover, and that we previously missed out.

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