PC V2.5 EXP out NOW!

I was running out of the basement of Judie Witch and suddenly the camera switched to third person. Thinking I accidentally pressed the button to make the switch, I went into the PC key bindings and saw that it said "none". I set it to a button must to switch it back and nothing happened. I went back into the PC key bindings at it still said "none".

Long story short, it is not the fist/third person button in the menu but the quick action button with the quick action set to default. Just a request that should be more clear with just one setting.
 
The only thing ive seen that could be changed and making veggie based foods make much less smell. I understand meat and meat like stuff but veggies is silly like I saw someone eat canned pears and they lured zombies. Who the ■■■■ eats pears anyways they nasty

And possibly Maybe make the default speed jogging but we could change it np so im not worried about that but to not ""scare off new players"" but really I don't care about that
While carrying them should definitely make less smell...EATING them is another story and the after effects of beans, cabbage or broccoli are far more devastating and reaching then anything meat related could ever accomplish!
 
I'm really enjoying these 2.5 changes. (y)
The jars are so well-handled that I'm surprised and happy to find them in loot - helps my duct tape production. I used a bucket to fill a cobblestone "well" and go outside to dip.
The food changes were odd, but I'm finding them making sense enough to be palatable. The Meat Stew recipe change was a shock, but not annoying at all.

I've never liked sprinting zomborghinies because I watched the original Night of the Living Dead on release and to me, those are zombies. So having a slider to turn down smeller-speed was welcome.

Only one criticism: the hitbox for zombies seems smaller than 2.4... Needlessly so.
Well done, Funpimps and I look forward to the tweaks that will come with Stable. 🇺🇲
 
Killing a rabbit is on another level now. I had a couple of jump scares near military POIs from them (in the past) and landed on mines made me go you know where. Death is closer than it appears now in early game, as the smell from it, but for the zombies. Love it. (playing on insane just to test how brave I am/have been).

There is only a one thing I am sort of confused and it is a the door crafting in the tutorial. Why a single door, add a double one just to confuse us.

So far, fantastic update :)

Hat off for you Pimps ! Thank you again :)
 
RWG did not even get to be listed in the big changes, but I did do quite a bit of work on it.
I did notice. Thank you. It's the little things as much as the big ones that show the love you guys have for your craft. Regarding RWG, I do wish for a network of procedural underground caves like Robert mentioned way back ( something about loading surface and a "deep" underground separately and seamlessly loading between them to avoid extreme structural calculations and stuff) but I guess the time constraints for that vs other features is on the very short and unavailable straw at the moment.

Hugs!
 
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I read it and cried with joy!
They added 1 spot to the bike!
It's a shame you can't add more than one MINUS on Steam!
The smells and all that mechanics were in the old "Alphas," but you're bringing something brilliant to this one! The same goes for clothing!
 
Loving the update so far. I am one that was happy that jars were removed, but the jars coming back in 2.5 has not been an issue so far. Been using them to supplement my water needs early game as I am not rushing workstations this playthrough so I expect they will be needed.

Temperature and smell are great too. Built a campfire on the roof of the POI I was setting up my horde defense for Day 7 just so it would keep me warm as I was building defenses during a rain storm.

Smell is making me rethink of when I hunt and when I eat. Trying to avoid eating when I start the POI missions to keep that risk down, and finding containers to stash meat to keep running zombies a lower risk until I can safely transport it to my base.

I currently have jars set at 0% return so I use up what I find and this is all I have. Don't think I will ever plan on crafting them, but we will see
 
I was running out of the basement of Judie Witch and suddenly the camera switched to third person. Thinking I accidentally pressed the button to make the switch, I went into the PC key bindings and saw that it said "none". I set it to a button must to switch it back and nothing happened. I went back into the PC key bindings at it still said "none".

Long story short, it is not the fist/third person button in the menu but the quick action button with the quick action set to default. Just a request that should be more clear with just one setting.
I have experienced it too. Plus very interesting crash: I was at Day 2 around 7PM - game (and system) crashed. When I went back to game, it was Day2, but 2AM. Quests for Day 2 were counted like I did 4 of them between midnight and 2AM. Day 2 continued additional whole day. :-)
 
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Only one criticism: the hitbox for zombies seems smaller than 2.4... Needlessly so.
I am getting this too. Even clear and obvious headshots are not registering. Emptied 13 rounds from a max level Desert Vulture into a green cop and didn't kill it, most didn't register as hits. He was running straight at me. Shotgun was similar. Even machette was not registering a few that should.
 
Looking over the xml, some of the SmellUse values seem odd when compared to others. A boiled egg has a smell of 50, yet charred, grilled, and boiled meat only have a smell of 25. Wouldn't meat be more likely to lure zombies than an egg? I could see maybe charred meat and boiled meat being lower than grilled since being burnt and boiled could reduce the strength of their smells, but eggs having a larger range than grilled meat seems odd. I get to humans eggs can have a strong smell but I don't remember zombies caring much for eggs. Haha.
 
Well, I've been playing some with 2.5. Definitely seems to be some bugs, though I don't know if they are specifically 2.5 bugs. I need to get a log from the person I played with before I do an actual bug report, but I'll still note these here in the meantime.

  • Client PC player has floating trees on RWG map. When he changed from Ultra graphics to a lower setting, the trees are almost on the ground... but the roots are still showing. This didn't happen in 2.4 or earlier.
  • Client PC player can't complete quests host starts. For a simple tier 1 fetch quest, after getting the satchel, the quest shows the stay within area note instead of the return to trader note. He can't turn it in and has to cancel it. As a side note, he continues to see the stay within area note even after leaving the POI and returning to the trader instead of failing. This happened twice in 2.4, but those were on custom POI with mods installed and I thought it was related to that, but since this is experimental, we aren't doing custom POI right now or any mods and the POI that failed were both vanilla POI.
  • Client PC player has to download the world each time he joins the game instead of only once.
  • Client PC player has no trader waypoint from starter trader.
  • Client PC player not seeing POI name/level.
  • Host PC player spawned about 450m away from bedroll after choosing to spawn on bedroll.
  • Host PC player: After spawning, currently active spear was invisible. Had to change to another toolbelt slot and back in order to see it again.
These may be all related to the same issue or may be separate issues. He has a new computer that he is using for the first time with 2.5, so there's nothing old from previous versions on there.

If anyone has experienced any of these things and has suggestions, please let me know. Otherwise, once I can get the log, I'll post a bug report and see where that goes.

In addition, I am seeing a problem with the changes to the quests. We are getting a lot of buried supplies quests now unless we want to go a long ways away even though there are plenty of POI nearby. I did not check all their tiers, and maybe many are tier 2 or 3, but that was never a problem before. I know faatal had this issue in one game. Something needs to be done to prevent this issue. Just go back to the old quests if it can't be fixed.
 
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While carrying them should definitely make less smell...EATING them is another story and the after effects of beans, cabbage or broccoli are far more devastating and reaching then anything meat related could ever accomplish!
Understandable but pares giving 25 meters of sent is a bit much.

And also what defines smell good to a zombie? Fresh meat and rotten meat are one so meats do that, ripping a nice fart can cause a zombie to sprint at you and apparently we eat like toddlers cuz we get the sent all over us but ima pretend like you its the "after effects" of eatting something.

But what about something like deodorant or cologne? Would that mask sent or lure? Something like deer musk would probably be a lure but other clean smells would it lure zombies?

Cuz (unless they add it before I do) I wanna mod in something like craftable soap or something to help mask or even remove smells after I eat. Not that I hate the feature, I LOVE IT and I got to play around with it but could use some tweaking

(Side note I saw prebuilds video apparently Scorcher stew doesn't give smell so here's something @schwanz9000, also I think those meals and brews/drugs should be made in the campfire for balance reasons)
 
Update: Okay, after verifying files and removing a trial of Mcafee he didn't realize was on the new computer and redownloading the map, the client PC player above didn't have any of those problems again (so far). So I won't bother with a bug report unless it happens again.

There was one odd thing that happened that we both saw, though. We started making a base at the Heunick residence and at night when we went out to scrap some cars, there was a power pole at the end of the driveway, in the middle of the driveway that wasn't there before and certainly shouldn't have been there. I destroyed it, but I've never seen that happen. The POI wasn't even reset, so no reason something should randomly appear. We hadn't even reset any POI anywhere from the time it wasn't there until it was there. And since we were at that location, there shouldn't have been any kind of chunk reset, especially with it only being day 2 anyhow.
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Understandable but pares giving 25 meters of sent is a bit much.

And also what defines smell good to a zombie? Fresh meat and rotten meat are one so meats do that, ripping a nice fart can cause a zombie to sprint at you and apparently we eat like toddlers cuz we get the sent all over us but ima pretend like you its the "after effects" of eatting something.

But what about something like deodorant or cologne? Would that mask sent or lure? Something like deer musk would probably be a lure but other clean smells would it lure zombies?

Cuz (unless they add it before I do) I wanna mod in something like craftable soap or something to help mask or even remove smells after I eat. Not that I hate the feature, I LOVE IT and I got to play around with it but could use some tweaking

(Side note I saw prebuilds video apparently Scorcher stew doesn't give smell so here's something @schwanz9000, also I think those meals and brews/drugs should be made in the campfire for balance reasons)
If you want to mod something to mask your scent, maybe use rotten meat. Does that even add scent if carried? I'm just thinking that you can imagine the rotten meat to be the same smell as a zombie and therefore it could mask your scent.
 
@Hated
Hey, what does "Queen Bee" mean? Is that a giant bee that spawns or does it mean something else?

I checked the spawn menu and nothing shows up for "Queen", "Hornet" or "Bee" (aside from bee swarm).
 
@Hated
Hey, what does "Queen Bee" mean? Is that a giant bee that spawns or does it mean something else?

I checked the spawn menu and nothing shows up for "Queen", "Hornet" or "Bee" (aside from bee swarm).
I haven't played enough to see it, but I'd assume it's just an item you can get (like honey or beeswax) from a stump that you then use as an ingredient to make the aviary.
 
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