v0.9.07
Places out in the country (points of interest)
- Every place reworked, and most of them bigger: they used to be a handful of props on bare dirt. Now each one stands on its own ground (gravel pads, a concrete helipad, a lorry park's tarmac, a camp's trodden yard) with ragged edges that fray into the grass, the grass grows up round them and through their yards, and they're filled out with real vehicles, buildings you can walk into, fences, lights and clutter.
- Military checkpoint: a HESCO-walled compound with guard towers at the gate, a zig-zag of jersey barriers and wire out front with the cars that never got through still queued, the command, barracks and aid tents, body bags, a humvee and an army truck, a helipad, the decon showers.
- Crash site: a longer, scorched furrow, both wings and engines, and the rescue that never finished: a fire engine, an ambulance and a police car stopped at the edge, a triage tent, police tape on cones.
- Radio tower: a 30 m mast in red and white on its guy wires, a chain-link compound with barbed wire, the transmitter house (go in: the roof lifts), the generator slab, the dish farm, a utility truck.
- Survivor camp: a scrap stockade round a trodden yard, lookouts with torches at the gate, strings of bulbs over the fire, canvas tents and scrap shacks, an old school bus for a bunkhouse, the trader's stall, a vegetable patch, the water tank and rain catcher.
- Farm: a real farmhouse to search, a big red gambrel barn with its loft, stalls and hay (its roof lifts when you go in), two silos and a grain bin, fields of dead corn and a ploughed field, the tractor and its hay wagon, the windmill, coop, well and scarecrow.
- Freight depot: a fenced lorry yard with the warehouse along the back (a real building with its racks), containers stacked three high, semi trailers, box trucks, a gatehouse and barrier, a truck that went through the fence.
- Scrapyard: wrecks in rows and stacked three high, the crane with a car still hanging from its magnet, tyre mountains, scrap heaps, the crusher, the office cabin, a dog's kennel.
- Docks, quarry, fuel depot: the docks get a boathouse, a proper bait shop and a pickup with its boat trailer; the quarry's benches are raw rock now, wider and deeper, with a crushing plant, conveyors and site cabins.
Sixteen new kinds of place
- Truck stop: a gas station and its canopy and a diner (both real buildings), a lot of big rigs and their trailers, one jackknifed across the way in and still burning, the tall sign you'd have seen for miles.
- Motel: rooms in an L round the car park under a covered walk, three doors standing open (go in), the office, the drained pool and its loungers, and the VACANCY sign still trying to light at night.
- Country church: a white church with its steeple (go in), a graveyard in an iron fence with the graves the dead climbed out of, a mausoleum, dead oaks, a hearse.
- Drive-in: the big torn screen, rows of speaker posts with cars still parked to watch, the snack bar (a real diner), the projection booth, the marquee (tonight's feature might be familiar).
- Fire lookout: a timber tower with stairs up to its glassed cab, the ranger's cabin (go in), the fire danger board, the outhouse, the ranger's truck.
- Ambushed convoy: a column of army trucks stopped by a barricade of cars and logs, the fuel tanker burned out, one truck rolled into the ditch, craters, cargo spilled down the road.
- Downed helicopter: on its side in a scorched clearing, a blade thrown into the ground, the crew's sandbag ring and stretchers, a supply crate under its parachute.
- Substation: transformers (one blown and scorched), steel gantries and busbars, the lines in from the pylons, the control house, all behind chain-link and barbed wire.
- Relief camp: rows of white and blue tents inside a fence, the screening line, the triage tent, pallets of supplies, water bladders, portable toilets, a helipad, and the breach where it fell.
- Bunker: a grassed-over mound with a concrete portal and a blast door half open (the guard room behind it), vents and an antenna on top, trenches, a guard post, wire.
- Sawmill: the open mill shed with its saw and carriage, log decks, stacks of lumber, the teepee burner, the sawdust mountain, a loaded log truck.
- Oil field: pumpjacks still nodding on their own, the tank battery, a drilling rig, a flare stack still burning off gas, pipelines, black pools, the company trailer.
- Grain elevator: tall concrete silos with the headhouse on top, steel bins and their augers, hopper cars on a siding, the truck dump, a combine left in the yard.
- Derailed train: a locomotive on its side ploughed into the dirt, boxcars and a leaking tank car concertinaed off the torn-up track, containers thrown off a flatcar, freight everywhere.
- Fairground: a Ferris wheel still turning slowly in the wind, a carousel, the big top, a midway of game booths, bumper cars, the entrance arch, strings of bulbs (some still lit at night), the carnies' trailers.
- Raider outpost: one of the Baron's toll posts: a stockade of stakes and scrap with a gate of wrecks, watchtowers with burn barrels, skulls on pikes, cages, a war rig. Held by his raiders, not the dead.
- Over half the places nobody's found yet are one of the new kinds (never the camps, farms or docks), and some empty stretches of country now have a place where there was none. Anywhere you've already found or been sent to stays what it was; the bigger places shift a little off a road if they have to.
- Each new kind has its own colour on the map.
- Every place sits on the road network sensibly: the kinds that only make sense by a road (truck stops, motels, drive-ins, churches, depots, checkpoints) only turn up where there's one close by (somewhere out in the wilds becomes a back-country place instead, like a crash site or a lookout), and each place faces its road with a way in out to it: a paved drive for the motel, truck stop and drive-in, a gravel or dirt track with wheel ruts for a farm or a camp. Crash sites, the derailed train and the convoy lie where they fell.
- Every surface in a place has real texture and depth: walls, sheds, tanks, vehicles, fences, tents, crates and machinery used to be flat painted colours; now they're rusted or painted metal, concrete, timber, canvas, rubber and glass that catch the light like the town's buildings do. The bare ground they stand on (yards, tracks, scorch marks, mud) gets the same raised clods and ruts as the ground textures in town.
Cellars
- Some houses and stores have a cellar. About two houses in five and a store in three. The stairs go down from the ground floor, where a two-storey house has its stairs up: an opening in the floor with a railing round it, the steps dropping into the dark.
- Go down and the view goes with you. Everything over the cellar (the house, the ground, the yard, trees, cars) is cut away so you look straight down into it, the way a roof lifts off when you walk in. The world round it goes black. All you see is the cellar, and only what your torch or a lantern lights. Your flashlight comes on by itself down there.
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Four kinds:
- Basement (most houses): the furnace and the water heater, the laundry, shelves of everything that didn't fit upstairs, a workbench under a pegboard of tools, an old fridge, sometimes an old couch in front of a TV.
- Root cellar (old houses and farmhouses): fieldstone walls and an earth floor, shelves of jars, potato crates, a coal heap and the old iron boiler.
- Prepper's bunker (rare): poured concrete, bunks, a wall of stores, a gun locker, an ammo crate, a footlocker, blue water drums, the radio on its table, sandbags at the foot of the stairs, and a lantern usually still burning.
- Stockroom (under stores): what the store sold, still on its shelves and pallets, a chest freezer under a grocery, the pharmacy's stock behind wire, an office desk.
- Better pickings down there. Fewer people have been down before you, and the preppers' stores best of all. There's a new kind of container, Storage Shelves, whose jars and tins show on the shelves until you take them.
- Not always empty. About half the cellars have one of the dead in the dark, now and then two, standing still at the foot of the stairs or in a corner until your light finds them.
- Built to look the part. New home-made textures with real depth: painted cinder block with peeling paint and water stains, rubble fieldstone bulging out of its mortar, a cracked and stained concrete slab. Pipes and conduit run along the walls, there's a fuse board, a drain stack and a sump with the damp spreading round it, and a bare bulb hangs on its cord (long dead).
Turn the view
- Z and X turn the camera a quarter of the way round you, left or right. The camera swings round smoothly, easing in and out. Press again mid-turn and it carries straight on into the next quarter.
- Everything turns with it. WASD stays "up the screen", the minimap turns too, and the see-through circle, the dark-room view and the low mist all follow the camera.
- Buildings sort themselves out as you turn. The walls between you and the camera are the ones cut down to knee height. Inside a building as the view swings round, the walls turning away from you fade back up and the ones turning toward you dissolve down, so nothing pops. The cellars do the same.
Smoother
- Places are built a bit at a time as they stream in (like the towns' buildings), so walking or driving up to a big one doesn't stall a frame, and each one is merged into a handful of meshes once it's up instead of hundreds of separate pieces.
Fixes
- Fixed the game closing to the desktop a few minutes into play. It could happen anywhere: walking the road, fighting, or at the shop.
- The crash came from a traveler being given a backpack as they walked in. The backpack lookup failed, and the finished game had no safety check to catch it.
- Travelers still turn up with a hiking pack or military pack on their backs, as intended.
- Any item that isn't a piece of clothing can no longer trip the same crash.
- Crash reports now record how much memory the game is using every 10 seconds, so a future crash is quicker to track down.
- The wall between two joined buildings drops to knee height when it's between you and the camera, like the rest of the building's near walls. It used to stand full height and flicker in and out as you walked.
- Police station cells no longer block the view. The bars, cell doors and dividers drop to knee height with the other inside walls when they're between you and the camera.
- The red aim line comes straight out of the gun's barrel. You turn so the barrel itself lines up on the cursor, so the line still runs under the cursor at range. Shots go down the line.
- Your breathing after a run is quieter and lower. It was too loud and high-pitched.
- No ground mist indoors. With the roof off to show the room you're in, the mist used to show on the floor inside.
- Standing in a doorway shows what's in the room. The see-through circle used to show only a bare floor there.
- Backpacks sit on your back. A pack is fitted to the actual shape of your back over what you're wearing, so it no longer floats off you, and its straps run into it.
- Scarves lie on you. The ends follow your chest and back instead of hanging in the air, and the end over your shoulder tucks under a backpack.
- No more lines in dust storms. The blowing sand is now soft specks of grit rushing past, instead of thin streaks that looked like lines across the screen.
- Bandaging takes a few seconds. It's 3 seconds for a bandage and 5 for a first aid kit, with first aid skill and the medic perk making you quicker. A progress bar shows while you do it. Walking off or getting hit stops you, and you keep the bandage.
- Dust storms are made of the rolling mist. A brown pall of blown dust races along the ground, much faster than normal mist. The heavy haze and the big dust puffs are gone, so storms run smoother and have no hard-edged boxes in them. With ground mist off in Options, the old haze and puffs come back.
- Nothing moves behind the loading screen. You, the dead, the folk, cars and the shop's goings-on all wait until the world is fully loaded and the screen lifts.
- In a dust storm the mist rolls and curls instead of sliding one way. Big slow eddies carry it round and back on itself, and it comes in small low wisps in some places and big tall heaps in others. The night mist keeps its slow, billowing creep.
- No more boxy bands sliding across the screen in a dust storm. That was a screen overlay of streaming grit, now removed; the storm is the rolling mist and blowing sand in the world.
- Fog and dust storms are thicker and slower. The mist rolls in heavier and harder to see through, and the dead see you from a shorter way off in it, so you can slip by them. They're harder to spot too.
- Whirls in a dust storm. Here and there a patch of dust spins up and twirls round on itself for a while, then lets go and drifts on.
- Dust devils. Now and then in a dust storm, and on hot dry afternoons, a twisting column of dust wanders across the open ground. It spins grit and scraps up its middle and winds the mist round its foot, then falls apart after half a minute or so.
- Dust storms blow in gusts. Every few seconds the dust surges, quicker and thicker, then eases. Walls of dust roll through with clearer gaps between them, and the dust is lit pale and sandy instead of dark and muddy.
- Folk wait for your answer. While you're talking to someone, they stay quiet until you reply instead of chattering over the conversation.
- New players start with FSR 2.2 upscaling at 75% render scale. It's a big frame-rate boost for little loss of sharpness. You can change it in Options, Video.
- Mist quality setting (Options, World): Low draws the rolling mist with fewer layers, a good deal cheaper in thick night mist and dust storms.
- The game has its own mouse cursor. It's a worn bone-coloured arrow with a rust tip, a matching hand over things you can click and a grab when dragging items. It turns into a crosshair while you aim a gun, and it's sized for your screen.
- Fixed cars ending up on their side with the wheels off after you sleep, and the game crashing when you got in. Speeding up time for sleep made a parked car's springs blow up. A car that ever gets into that state is now set back on its wheels.
- Cars ride their springs. Each wheel rises and drops over its own bumps: small cracks and patches on the road, ruts and stones off it. The body heaves and rocks on top, rolls further out of a hard turn, and dives harder under the brakes.
- Regulars bring word from the Road. Once their own story's told, a regular brings news each visit from somewhere on the Road: herds passing through, the Baron's burnings, strange lights, a new trader. Folk who've been by a few times ask after your companion by name.
- Smoother movement. You pick up speed and settle to a stop over a fraction of a second, and a sharp turn swings round instead of snapping. Raising a gun or a blade eases up.
- No more stop-start jitter in co-op. Your partner and the folk on a client's screen keep moving the way they were going between network updates, then ease onto where they really are.
- More complete loading. Wrecked cars are saved after the first time they're made, so later starts load them instead of building them again (about 25 times quicker). Every item's icon is made behind the loading screen too, and kept on disk after the first time, so the backpack never opens on blank slots.
- Smoother crossing between chunks. A chunk you've left is taken apart a few pieces a frame instead of all at once, which used to hitch every time you crossed out of a city block. Any long stall from the streaming is noted in the crash trail with what it was doing, so the rest can be tracked down.
- E at the storage chest unloads the trunks of cars parked by the shop, as its prompt says. It used to only open storage, with the trunks listed far down the window.
- Brutes' ground slam can be countered, and it comes less often. There are 7 to 11 seconds between slams. While its fists are raised, a heavy blow or a shove knocks it off balance and the slam never comes. Behind your guard (right-click) you're rocked and lose stamina instead of going down, and at the edge of the blast you're only shaken. Only right under its fists do you fall, and for less time than before.
- The picked recipe stays in view in the crafting window. The recipe list scrolls by itself, so the details and Craft buttons on the right stay put.
Co-op: everything in the world is shared
- Your partner dying no longer empties the shop. When a partner died and woke up, or joined straight from their own game, the host's caps dropped to about 20 and the storage chest emptied. Fixed.
- The rain collector and the still can't be emptied twice. The host fills the bottles and hands them over, so two of you can't both take the same water or moonshine.
- A batch of moonshine a partner starts now runs. It used to be lost.
- One shared world. The generator (broken or fixed), the light switch, the Salvage Hearth, reputation, the Baron's grudge, tolls, raid and horde nights, your prices, the bartender, the padlock, felled trees, cleared camps, emptied buildings on the map, stripped wrecks and recruits are now the same for everyone.
- A generator a partner builds works. It comes with its starter fuel, like the host's.
- Partners can finish "clear the camp" jobs. A camp counts as cleared wherever any of you is, and everyone's jobs there count it.
- A partner's character file holds only their own things. Felled trees, jobs, death bags, the hearth and the rest no longer follow them into a different friend's world.
- A partner's jobs and death bags are saved per world. They're waiting when they rejoin that same world.
- What's left in a searched container stays there for everyone. Anything left behind as too heavy used to vanish for the others.
- Joining shows the world as it is. Open doors, smashed furniture, the record on the jukebox and the light switch all match the host's straight away.
- Mines go off once, for everyone.
- Lightning strikes the same on every screen.
- Partner kills count on their own tally and for the tutorial.
- A kitchen upgrade someone else beat you to is refunded. The caps and materials go back into storage.
Co-op: the folk
- Partners can talk to everyone. That covers travelers at the fire (talk, trade, buy what they're wearing), Ferris and the main quest, the Baron's collectors (pay, settle, refuse), folk in their homes, wanderers on the road, the kid, the drifter, the convoy and other visitors, your companion (orders, scavenging runs, their pack), the mailbox and the shop dog.
- What a partner buys or hands over comes out of their own backpack. Their XP, skills and messages are theirs too.
- Partners serve at the counter properly. They haggle like the host does, and the sale's XP and trading skill go to whoever served.
- Partners can use the host-run parts of the shop. That's the bar, the radio, the hiring board, the guard posts and the jukebox.
- Partners can recruit at camps. The recruit heads back to the shop.
- Ferris and the folk at home now show up for partners.
- Everyone hears what the folk say. Speech bubbles show on every screen.
- Everyone hears the world's sounds. That includes the till, the guards, car alarms and the generator.
- The jukebox plays the same record for everyone.
- The radio is heard by everyone in earshot.
- News about the shop and the world reaches everyone. Customers waiting, thieves, wages, the toll, hordes and the post all show on every screen.
- Residents notice a partner going through their things.
- Your companion goes with whoever says "Follow me". That can be the host or a partner, and they ride along in that player's car.
- One companion for the whole world. Whichever of you recruits first gets them, and the recruit goes with that player.
- If the partner they're with leaves the game, your companion waits where they are. Talk to them to bring them back.
- Partners can take on customers' repair jobs at the Repair Bench. It uses their own parts, and they get the XP and skill.
- A dish a partner puts on the stove gives them the XP when it's done.