Cortman by Night - Project Zomboid (2024)

Hey all. Alongside continued crafting work it’s very much a time of mixing/polishing previously announced and described things in the internal test build.

As such please forgive us if things are a little ‘bullet pointy’ and expanded info on things you’ve heard about before. It’s all stuff that needs doing.

CRAFTING

Some of the things we’ve been doing this month on the crafting revamp includes:

  • On-boarding three of our friends from TEA games to add some firepower to the crafting team and get it all out of the door. While they’ve been getting up to speed with the code they have also been documenting it all with its latest implementation, which in turn will become our guidance for modders upon release.
  • Working on crafting station animation interactions. In Build 42 you won’t see direct physical movement of player and crafting station when you interact, for example a potters wheel won’t spin. Until we, potentially, one day include 3D models on the map furniture will remain as static sprites as they always have been.

    What we do need, however, are natural player movements towards the crafting stations – that will in turn open up their individual crafting menu accompanied by a familiar crafting SFX, and potentially an on/off state dependent on what sort of crafting station it with lights on and glowing etc. They also needed depth textures added to avoid clipping and such, which have now been implemented.

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  • Working out how best to separate out the new skills. We became concerned that we were introducing too many ‘portmanteau’ skills simply for the sake of keeping the skill list slimmed down. There’s still some folding together of craft skills when there’s clear similarities in tools and techniques, but overall it felt wrong to lump too much together.

    It won’t be necessary for players to dedicate time and effort into building out these skills for the mostpart, unless they are trying to make a civilization on a forest map and other survivalist circ*mstances.

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  • Making sure that there’s sandbox settings that cater for faster progression. Sandbox and settings now include settings for Skill XP multipliers for individual skills, so your speed up each different ladder can be directly adjusted.
  • Addressing undesired and unfun gameplay loops. A common server admin complaint is that the map swiftly becomes barren of furniture and loot containers due to players chasing XP. As such, in B42 scrapping, dismantling and ripping items will no longer grant XP.

    We no longer want progression in a skill to involve destroying piles of items or trashing the map; and instead to concentrate on making things. XP for actions such as building structures and repairing clothing has been boosted to adjust for that, and the individual skill XP multipliers in the sandbox settings also offer more means to compensate. (This said, as things stand, XP for dismantling electrical items or wrecked vehicles remains.)

  • Adding skills for wilderness play. Knapping and Carving have both been added. Knapping is used for fashioning stone blades from the pieces of flint you can find in the world, for making knives, spears, axes, scythes and other tools. Carving involves carving wood and bone for similar purposes.

    Some carving will also produce decorative items, especially at lower levels, with more artistic and aesthetic crafting recipes due to be added to help you level up without making the same sharp stick over and over again.

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  • Improving how recipes work and are learned. There are a great many new recipes in B42, and when you become a Level 10 Master Blacksmith it makes no sense that you may not know some of them within that field. As such many of them now come with an ‘Autolearn’ requirement – in which a skill level (or a combination of different skill levels) will automatically know them.

    Another, minor, thing we have added meanwhile is making sure that the recipe schematics that can be found alongside the weapons and armor in the randomly spawned survivalist safehouses are generally diagram-based so illiterate characters can also join in the fun.

BAsem*nTING

There are two different sorts of subterranean lair in B42 – random ones that could occur in various set places, and permanent ones.

As far as the permanent ones go there’s a range of bunkers, tunnels and cave networks waiting to be discovered – as well as simply new lower floors to some of the map’s more known and recognisable locations.

What we hadn’t done yet for B42, however, is mark all the potential locations for the random basem*nts and then to test them so they’ll all fire off in your game once we hit Unstable beta.

Here’s a map of one of our locations showing the basic spread of what you can expect. Apologies for spoilers, we thought it wouldn’t be too bad seeing as it was only one town. So anyway here’s Brandenburg.

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And here’s a quick video showing some, admittedly posed for the camera, testing – in which the same location is shown to have a different basem*nt on a different run.

The basem*nts on show here aren’t dazzlingly exciting, but this will of course be the case for most of the ones you find. Part of this testing is also checking the rules that we have in place to match random basem*nt size and orientation to the size of the house.

GRAPPLETECH

Grappletech is, for all intents of purpose, done. This is the update to PZ’s animation tech that allows two characters to directly interact – whether survivor on survivor, survivor on zed, or zed on survivor.

As discussed and shown before, the first use-case of this will be in fixing the jankiness in PZ that’s always surrounded the carrying, moving and disposing of bodies.

In a previous blog we also showed an unimplemented animation of the player throwing bodies through a window, as an example, of where we would take it next – and this has now been added into the system. This can be seen in the following video, alongside some old friends.

PLEASE NOTE: We are aware that after the window chuck the plummet of the corpse doesn’t look great yet. This will be addressed in future, and is separate to what we’re doing with GrappleTech.

PLEASE ALSO NOTE: The ‘effort’ noises the character makes while dragging corpses will be considerably toned down, or absent, in the release version. It’s a bit much here.

At present body dragging and window chucking is not in the internal test build, however it will be required at some point for the crafting revamp as this will allow for far more direct animations with irregularly-shaped crafting stations.

We had previously said it wouldn’t be a part of the Unstable beta, but now it’s done and playable feel it’s a potential – dependent on the progress made by the crafting team.

While we’re back at the K&B house by the way, check out how it looks during the day and the night now.

OTHER STUFF

  • Newspapers have been finalled, and this week have been checked through for authenticity by a local American local news journalist. They will next be added to the game’s loot tables once relevant edits have been made.
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  • We weren’t entirely happy with the predictable way that deer were following our pre-defined paths through forests, and as such with zoning and biome work complete (as seen last month) a natural next step for this system would be to create multiple pathways for wildlife organically.

    Work on this is now underway alongside general polish of animal migration, and should make for a more engaging experience come Unstable.

  • Over with the Sound Team (as well as providing noises and settings for new items, weapons and altitudes) we have tied their work more closely to the map tools.

    They will now have the freedom to create building-specific roomtones and oneshots, where as before hey could only generalise between 7-8 roomtones parameter values. So now we could have anything up to 260 different ambiances and reverb settings, which will make for more immersive experiences in key atypical buildings like movie theatres, large churches, more cavernous areas etc.

  • We are also currently testing the glow-up of Muldraugh, specifically at night-time, and it’s looking pretty awesome to tell the truth. We hope that survivors are going to be tempted out of their bases during moonlit hours a bit more than usual to see it.

A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. Happy birthday to Andrei Knorr. 16 today!

Cortman by Night - Project Zomboid (2024)

FAQs

What is the hardest spawn in zomboid? ›

West Point is the most difficult spot, with high zombie populations.

How many minutes is a day in project zomboid? ›

This page has been revised for the current stable version (41.78. 16). Game time in Project Zomboid is dependent on the Time setting in sandbox, by default 1 real life hour equals to 1 in-game day.

What happens when you get too tired in project zomboid? ›

Failing to sleep will cause the player's damage when using weapons to drop. The player's field of view will also decrease, in addition to several other effects. The player cannot die from lack of sleep, though and can't currently fall asleep due to sleep deprivation.

How many hours of gameplay does project zomboid have? ›

In the aftermath of a zombie apocalypse, players must survive for as long as possible, scavenging for items such as weapons, food, and medicine. How long is Project Zomboid? When focusing on the main objectives, Project Zomboid is about 51 Hours in length.

What is the rarest car in Project Zomboid? ›

The Chevalier Cossette is the rarest Sport Vehicle.

What is the longest survival run in Project Zomboid? ›

If one month in game is 30 in game days. and one in game day is one real life hour. that means that 11 months of survival is equal. to 330 days or 330 hours survived in a single game. That's just a little over more.

Does day length affect hunger in zomboid? ›

Day length: is the time for an in-game day to take in real-time. This will affect how fast the player gets hungry or thirsty. Therefore, the longer the game day is, the longer it will take to get hungry or thirsty. This can be adjusted hourly from anywhere between 1 hour to real-time (24 hours), or 15 and 30 minutes.

Who has the most hours on Project Zomboid? ›

Most Project Zomboid Playtime Ladder (Worldwide)
#Steam IDPlaytime (H)
1epb28,955
2Saxon (5-4) Monster Maximus Saxon (5-4) Mon..20,979
3BloodWork18,921
4sciarini13,612
157 more rows

Is it safe to sleep in the car in Project Zomboid? ›

Can I sleep in a car in Project Zomboid? In Project Zomboid, sleeping in a car is possible. To stop zombies from running them over, they must press V for the action wheel and maintain the driver's door against the wall.

Does depression matter in Project Zomboid? ›

Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on. Unhappiness is reduced by reading certain literature, eating food that increases happiness like most sweets, Soups, Strawberries, drinking alcohol, or by taking anti-depressants.

Will Project Zomboid ever have an ending? ›

Probably not. Seems this game, like other survival type games, is to see how long you can make it. When you die you get a record of how long you managed, think of that as your high score.

Are zombies endless in Project Zomboid? ›

It's crucial to remember that Project Zomboid's default settings for zombie respawn are 10% respawn after 72 in-game hours. No zombies will actually respawn if you kill 50 of the 500 zombies in a cell every day. However, 50 zombies will return there if you leave the region for 72 hours.

What is the goal of Project Zomboid? ›

Project Zomboid heavily uses windows and drop-down menus for interface navigation. In Project Zomboid, the player aims to survive for as long as possible in an apocalyptic and zombie-ridden area around the city of Louisville, Kentucky – referred to as 'Knox Country' – which has been quarantined by the government.

What is the best spawn in Project Zomboid? ›

To conclude, Muldraugh is the best place to spawn in Project Zomboid, but it takes a truly experienced survivor to utilize all of its strengths. When it comes to beginners, it's best that they use a more beginner-friendly spawn with more obvious advantages, like Riverside.

What is the hardest map in Project Zomboid? ›

West Point is the hardest starting map in the game, and it offers more precious loot and high-tier equipment to find. Besides that, the town was developed along the vast river, allowing instant access to natural water, which can be a godsend.

What is the hardest Project Zomboid mode? ›

Sandbox is always the hardest because it allows you to play with insane settings.

What is the longest survival record in Project Zomboid? ›

The longest verified time that a player has survived in the current version? Over eleven months. Worth noting that the eventual cause of his demise was not the zombies, but rather the fact that there was no more food left on the map and farming and hunting haven't been implemented yet.

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