Beiträge von Cyb3r

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    New Monday, new update, time to show all of you beautiful people what's cooking behind doors!

    So last week we focused mostly on catching and solving bug issues that came with the archery update, but we have some interesting things nonetheless!

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    Row row row your boaaaaaat

    • The work on rowing animations is in full swing, as we know you want to get to all those islands as dry as possible!

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    Quad bike

    • This is still really fresh and early in the works, but we wanted to show it to you guys.

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    Under construction

    • We are fixing some buildings that were left forever unfinished (insert early access joke), but it's fun to shoot from them.

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    • We are also making final preparations to start working on an Observatory.

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    Females

    • Again, some progress on the female characters.

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    Comic preview


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    Hotfix 0.1.32.12804


    Bug fixes

    • Fixed a ragdoll bug where on event exit you would be able to loot your body again and gain double items.

    • Fixed a bug where it was sometimes impossible to fill water bottles. (probably affected other things such as lighting a fire)

    • Fixed a bug where a chicken would give 2 guts instead of 1.

    • Fixed a bug where Logitech Illumination would get stuck on red flashing.

    QoL additions

    • Added missing descriptions on compound bow sights.

    • Lowered car sounds a bit.



    Love, BB Sipps J




    Hey, everyone!

    It's your fave devs bringing you a brand new update and a brand new comic page! You already got a hotfix this past week, as well as several blog posts, so the next person who tries to spin the story into anything other than us working like crazy gets the same treatment our Goran got this morning.

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    Driving skill

    WE HAVE FULLY IMPLEMENTED THE DRIVING SKILL, YAY!!!
    This is how it works now:

    • All existing characters will have No Skill level by default.

    • Driving skill affects: time it takes to turn on the engine, chance for engine stutter when trying to drive vehicle from rest, chance for engine stutter when shifting to higher gear, chance for engine to turn off after stutter, top speed, time it takes to change gears and ability to steer properly.

    • As you level up your skill the chance of car problems gets lower.

    • Also we updated car sounds to better sounding versions.

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    Radio

    • Our radio is finally done! Now you will be able to find it in 2 ways. One is to find a radio in the world and carry it around, the other way is to find a car because each car has its own radio. The radios scattered around the world sound as crappy as you would expect them to sound. The car radio sounds as good as you would expect it to sound. Realism, friends!

    • Car radio controls:
      J - Turn on/off radio
      Ctrl + J - volume down
      Shift + J - volume up

    • For now you will hear some promos for our events, and have different types of cool music to listen to. These are still mostly placeholders because we have some cool plans for it in the future.

      If you are a musician who would like to have your music in the game, or you have a small underground indie band you would like to support this way, please send an email to tena at gamepires dot com for more info!

    • Guess who your radio host is! That's right, it's our John Dick, who else would it be?

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    Blast from the past.

    • Old remnants from a war long forgotten, wonder what can you find there.

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    Taunts

    We have some more taunts coming your way! This time we will mix it up, so now you have both casual and military taunts!



    • Casual taunts.

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    • Military taunts

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    • Also you can bind military taunts to the F keys for more easier usage through the options menu.

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    Loot rework

    We did a small rework on how loot spawns, so now abundant loot is abundant and rare loot is rare, most of the abundant loot can be used for crafting to get better gear. In all we are trying to expand the time you need to get high end gear, but also to make ti feel more rewarding.



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    Logitech LED Illumination

    • We added support for Logitech LED Illumination, so your keyboards, headsets and speakers can scream SCUM as well!

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      This one will be in the menu

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      This one will be once you enter the game

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      This will be a red flash once the player is injured, the red flash is also sent to the headset and speakers if possible.

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    Chests in rocks

    • We found the fix for chests in rocks, but if we add it now every chest that is in a rock won't be accessible.

      So we are giving you time until the next patch to get all your lot from those chests to a safe place, as from the next patch you wont be able to place chests in rocks or access them.

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    Bug fixes

    • Fixed a bug where a chest without durability couldn't be destroyed.

    • Fixed a bug regarding item spawning that caused possible server crashes.

    • Fixed a bug where backpacks were clipped to the chest while climbing ladders. We also introduced the bug where in the first person view the camera is a bit offset while climbing ladders, but hey, we're working on it!

    • Fixed a bug where if you had a quiver equipped, after relogging the quiver would drop to the ground.

    • Fixed a bug when a player was killed its ragdoll would pop around.

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    That's it for today's patch notes, but that's not all, kids! Here's a brand new page of our Friday SCUM comic! If you missed the previous ones, here they are:

    1

    ,

    2

    ,

    3

    and

    4

    .



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    Hey, everyone!

    We have a special treat for you today - you get to meet Kristian, our Quality Assurance Lead AND you also get a hotfix, so don't ever say we don't love you!

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    "Can you please not look like you're posing for a stock photo?" "Is this better?" "No, it still looks like a stock photo." "Okay, I don't care, just do it already."

    Kristian is one of the newest additions to our team, but we go way back and you'll learn all about it because I love embarrassing people online. I met Kristian back in 2011 during a game of League of Legends. I was a games journalist in a previous life and he was a 15 year old games fanboy - I was playing with some friends, when all of a sudden a message popped up in the in-game chat. It went something like "OMG TENA ARE YOU THE TENA? I'VE READ ALL YOUR COLUMNS OMG I LOVE YOU SO MUCH". The columns objectively sucked, but he was a sweet baby and it was cute.

    A few years later I attended an industry conference - it was the 1st edition of Reboot Develop[rebootdevelopblue.com], the conference that would become the biggest and fanciest one in this part of Europe in just a few years, and lo and behold, Kristian was there - the only attendee who wasn't part of the industry yet. A kid who saved his own pocket money so he could buy an expensive event ticket to meet his industry role models and hopefully one day work with them. It was heartwarming and everyone remembered him.

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    An exclusive photo of our quarterly performance reviews

    He says the first game he ever played was Kula World on PS1, and right now he likes RPGs and survival games. He has dabbled in programming since high school, went on to study computer science at the same college our technical director Andrej went to, and then finished not one, but two courses at Machina[gamedev.machina.hr], a local gamedev academy - one in Unreal, and one in C++. After that he stayed in Machina for a year and worked as their CM. He knew what he wanted and went after it hard, which is exactly the kind of attitude we were looking for. Today I asked him why he wanted to get into gamedev so bad. He said that video games gave him a sense of comfort and security growing up and he wanted to do the same thing for someone else. And you know what? I could tell he was being honest.

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    A picture of Kiki testing my patience instead of the game

    His role here at Gamepires is kinda all over the place, like most of ours are, because we all do a bit of everything. He's our dedicated QA guy, but he's also in charge of handling the community side of bugs and bug reports, as well as our 3 student interns who are part-time QA and part-time CM. That means Kristian is the lead of our small QA team, but also part of our bigger marketing team. Still following? Me neither, I just wanted to brag about being his boss, hi mom!

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    Kristian and his interns just being themselves (loud and disruptive)

    His day-to-day life here looks something like this. First he scours our Steam for all the bug reports and reports them in our internal bug tracker. Then he does the same on Discord and Reddit. He'll even join random servers and play on them if he hears something's off - he'll take notes and report everything. By the time he's done with that, we'll already have the first game build of the day to test out, so he'll do that. Over and over again. Then he'll go back to our socials and see if there are any new bug reports to try and reproduce them while he waits for another build to test. It's pretty boring if you ask me, but he seems to enjoy it. He's also a really good ping-pong player, which is also pretty boring, but he seems to enjoy that as well. He's pretty weird, honestly, but we like them weird here.

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    "I'm into sports, but not like actual sports, just their weird table versions. Honestly I'm not into sports at all, I just like feeling like I work in a mobile gamedev startup. Sometimes I cry into my nougat cappuccino, but then I say the word 'synergy' over and over again and it makes me calm down."

    Since Kristian is in charge of bugs and the patch we published on Friday created a lot of them, we'll use this opportunity to publish a hotfix and hopefully squash as many of them as we can. If we fail at that or create some more, make sure to blame Kristian! Just kidding, please report them through the appropriate channels, thank you.

    Here's a list of what we've fixed (Hotfix v. 0.1.30.12666):

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    • Fixed a bug where spawn rates were drastically reduced.

    • Cargo drop now has the correct green smoke effect when dropping.

    • Fixed aiming down the sight on TEC01 shotgun.

    • Fixed an issue when climbing ladders with a backpack that would make the backpack clip through your chest.

    • Reduced the amount of strength required to handle some bows

    • Fixed a bug where you couldn't shoot the compound bow in first person, but it would put you in third person instead.

    • Fixed a bug where a bow would lose all durability after shooting once from it.

    • Feathers now spawn in rural areas as well and you can obtain them by chopping up birds. (seagull, crow, chicken)

    • Made crafting recipes for Improvised quiver, and animal skin quiver.

    • You can now properly craft arrow tips and arrows as well.

    • P223 scope now has correct zoom.

    • Red dot sight now doesn't write any data on the sight. (It was the overlay from the ACOG).

    • Fixed a bug where the archery skill would appear twice.

    • Fixed a bug where you could use ingredients to craft blueprints from a long distance.

    • Fixed a bug where "Spawning on Squadmate" didn't show up.

    • Fixed some models where the player would clip through the roof.

    But that's not all! We're also including a big anti-cheat update!

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    That's all for today's Developer Update, my lovelies! Stay tuned for Josip's Friday post, and I'll see you next Wednesday!



    Love, Tena




    Hey, everyone!

    We have a special treat for you today - you get to meet Kristian, our Quality Assurance Lead AND you also get a hotfix, so don't ever say we don't love you!

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    "Can you please not look like you're posing for a stock photo?" "Is this better?" "No, it still looks like a stock photo." "Okay, I don't care, just do it already."

    Kristian is one of the newest additions to our team, but we go way back and you'll learn all about it because I love embarrassing people online. I met Kristian back in 2011 during a game of League of Legends. I was a games journalist in a previous life and he was a 15 year old games fanboy - I was playing with some friends, when all of a sudden a message popped up in the in-game chat. It went something like "OMG TENA ARE YOU THE TENA? I'VE READ ALL YOUR COLUMNS OMG I LOVE YOU SO MUCH". The columns objectively sucked, but he was a sweet baby and it was cute.

    A few years later I attended an industry conference - it was the 1st edition of Reboot Develop, the conference that would become the biggest and fanciest one in this part of Europe in just a few years, and lo and behold, Kristian was there - the only attendee who wasn't part of the industry yet. A kid who saved his own pocket money so he could buy an expensive event ticket to meet his industry role models and hopefully one day work with them. It was heartwarming and everyone remembered him.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    An exclusive photo of our quarterly performance reviews

    He says the first game he ever played was Kula World on PS1, and right now he likes RPGs and survival games. He has dabbled in programming since high school, went on to study computer science at the same college our technical director Andrej went to, and then finished not one, but two courses at Machina, a local gamedev academy - one in Unreal, and one in C++. After that he stayed in Machina for a year and worked as their CM. He knew what he wanted and went after it hard, which is exactly the kind of attitude we were looking for. Today I asked him why he wanted to get into gamedev so bad. He said that video games gave him a sense of comfort and security growing up and he wanted to do the same thing for someone else. And you know what? I could tell he was being honest.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    A picture of Kiki testing my patience instead of the game

    His role here at Gamepires is kinda all over the place, like most of ours are, because we all do a bit of everything. He's our dedicated QA guy, but he's also in charge of handling the community side of bugs and bug reports, as well as our 3 student interns who are part-time QA and part-time CM. That means Kristian is the lead of our small QA team, but also part of our bigger marketing team. Still following? Me neither, I just wanted to brag about being his boss, hi mom!

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Kristian and his interns just being themselves (loud and disruptive)

    His day-to-day life here looks something like this. First he scours our Steam for all the bug reports and reports them in our internal bug tracker. Then he does the same on Discord and Reddit. He'll even join random servers and play on them if he hears something's off - he'll take notes and report everything. By the time he's done with that, we'll already have the first game build of the day to test out, so he'll do that. Over and over again. Then he'll go back to our socials and see if there are any new bug reports to try and reproduce them while he waits for another build to test. It's pretty boring if you ask me, but he seems to enjoy it. He's also a really good ping-pong player, which is also pretty boring, but he seems to enjoy that as well. He's pretty weird, honestly, but we like them weird here.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    "I'm into sports, but not like actual sports, just their weird table versions. Honestly I'm not into sports at all, I just like feeling like I work in a mobile gamedev startup. Sometimes I cry into my nougat cappuccino, but then I say the word 'synergy' over and over again and it makes me calm down."

    Since Kristian is in charge of bugs and the patch we published on Friday created a lot of them, we'll use this opportunity to publish a hotfix and hopefully squash as many of them as we can. If we fail at that or create some more, make sure to blame Kristian! Just kidding, please report them through the appropriate channels, thank you.

    Here's a list of what we've fixed (Hotfix v. 0.1.30.12666):

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    • Fixed a bug where spawn rates were drastically reduced.

    • Cargo drop now has the correct green smoke effect when dropping.

    • Fixed aiming down the sight on TEC01 shotgun.

    • Fixed an issue when climbing ladders with a backpack that would make the backpack clip through your chest.

    • Reduced the amount of strength required to handle some bows

    • Fixed a bug where you couldn't shoot the compound bow in first person, but it would put you in third person instead.

    • Fixed a bug where a bow would lose all durability after shooting once from it.

    • Feathers now spawn in rural areas as well and you can obtain them by chopping up birds. (seagull, crow, chicken)

    • Made crafting recipes for Improvised quiver, and animal skin quiver.

    • You can now properly craft arrow tips and arrows as well.

    • P223 scope now has correct zoom.

    • Red dot sight now doesn't write any data on the sight. (It was the overlay from the ACOG).

    • Fixed a bug where the archery skill would appear twice.

    • Fixed a bug where you could use ingredients to craft blueprints from a long distance.

    • Fixed a bug where "Spawning on Squadmate" didn't show up.

    • Fixed some models where the player would clip through the roof.

    But that's not all! We're also including a big anti-cheat update!

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    That's all for today's Developer Update, my lovelies! Stay tuned for Josip's Friday post, and I'll see you next Wednesday!



    Love, Tena




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    Hello our lovely #scummunity, oh boy do we have a nice little surprise for you all. It starts with an A and ends with "rrow in the knee" (And no, 2012 is not calling for their joke back).

    Jokes aside, the time has finally come to welcome the archery skill to the SCUM family, and we're eager to show you what we have for you!

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    Archery


    • Archery is a skill of shooting from bows. There are different types of bows players will be using in the game. Depending on the type, bows are divided into: recurves (one piece bow), takedowns (limbs can be changed and removed, when disassembled it can fit in the backpack), compounds and crossbows. Because crossbows perform more like rifles they will be handled separately.

    • All bows also have different poundage. The poundage (it's common to use the pound sign – # – to indicate pounds, so 40 pounds would be represented as 40#), or draw weight represents the force required to hold the string stationary at full draw. Draw weight is used to define the power of the bow. For pulling the bow string player uses both strength and technique. While strength is related to his attribute, technique is related to his skill.

      For now we have 3 types of bows: Compound bow, Improvised bow, and Recurve bow.

      Compound Bow

      • The compound bow will have a draw weight of 60#, you can attach to it sights, stabilizers , and the silencer.

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      Improvised Bow

      • The improvised bow is the most basic bow in the game, you can craft 4 versions of it with different draw weights: 20#, 25#, 30#, 35#. You can attach the silencer to it.

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      Recurve Bow

      • The recurve bow is the middle ground when it comes to bows, it has most versions of draw weight: 40#/50#/60#/70#/80#/90#/100# and you can attach the silencer on it.

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    • If the player doesn’t have sufficient strength or skill he/she will not be able to pull the string all the way. In the following table you can see how strength relates with specific draw weight.

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    • Archery skill level influences both how long player can hold the bow steady in full draw and gives additional bonuses. Here is a bonus that archery skill gives to player’s strength.

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    • The initial time for holding the bow steady in the full draw is shown in the table below.

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    • If character’s Strength DW + Skill DW > Bow’s Poundage (DW) then character will be able to draw that bow in full draw position, but if his strength is below the value of strength that can hold that bow steady, he will get penalties. For each 10# over what player’s strength can handle, player will get -1 second penalty to hold that bow steadily. That parameter is not fixed and it should change along with player’s strength (meaning that it can have a decimal value). For each 10# less than what player’s strength can handle player will get +1 second bonus.

      Example 1 - Let’s say the player has Archery skill level ADV+ and STR 5 he can hold 100# in full draw for 8 seconds (10 – 2 seconds penalty because of his strength can hold 80# bow and he is trying 100# bow).

      Example 2 - Let’s say the player has Archery skill level ADV and STR 3 he can’t hold 100# in full draw, but he can hold 80# for 3 seconds (6 – 3 seconds penalty because of his strength can hold 50# bow and he is trying 80# bow).

      Example 3 - Let’s say the player has Archery skill level Basic and STR 5 he can’t hold 100# in full draw, but he can hold 80# for 5 seconds (4 seconds because of Basic skill level +1 second bonus because sum of his strength and Skill bonus is 90# which by 10# > than 80#).

    • We are adding quivers as well, and here is how they will work. There will be 3 types of quivers: Improvised quiver, Animal skin quiver and Military quiver

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      Improvised Quiver: Can hold up to 1 type of arrow, and durability is low.

      Animal Skin Quiver: Can hold up to 2 types of arrow, medium durability.

      Military Quiver: Can hold up to 3 types of arrow, highly durable.

      If you have a quiver equipped and pick up an arrow it first goes into the quiver and if the quiver is full it will go into the next empty space slot if possible.

      You can also carry a quiver and backpack together.

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    • There will be various attachments that you will be able to put on your bow. For now we have: sights, stabilizers and a silencer.

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      Stabilizers will help you out in stabilizing your bow and calm your hand so the arrow spread is much smaller, there are 2 stabilizers, a professional one and an improvised one.

      Sights will help you to zero in better on your target - there are 3 sights with the same quality, but different amount of zeroing points. The one pin sight is attached by default on the compound bow.

      Silencer will mask down the snapping sound that the bow makes once it's released and the string collides with the bow limbs. For now there is only 1 type of silencer that you can find.

    Please keep in mind this is the first iteration of the archery skill and bugs and issues are possible to happen, if you encounter any please do send us a bug report on our steam forums!

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    Red dot

    • The classic attachment used on various guns. You can attach it to any rail, and the M16, TEC01 490 can carry it without any rail.

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    Fire modes

    • YES WE HEARD YOU, LIKE, REALLY WELL, THE FIRST 12967198264783 TIMES, but yeah we should have added this a bit sooner, but you know how it is in gamedev. All in all, now you can see in what fire mode you are on each weapon through the quick access bar.

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    Damage Indicator.
    • We added a small damage indicator that will appear when you need patching.

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    Respawn Timers

    • A big issue was when squads were repsawning for an infinite amount of time, so we added respawn timers this is how they will work.

      Random respawn: 25 FP and has no respawn timer or cooldown.

      Sector respawn: 50 FP with an initial cooldown of 15 seconds and increases for 15 seconds for each consecutive use. Time needed for the cooldown to get back to 15 seconds is 60 seconds of wait time, and each time you use it, those 60 seconds get multiplied by 1.25 that way the cooldown reset time will never be lower than the respawn timer itself.

      Shelter respawn: 75 FP with an initial cooldown of 30 seconds and increases for 30 seconds for each consecutive use. Time needed for the cooldown to get back to 30 seconds is 120 seconds of wait time, and each time you use it those 120 seconds get multiplied by 1.5.

      Squad respawn: 100 FP with an initial cooldown of 60 seconds and increases for 60 seconds for each consecutive use. Time needed for the cooldown to get back to 60 seconds is 180 seconds of wait time, and each time you use it, those 180 seconds get multiplied by 2.

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    Underwater caves

    • Who doesn't love some underwater exploring?

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    Fashion

    • Just as a small fashion update we added a new line of beanies.

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    Supporter Pack Update

    • We added a new action that all the supporters can use, and that's whistling. If you use it to coordinate military ops, or just want to tell that cute guy that you like him, all up to you!

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    Bug smashing

    • Fixed the bug with doors staying closed.

    • Fixed a bug with clients crashing if admin drone was active on server.

    • Possible fix for wrong kind of respawning while entering or exiting events.

    • Fixed underwater fog bug when resolution scale is not 100.

    • Fixed heat sources being shared between singleplayer profiles.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    QoL additions

    • Respawn on squad now disabled if all members are dead or if any squadmate is in combat.

    • Failing lockpicking will correctly give a small amount of experience now.

    • Failing lockpicking will cause a loss of 1 fame point.

    • Lowered Spawn rate on Cargo drops. (Once per hour with an 10min before notification)

    • Added engine sound to admin drone. Gets turned off when entering silent mode.

    Admin commands

    • We added admin commands for the new respawn system, events and cargo drops.

      [SCUM.RespawnSettings]

      RandomLocationPrice - Fame Points required for respawning at random location

      SectorLocationPrice - Fame Points required for respawning at a certain sector

      ShelterLocationPrice - Fame Points required for respawning at shelter

      SquadLocationPrice - Fame Points required for respawning at squadmate

      RandomInitialTime - Initial wait time before 'Random' respawn option becomes available

      SectorInitialTime - Initial wait time before 'Sector' respawn option becomes available

      ShelterInitialTime - Initial wait time before 'Shelter' respawn option becomes available

      SquadInitialTime - Initial wait time before 'Squadmate' respawn option becomes available

      RandomCooldownTime - Penalty wait time applied to 'Random' respawn option after each use

      SectorCooldownTime - Penalty wait time applied to 'Sector' respawn option after each use

      ShelterCooldownTime - Penalty wait time applied to 'Shelter' respawn option after each use

      SquadCooldownTime - Penalty wait time applied to 'Squadmate' option after each use

      RandomCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Random' respawn option

      SectorCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Sector' respawn option

      ShelterCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Shelter' respawn option

      SquadCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Squadmate' respawn option

      [SCUM.WorldEvents]

      TimeBetweenEventsMin - Minimum time between each world event

      TimeBetweenEventsMax - Maximum time between each world event

      CargoDropFallDelay - Delay between the cargo drop notification and it actually appearing

      CargoDropFallDuration - Amount of time the cargo drops spend falling

      CargoDropSelfDestructTime - Amount of time before the cargo drop self-destruct countdown is initiated after it lands


    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Known issue
    • TEC01 490 shotguns down the sight aim is slightly off, we will fix it as fast as possible.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    You brave souls who stuck through the whole patch notes, here is a little treat for you our #4 comic page! Just in case you missed the previous ones check them out here:



    Page #1
    Page #2
    Page #3

    And our newest addition!



    Bitte melden Sie sich an, um dieses Bild zu sehen.

    That's it for today, folks!



    Love, Sippycup Punanisnatch



    Byeeeee




    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Hello our lovely #scummunity, oh boy do we have a nice little surprise for you all. It starts with an A and ends with "rrow in the knee" (And no, 2012 is not calling for their joke back).

    Jokes aside, the time has finally come to welcome the archery skill to the SCUM family, and we're eager to show you what we have for you!

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    Archery


    • Archery is a skill of shooting from bows. There are different types of bows players will be using in the game. Depending on the type, bows are divided into: recurves (one piece bow), takedowns (limbs can be changed and removed, when disassembled it can fit in the backpack), compounds and crossbows. Because crossbows perform more like rifles they will be handled separately.

    • All bows also have different poundage. The poundage (it's common to use the pound sign – # – to indicate pounds, so 40 pounds would be represented as 40#), or draw weight represents the force required to hold the string stationary at full draw. Draw weight is used to define the power of the bow. For pulling the bow string player uses both strength and technique. While strength is related to his attribute, technique is related to his skill.

      For now we have 3 types of bows: Compound bow, Improvised bow, and Recurve bow.

      Compound Bow

      • The compound bow will have a draw weight of 60#, you can attach to it sights, stabilizers , and the silencer.

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      Improvised Bow

      • The improvised bow is the most basic bow in the game, you can craft 4 versions of it with different draw weights: 20#, 25#, 30#, 35#. You can attach the silencer to it.

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      Recurve Bow

      • The recurve bow is the middle ground when it comes to bows, it has most versions of draw weight: 40#/50#/60#/70#/80#/90#/100# and you can attach the silencer on it.

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    • If the player doesn’t have sufficient strength or skill he/she will not be able to pull the string all the way. In the following table you can see how strength relates with specific draw weight.

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    • Archery skill level influences both how long player can hold the bow steady in full draw and gives additional bonuses. Here is a bonus that archery skill gives to player’s strength.

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    • The initial time for holding the bow steady in the full draw is shown in the table below.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

    • If character’s Strength DW + Skill DW > Bow’s Poundage (DW) then character will be able to draw that bow in full draw position, but if his strength is below the value of strength that can hold that bow steady, he will get penalties. For each 10# over what player’s strength can handle, player will get -1 second penalty to hold that bow steadily. That parameter is not fixed and it should change along with player’s strength (meaning that it can have a decimal value). For each 10# less than what player’s strength can handle player will get +1 second bonus.

      Example 1 - Let’s say the player has Archery skill level ADV+ and STR 5 he can hold 100# in full draw for 8 seconds (10 – 2 seconds penalty because of his strength can hold 80# bow and he is trying 100# bow).

      Example 2 - Let’s say the player has Archery skill level ADV and STR 3 he can’t hold 100# in full draw, but he can hold 80# for 3 seconds (6 – 3 seconds penalty because of his strength can hold 50# bow and he is trying 80# bow).

      Example 3 - Let’s say the player has Archery skill level Basic and STR 5 he can’t hold 100# in full draw, but he can hold 80# for 5 seconds (4 seconds because of Basic skill level +1 second bonus because sum of his strength and Skill bonus is 90# which by 10# > than 80#).

    • We are adding quivers as well, and here is how they will work. There will be 3 types of quivers: Improvised quiver, Animal skin quiver and Military quiver

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      Improvised Quiver: Can hold up to 1 type of arrow, and durability is low.

      Animal Skin Quiver: Can hold up to 2 types of arrow, medium durability.

      Military Quiver: Can hold up to 3 types of arrow, highly durable.

      If you have a quiver equipped and pick up an arrow it first goes into the quiver and if the quiver is full it will go into the next empty space slot if possible.

      You can also carry a quiver and backpack together.

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    • There will be various attachments that you will be able to put on your bow. For now we have: sights, stabilizers and a silencer.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Stabilizers will help you out in stabilizing your bow and calm your hand so the arrow spread is much smaller, there are 2 stabilizers, a professional one and an improvised one.

      Sights will help you to zero in better on your target - there are 3 sights with the same quality, but different amount of zeroing points. The one pin sight is attached by default on the compound bow.

      Silencer will mask down the snapping sound that the bow makes once it's released and the string collides with the bow limbs. For now there is only 1 type of silencer that you can find.

    Please keep in mind this is the first iteration of the archery skill and bugs and issues are possible to happen, if you encounter any please do send us a bug report on our steam forums!

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    Red dot

    • The classic attachment used on various guns. You can attach it to any rail, and the M16, TEC01 490 can carry it without any rail.

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    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Fire modes

    • YES WE HEARD YOU, LIKE, REALLY WELL, THE FIRST 12967198264783 TIMES, but yeah we should have added this a bit sooner, but you know how it is in gamedev. All in all, now you can see in what fire mode you are on each weapon through the quick access bar.

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    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Damage Indicator.
    • We added a small damage indicator that will appear when you need patching.

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    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Respawn Timers

    • A big issue was when squads were repsawning for an infinite amount of time, so we added respawn timers this is how they will work.

      Random respawn: 25 FP and has no respawn timer or cooldown.

      Sector respawn: 50 FP with an initial cooldown of 15 seconds and increases for 15 seconds for each consecutive use. Time needed for the cooldown to get back to 15 seconds is 60 seconds of wait time, and each time you use it, those 60 seconds get multiplied by 1.25 that way the cooldown reset time will never be lower than the respawn timer itself.

      Shelter respawn: 75 FP with an initial cooldown of 30 seconds and increases for 30 seconds for each consecutive use. Time needed for the cooldown to get back to 30 seconds is 120 seconds of wait time, and each time you use it those 60 seconds get multiplied by 1.5.

      Squad respawn: 100 FP with an initial cooldown of 60 seconds and increases for 60 seconds for each consecutive use. Time needed for the cooldown to get back to 60 seconds is 180 seconds of wait time, and each time you use it, those 180 seconds get multiplied by 2.

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    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Underwater caves

    • Who doesn't love some underwater exploring?

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    Fashion

    • Just as a small fashion update we added a new line of beanies.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Supporter Pack Update

    • We added a new action that all the supporters can use, and that's whistling. If you use it to coordinate military ops, or just want to tell that cute guy that you like him, all up to you!

      Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bug smashing

    • Fixed the bug with doors staying closed.

    • Fixed a bug with clients crashing if admin drone was active on server.

    • Possible fix for wrong kind of respawning while entering or exiting events.

    • Fixed underwater fog bug when resolution scale is not 100.

    • Fixed heat sources being shared between singleplayer profiles.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    QoL additions

    • Respawn on squad now disabled if all members are dead or if any squadmate is in combat.

    • Failing lockpicking will correctly give a small amount of experience now.

    • Failing lockpicking will cause a loss of 1 fame point.

    • Lowered Spawn rate on Cargo drops. (Once per hour with an 10min before notification)

    • Added engine sound to admin drone. Gets turned off when entering silent mode.

    Admin commands

    • We added admin commands for the new respawn system, events and cargo drops.

      [SCUM.RespawnSettings]

      RandomLocationPrice - Fame Points required for respawning at random location

      SectorLocationPrice - Fame Points required for respawning at a certain sector

      ShelterLocationPrice - Fame Points required for respawning at shelter

      SquadLocationPrice - Fame Points required for respawning at squadmate

      RandomInitialTime - Initial wait time before 'Random' respawn option becomes available

      SectorInitialTime - Initial wait time before 'Sector' respawn option becomes available

      ShelterInitialTime - Initial wait time before 'Shelter' respawn option becomes available

      SquadInitialTime - Initial wait time before 'Squadmate' respawn option becomes available

      RandomCooldownTime - Penalty wait time applied to 'Random' respawn option after each use

      SectorCooldownTime - Penalty wait time applied to 'Sector' respawn option after each use

      ShelterCooldownTime - Penalty wait time applied to 'Shelter' respawn option after each use

      SquadCooldownTime - Penalty wait time applied to 'Squadmate' option after each use

      RandomCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Random' respawn option

      SectorCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Sector' respawn option

      ShelterCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Shelter' respawn option

      SquadCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Squadmate' respawn option

      [SCUM.WorldEvents]

      TimeBetweenEventsMin - Minimum time between each world event

      TimeBetweenEventsMax - Maximum time between each world event

      CargoDropFallDelay - Delay between the cargo drop notification and it actually appearing

      CargoDropFallDuration - Amount of time the cargo drops spend falling

      CargoDropSelfDestructTime - Amount of time before the cargo drop self-destruct countdown is initiated after it lands


    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Known issue
    • TEC01 490 shotguns down the sight aim is slightly off, we will fix it as fast as possible.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    You brave souls who stuck through the whole patch notes, here is a little treat for you our #4 comic page! Just in case you missed the previous ones check them out here:



    Page #1
    Page #2
    Page #3

    And our newest addition!



    Bitte melden Sie sich an, um dieses Bild zu sehen.

    That's it for today, folks!



    Love, Sippycup Punanisnatch



    Byeeeee




    Hey, everyone, I hope you missed me!

    New week, new developer showcase - this Wednesday you're meeting Dobrila, our Junior Programmer, who you've asked for, so we're obliging because we're nice like that.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    A script kitty in a sea of code monkeys. A baby hacker and the 3rd Charlie's Angel. A real life Disney princess with 8 years of karate training.

    Dobrila is a computer science student in her final year of school studying for her Master's degree, which is pretty impressive in and of itself even if she wasn't working full-time. She's only been with us for several months, but she's blended in perfectly, so now we're just waiting on her to write her damn thesis, so we can give her the forever-contract and make her sign it with blood.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Dobrila casually doing some analogue programming before running off to our yoga class

    We sat down for a chat and I asked about her list of tasks to see if there's anything fun I could write about. Honestly, I have no idea. Aside from the fact that she speaks l1k3 7h15 irl, I've soon come to realize that she gets to do the stuff no one else wants to do. She says she doesn't mind too much though, because apparently she likes boring stuff and coding is fun. This is an obvious lie, but our bosses are reading this, sup Dini & Pong, love ya.

    Her first task here was to overhaul the way in which we saved the event statistics. That's the official answer. The unofficial answer is that she created it from scratch. We didn't have a base before and now we do. I asked why we even need one, but it's a secret. I know, but you don't. HA HA. No, really, I can't tell you because it would spoil your fun, but you'll find out eventually.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    She hates having her pictures taken as much as I hate taking pictures, so it worked out perfectly!

    Dobrila begged me not to write about this next part because she's shy about it, but I feel like great things should be talked about, so I'll just ignore her pleas. She started her programming adventure when she was 8 years old. She went to a fancy elementary school with a good computer science program and she fell in love with the code. She took part in various competitions throughout her primary education and then in high school decided she wanted to try and get into game development. She got into the computer science program at one of the best universities in the region and also enrolled into Machina, a privately-owned local gamedev academy. Her mentor there was Dini, who had decided it was a good idea for him to moonlight as a C++ teacher for some reason - she was invited for an interview, aced her tests and the rest is history.

    At the moment, Dobrila is working on implementing achievements into the game. You're getting them really soon, but the first batch will only have 10(ish) of them just to test them out and see how you guys feel about them. The whole process was honestly very straightforward. She sent us a huge list of achievements she thought would be cool to have in the game, Josip and I are supposed to write the funny names and descriptions, Ivona is drawing the icons, and then Dobrila does her black magic and actually programs them into the game. Easy-peasy.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Here's some achievement icons. Dobrila didn't make these, but they're vaguely related and it's still better than screenshots of code.

    That's it for today's Developer Showcase! Show some love to our Dobrila in the comments down below and I'll see you again next Wednesday! Josip will talk to you before that, on Friday, when you'll get to read the next page of our comic and you might also get something else. You know I can't tell you, but I'll never stop teasing.

    Instead of the usual "Love, Tena", I'm leaving you with a goodbye message from Dobrila!
    Bitte melden Sie sich an, um dieses Bild zu sehen.




    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Ladies and gentlemen, welcome to our new presentation of features and mechanics that we plan to introduce into our video game over an unknown course of time, and this is the last time I'm constructing this vast visual field of information after a pleasant tea party with an eloquent 8-year-old.

    So, shall we begin?

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    A new interesting POI that will be a nice event place to duke it out, and an overall simple but interesting location. This is just 1 building, and you can expect more of those.

    • Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    New additions to the weapon family.



    MK-18 will be a fully automatic rifle with single and burst fire modes as well. The mag it uses is from the M16 and 5.56 cal ammo.



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    The RPG doesn't need any introduction, load, aim, pew.



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    Water collector, the idea is when it rains it collects water, what a shocker.



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    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Hair growth.

    Hair is coming along nicely, we are looking at several hair and beard styles once its done.



    • Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Archery

    Yup, the archery skill is finally here, and boy oh boy do we have all sorts of awesome mechanics here. But that one I will cover in the next patch notes and for now have these few snippets scratched off the surface.



    • Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.

    And this is it for today folks thanks for dropping by, and stay tuned for more news!



    Love u, Sippy Seep Sipp




    Hello, everyone!

    Here's a little Friday update from your favorite devs! Bitte melden Sie sich an, um dieses Bild zu sehen.

    We don't have a patch for you today because we've been working on some more complex stuff that take longer than a week to implement, but we still wanted to talk to you and show off the new page of our SCUM comic.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    In case you missed the previous ones, you can find the first page here and the second one here.


    All of us at Gamepires wish you a great weekend!

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Love, Baby J Sipps




    Hello everyone, here we are with a new hotfix for this week. Those damn doors are tricky! We've fixed most of the bigger bugs with them, but some edge cases may still appear, so thanks for bearing with us and, by all means, do report them if you see them!


    Let's get into the notes!



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    Birds!


    We're adding two different bird species for you guys to practice your aim on. If you manage to take them down, you might get yourself a nice lunch!



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    Lockpicking


    [Community Request]

    We made lockpicking even harder to pull off and increased the rarity of lockpicks.



    Bug fixes


    • Fixed character creation where the character disappears during animation.

    • Fixed the bug where examining an item that isn't craftable wouldn't work.

    • Fixed the bug where some food items would spawn with 0 durability.

    • Fixed the bug with windows on airfield where some windows wouldn't be completely covered up with fortifications.

    • Fixed the bug where double clicking food from the vicinity wouldn't pick it up.

    • Fixed the bug where food items would be incorrectly considered as cooking, causing weird behavior such as their durability decreasing fast.

    • Possible fix for syncing initial doors & fortifications state. We're still figuring this out, so make sure to let us know if you run into anything weird.

    • Fixed an issue where vegetation would penetrate through buildings and fences.

    • Fixed a bug when you started SP and MP game it would always be night.

    • Fixed a bug for prisoner not being kicked out of event properly if the player logs out during the event end countdown, resulting in equipment being lost and prisoner rejoining the server naked

    QoL changes


    • [Community Request] You can now play as a drone in SP - while in the main menu press Ctrl+D

    • [Community Request] You can now toggle HUD and lights while playing with the drone. Toggle HUD (H key) toggle lights (X key)

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    SCUM comic!


    That's it for the patch notes, but wait, that's not all. Down below you can find the 2nd page of our SCUM comic! If you haven't read the first part yet, make sure to check it out

    here

    . The comic is made by our art queen

    Ivona

    on a weekly basis and will be out every Friday, so make sure to let us know what you think!




    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Thanks for sticking around and talk to you soon!



    Peace out, Sippycup





    Here we are again, new week, new patch, new awesome thingies on the horizon!

    This week our biggest priority was to handle the issue with storing items into containers. So for now we disabled item storing in world containers (You can still safely store items in chests, your character and vehicle.) more about that you can read up here

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Lets start things of with our new nice vacation place, the Coal mine! For now the omnious and dark depths of the mines lay empty, but for how long?

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    Here you can see the area that the mine encompasses.Bitte melden Sie sich an, um dieses Bild zu sehen.This is how deep it goes...for now.
    Bitte melden Sie sich an, um dieses Bild zu sehen.

    M1887 Shotgun


    The M1887 can be your best friend in stick situations, the leave-action shotgun uses 12 gauge shells, and it was used widely on the island by small shop and gas station owners for self defense.




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    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Pick up truck variations


    Just to spice things up a bit we added more color variations to our pick up truck, also enhanced some of the details on it.



    • Bitte melden Sie sich an, um dieses Bild zu sehen.
    Here you can see how some of the details looked before and after.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.

    Also next week we will talk a bit more about handling vehicles in SCUM, and how does it work. We did some reworking on our whole pyhsics system, and we can't wait to share all the info with you guys!



    • Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    20+ New Islands


    Yup, you read it right, we added 24 new smaller islands all around the big island. For now they are still bare but with time interesting things will pop up on them for you to find out!



    • Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Lockpick rework.


    We made little changes to lockpicking and how it works. We had a feel it was too easy to break a lock down, so we made it little harder:


    • Reduced the angle needed to unlock a door successfully.

    • The screwdriver has now 40 uses, before you could it use indefinitlley
      • Bitte melden Sie sich an, um dieses Bild zu sehen.

    • Normal lockpick uses reduced to 4, and added an advance lock pick with 6 uses.
      • Bitte melden Sie sich an, um dieses Bild zu sehen.

    Server admin commands.


    We added 3 more commands for you guys so you can customize your server even more.



    • AllowSectorRespawn

    • AllowShelterRespawn

    • AllowSquadmateRespawn

    With this you can control how respawning works.



    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bug fixes and other goodies.


    • Adjusted third person clipping prevention for crouch stance.

    • Bugfix for players dying when climbing windows.

    • Fixed placement of fortification blueprints being placed wrong sometimes.

    • Maximum resolution scale is now 200%

    • Small improvement for DLSS.

    • More .ini file restrictions.

    • More server optimisations by reducing count of replication objects.

    • Fixed a bug where the player could not level up awareness in multiplayer

    • Fixed a bug where cargo drop would drop multiple cargo drops.

    In case you get a problem of connecting to a server, please keep in mind from the moment of the patch deployment that the servers can take up to 60 minutes to update!


    Now that the patch notes are out of the way, we have a treat for you!


    Down below you will find

    the first page of our new weekly comic series

    that will help you understand SCUM's lore even better! A big thank you to our Ivona - you are a star!



    Bitte melden Sie sich an, um dieses Bild zu sehen.

    That's all for now folks - see you next week!



    Love u, Sippy Boy Sipmaster




    Expanding the Square

    While the primary development focus continues to be on SWAT, a smaller division of the Identity development team expands the features and controls of the Town Square. This brings new features to enjoy in the social module, and also prepares several features for the combat-oriented and faced-paced SWAT module.

    Recent Changes to the Square

    Since our last development blog update, we've made several notable changes to the Town Square. Drop in and check it out to see some of these changes first hand!

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    • - Marijuana is now grown by players! Plant seeds on a hydroponics table and dry grown plants on drying racks before harvesting. There are varying degrees of quality. This is the first step toward adding work and economy into the Town Square.
    • - You can now watch YouTube videos with your friends using TVs in your apartments.
    • - We've made significant changes to player movement and animation blending. You'll find your character movement feels much more natural.
    • - VoIP (voice communication) has been rebuilt on a new technology to greatly increase sound quality.
    • - Player's eyes and other facial features change depending on substance use. If you know the effects of a drug, you can tell if somebody is using by looking closely. This will be useful with police powers (see roadmap below).
    • - You can now access the shooting range in preparation for the release of firearms.
    • - Significant changes to the lighting have been made to give a more realistic appearance, especially during the day.
    • - A large remake of the image processing means overall sharper graphics with more detail and eliminated "ghosting".
    • - We've added support for chat commands. Write /emote for a list of emotes.

    The Town Square Roadmap

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    • - Guns, guns, guns! The shooting range in the basement of the police station is now open and soon will give you access to a few guns to try out.
      This will give you a taste of how guns will work and feel. We'll show you how awesome the gun systems are with a video when we come closer to this release.
    • - Paintball guns will be available for use and play outside of the shooting range.
    • - We'll soon be adding the ability to drop items on the ground in public spaces. These can then be picked up by other players.
    • - A trading mechanic will allow you to securely pass items to others around you.
    • - Security and ownership systems for apartments, allowing you to assign roommates and more.
    • - Police powers are on the horizon for select players (moderators). This will include jailing, restraining and searching.
    • - Even more clothing and character customization options. We have a lot already created and ready to be added.

    In addition to the features above coming to the Town Square, we're also expanding on jobs and tasks, both legal and illegal, to kickstart a small economy.

    Step into the Town Square!

    The Town Square module is now released and available on Steam. If you haven't had the chance to try the Town Square and experience a small piece of the Identity world, grab your Steam key and check it out.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    With the Town Square now running smoothly, we've shifted much of our focus to feature development for the SWAT module. We'll continue to fix bugs and add other features to the Town Square, too.

    Get your Identity Steam key!

    To get your key, login on the main site at www.IdentityRPG.com. You can then go to the Account tab of your profile where you'll see an option to link your Steam account.

    You must have BETA ACCESS on your account to claim a key!

    ATTENTION! You can only attach one steam account to one game account, and it's permanent. Be sure you're logged into your game account which has the items you've purchased before attaching a Steam account!

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Once you've obtained your key from the Identity website you can enter it into your Steam client, but be sure that you're logged into the Steam account where you'd like to own Identity. Click the Games menu in Steam, and then Activate a Product on Steam.

    -- John VanderZwet




    https://www.identityrpg.com/community/forum/6-dev-blog/

    Hey, everyone!

    Welcome to our weekly Developer Showcase! You've already met a 2D artist and a programmer, so this time you're meeting a 3D artist - Gabriel!

    Gabriel is a junior and has only been with us for a short while. Before joining us he freelanced for a while, dabbled in programming, and worked on some indie projects, but his main expertise are buildings and architecture, so it made sense to task him with creating a bunch of urban assets for the upcoming cities.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Left: Gabriel not building a building. Right: Gabriel building a building.

    We talked a bit about his process and how he creates all the assets from scratch (apparently all our artists do, who would've thought). He says he finds his inspiration on Google Maps - he finds random Croatian streets and buildings on Street View and uses those to make his models look realistic. Most of the buildings you can see down below are situated in the Croatian city of Osijek. I asked if he has any family there or something, but he said he just liked the buildings, which makes sense because Osijek is a beautiful city.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    If you're from Osijek and you're the first person to PM me with the exact address of this building, I'll send you a SCUM T-shirt. GO.

    I asked him about fortifying the urban assets and how those will work with the tall urban buildings and found out something really cool. Apparently you'll be able to fortify the whole uppermost floor, which will work great with the skyscrapers he has on his task list in the next few weeks. We don't have any visuals for those yet, but you'll see them in one of our Work-In-Progress posts as soon as they're ready. In the meantime, take a look at some other urban assets he's working on.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    He also showed me this cool WW2 bunker he's working on, together with this fancy cannon. Remember those new islands we have and how tragically empty they are? Well, we're going to repopulate them and this is going to be one of the assets. We won't tell you its role or the context, but you'll be able to find out for yourself soon enough anyway!

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Today's post was short, but I hope it was sweet as well. Josip will talk to you again on Friday when you'll get to see the 3rd page of our SCUM comic (1,2), and I'll see you again on Wednesday for a brand new Developer Showcase. If there's a specific developer you'd like to read about next, let us know in the comments!

    Love, Tena




    Patch 1.0.3.4900 - March 19th

    - Fixed a bug where grow table dirt plots could move after the table was repositioned.
    - Radial menu for interaction with objects will now appear properly.
    - Fixed a bug which would sometimes prevent interaction with objects after a radial menu was closed.
    - Fixed a bug causing desync'd movement when holding items like popcorn.
    - Exterior lighting, especially during the day, has been adjusted to be more realistic.
    - Changes behind the scenes to make game testing more efficient for the internal testing team. This should reduce unexpected bugs in future updates.


    Quelle: https://www.identityrpg.com/co…patch-1034900-march-19th/

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Hey, everyone! It’s Father’s Day here in Croatia, so go hug your dad or your daddy, either will work!

    We have a tiny little baby hotfix for you today:

    • We fixed the doors that couldn’t be opened (bathroom stalls, the coal mine elevator etc.) - if you run into any others please report them to us!

    • We fixed the client crash that was occurring due to a drone bug, so now everything should go back to normal.

    Thanks for reading, talk to you soon!



    Love, Baby J




    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Another Monday, another update from us, so you guys can be in the loop of what's cooking in the Gamepires' crocpot.[prntscr.com]



    Bitte melden Sie sich an, um dieses Bild zu sehen.

    We have lots of new things coming up over the next few weeks. Let's talk about some of them down below!



    Female characters


    • Got some fresh new info on the female characters as well, the art team is working hard to adjust all the clothing for the female body, and that's a lot of work - here you can see some classic SCUM clothing!

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Taunts


    • We've mentioned before that we plan on adding more military taunts, and here you can see some of them.

      Bitte melden Sie sich an, um dieses Bild zu sehen.
      No one can match my pew pew fingers

      Bitte melden Sie sich an, um dieses Bild zu sehen.
      I WILL PUNCH A HARD PUNCH

      Bitte melden Sie sich an, um dieses Bild zu sehen.
      You talking to me boi?

      Bitte melden Sie sich an, um dieses Bild zu sehen.
      Whoa, I have no eyes

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bases.


    • We've made some progress with the bases regarding building and shaping them up to be a home sweet home.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    • But keep in mind that base building won't replace fortifications. Fortifications will still be the main way to secure a building and the base building will be a way to enhance and double protect your fortified building with different types of walls and watchtowers.

      Hair


      • Yes, yes we know, it's not cool that everyone is bald all the time, so here's some neat cuts that will make all the puppets go crazy for you, stud.

        Bitte melden Sie sich an, um dieses Bild zu sehen.

        Bitte melden Sie sich an, um dieses Bild zu sehen.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Okay, I'm all out of pictures for the art part, but I still have things that we can talk about!

      Sound


      • Right now we are working on redesigning the car sounds and adding the suppressed weapon fire. We're also working hard on getting back the radio we had before. For now, it looks good, and who knows, besides awesome music maybe you will hear something intriguing.

      New points of interest.


      • As you already know, we've recently added some 20ish new islands around the main island, so now we're working on the underwater caverns to go with our maritime theme. However, before we add that to the game, we still need to finish up the sailing and diving skill.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Now it's time to talk about the programming background and what's going on there.

      Base building


      • Let's talk about the base building first - the system will work in a way that you'll be able to use blueprints and build up your base in a lego style way.

        Bitte melden Sie sich an, um dieses Bild zu sehen.
        Each beer crate is 1 base segment, and you will be able to stack them to your liking.

        Bitte melden Sie sich an, um dieses Bild zu sehen.
        For safety, we emptied all crates

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Respawn system


      • For the moment we're still playing around with different options, but for now, this is the plan: adding cooldowns to respawn options that we already have. Cooldowns will differ depending on how precise they are. For now, it would look like the shortest cooldown would have "Random" > "Sector" > "Shelter" > "Squadmate". Also, the idea is to disable respawn on squadmate if he is in combat.

      Bitte melden Sie sich an, um dieses Bild zu sehen.

      Thanks for dropping by and reading our little weekly update, stay tuned for more news coming later this week!

      Love, Sippy Boy




    Hello everyone, here we are with a new hotfix for this week. Those damn doors are tricky! We've fixed most of the bigger bugs with them, but some edge cases may still appear, so thanks for bearing with us and, by all means, do report them if you see them!


    Let's get into the notes!



    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Birds!


    We're adding two different bird species for you guys to practice your aim on. If you manage to take them down, you might get yourself a nice lunch!



    • Bitte melden Sie sich an, um dieses Bild zu sehen. Bitte melden Sie sich an, um dieses Bild zu sehen.Bitte melden Sie sich an, um dieses Bild zu sehen.

    Lockpicking


    [Community Request]

    We made lockpicking even harder to pull off and increased the rarity of lockpicks.



    Bug fixes


    • Fixed character creation where the character disappears during animation.

    • Fixed the bug where examining an item that isn't craftable wouldn't work.

    • Fixed the bug where some food items would spawn with 0 durability.

    • Fixed the bug with windows on airfield where some windows wouldn't be completely covered up with fortifications.

    • Fixed the bug where double clicking food from the vicinity wouldn't pick it up.

    • Fixed the bug where food items would be incorrectly considered as cooking, causing weird behavior such as their durability decreasing fast.

    • Possible fix for syncing initial doors & fortifications state. We're still figuring this out, so make sure to let us know if you run into anything weird.

    • Fixed an issue where vegetation would penetrate through buildings and fences.

    • Fixed a bug when you started SP and MP game it would always be night.

    • Fixed a bug for prisoner not being kicked out of event properly if the player logs out during the event end countdown, resulting in equipment being lost and prisoner rejoining the server naked

    QoL changes


    • [Community Request] You can now play as a drone in SP - while in the main menu press Ctrl+D

    • [Community Request] You can now toggle HUD and lights while playing with the drone. Toggle HUD (H key) toggle lights (X key)

    Bitte melden Sie sich an, um dieses Bild zu sehen.

    SCUM comic!


    That's it for the patch notes, but wait, that's not all. Down below you can find the 2nd page of our SCUM comic! If you haven't read the first part yet, make sure to check it out

    here

    . The comic is made by our art queen

    Ivona

    on a weekly basis and will be out every Friday, so make sure to let us know what you think!




    Bitte melden Sie sich an, um dieses Bild zu sehen.

    Thanks for sticking around and talk to you soon!



    With love, Sippy





    Hey, lovelies!

    I hope you liked our last week's Developer Showcase where you met Ivona, our 2D artist, and got a chance to see what she's been working on! This week you're meeting Dini, our lead programmer, who I talked to about what he's up to, what's already been done, and what he's planning on doing in the future.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Here's Dini wearing his favorite salad-colored shirt and looking like a nice person. If you're sick of the salad jokes, I'm sorry, but you're weak and you wouldn't survive a day in our office.


    The first thing he said to me was that we already wrote about the car physics before, so he shouldn't have to do anything again and I should just leave him alone to stare at his code, which is like, okay, nerd, but you do that all day long anyway and you need to change it up a bit. I promised you Dini and Dini you will have, so I took one for the team and dragged him out of his lair.

    Some of the new and improved car physics we talked about the last time have already been implemented. The car's center of gravity now shifts depending not only on the number of people sitting in the car, but also depending on the side they're sitting on. The car will also react to the items you put in the trunk. That means you'll be able to see the weight pushing the tires down, but you'll also feel it while driving the car - the more people or stuff you have in the car, the harder the car will be to handle.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Spot the difference, we'll wait.


    Next up on his task list is the driving skill and it's going to work something like this: if you suck at driving, you're doomed, basically. Just kidding! It's going to work like this: if your driving skill is low, you'll take longer to accelerate and your top speed will be lower. Your car might even stall or completely stop! After that's done, Dini is going to be reworking the damage system, which we also mentioned before. The way things are now, the car takes the same amount of damage no matter where you damage it. He says he wants to improve the system in a way where the car will react differently depending on the place you shot at - if you shoot at the car's engine, it will take a lot more damage than if you just shoot at a window. If you shoot a tire, it should obviously go flat. If you get a flat tire, you need to be able to fix it, so Dini will make that possible as well. He says that pretty soon you'll have a basic repair system where you'll be able to repair different types of damage with different types of materials.

    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Can he fix the emptiness inside his soul, though?


    He also wants to introduce claiming and locking the vehicles, as well as lockpicking and hotwiring. The issue with this is that right now we're still reworking the house claiming system and trying to find out what the best way to do that would be, so the whole car claiming system will have to take that into account because it's going to work on the same principle. We're also introducing car fueling and that's gonna be Dini's job as well. And last but not least - proper vehicles need to come with proper vehicle sounds. It seems pretty simple, but if you take into account that different materials make different sounds and think about all the sounds a real car makes, whether it's the wind, or the tires on concrete, grass or sand, you'll soon realize that it's harder than expected.

    That's all for today - I'll talk to you again next Wednesday when we have another Developer Showcase coming out, but make sure to stay tuned on this Friday as well because good things come to those who wait! Please also make sure to tell Dini how much you love his salad in the comments down below!

    Love you!





    Patch 1.0.3.4891 - March 13th

    1.0.3.4891

    - Soccer balls have been refactored to produce more realistic physics. We can now also add player controls to the interaction. To start, you can now kick the ball harder if you're holding down your left mouse button when you hit it.
    - Characters can now turn more sharply, especially at high speeds (sprinting).
    - Added a little polish to jumping and landing animation.
    - Fixed a bug allowing you to turn your character while standing from chairs.
    - Marijuana joints have been removed from the drug dealer. He now sells cannabis seeds instead.
    - Hydroponics table is now available at the furniture vendor. Use this to grow plants from seeds in your homes.
    - Drying rack is now available at the furniture vendor. Use this to dry grown herbs in your home.
    - Dried cannabis can now become small/medium bags of marijuna, or even large bricks of marijuana, depending on the size of the plant(s).
    - Bags or bricks of marijuana can be converted into joints of varying quality levels.
    - Apartments have maximum crafting stations (in this release, the hydroponics and drying rack). The number varies based on size/value of floorplan.
    - Added functionality to parking meters and bike racks, although they're not useful until vehicles arrive.
    - Fixed two crashes.
    - Performance improvements.

    Bitte melden Sie sich an, um dieses Bild zu sehen.


    Quelle: https://www.identityrpg.com/co…patch-1034891-march-13th/

    Hey, lovelies!

    I've had this idea that I wanted to try out for a while, so let me share it with you and see how you like it. You might remember the 3-month roadmap post where I talked to the devs to see what they're working on. Well, we need to go DEEPER. I'd like to introduce each and every one of our devs, one by one, hopefully on a weekly basis, and talk to them about what they're currently working on.

    We're going to start with Ivona, our one and only 2D/concept artist, because she's the only one I could talk into doing this on such a short notice. By the way, for the best possible experience you should listen to this song while reading this post. This is her theme song and if she has access to a computer, she will play this song on that computer whether you like it or not, so it's best to just embrace it.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Here she is, the art mom, queen of weird dances, and a Slenderman impersonator.


    Ivona has been with Gamepires for around 6 months. A fun fact is that she graduated and got hired here literally 2 days later - she was that good. We didn't have an actual 2D artist before her and most of the art we needed before was done by Pong, our creative director, so she took over all of that so he can concentrate on his actual duties.

    Up until now, she has done a bunch of cool stuff - she has made some new tattoos, our first Steam trading cards, visuals for our booths at expos, our first concept art etc. She has recently started working on more lore-related art - you might have seen some drafts of the NPCs we published in one of our previous posts, so without further ado, you can see the upgraded versions down below, along with some commentary from the artist herself.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Ivona: These are some possible variations of TEC1 workers' uniforms. I wanted to keep them simple, but recognizable, and I tried to find the colors and shapes that will emphasize function over form. They are manual laborers, so it only makes sense.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Ivona: These are the TEC1 scientists where each color represents a specific ward. I wanted them to look futuristic and science-y, but still be reminiscent of the past fashion trends.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Ivona: These are the male managers/white collars. The concept I was going for here is vanity. These guys are very vain and for them image is everything, so I tried to communicate that through their clothes, which are very fashionable for that same purpose.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Ivona: The male executives are all dressed very flashily - if you look closely, you'll notice the gold details, expensive watches and nice shoes. Obviously, the mood here is money.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Ivona was just giggling at this one, so I'll tell you about it. The TEC1 low level security outfits were very obviously inspired by Ivona's thirst for people in uniforms. She can't even be in the same room with someone wearing a uniform without giggling, blushing and making sex jokes. Whether it's military uniforms, police riot uniforms or even club security uniforms, the thirst is real and unquenchable.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Ivona: I did a LOT of iterations for these hazmat suits, some of which you can see on SCUM's Twitter (@scumgame). These two made the final cut, along with several other ones, and I wanted to show them because I was going for a more advanced look than the usual hazmat suits irl. That's why they have these little gadgets and gear on them.


    Bitte melden Sie sich an, um dieses Bild zu sehen.
    Ivona: I can't talk about this one yet, so I'll just leave it here as a teaser and let you guess what it is.


    I hope you liked the idea of this, but if not, that's okay, too, because we have another post ready to be published by Friday that you might like a bit better. Bitte melden Sie sich an, um dieses Bild zu sehen. If you liked the post, then good for you and thank you! We have another one coming up next week where you'll meet Dini, his salads and car physics.

    Love you all and talk to you soon!