Beiträge von Cyb3r

    Here we are with a new patch, more bug fixes, QoL changes and some extras!

    So let's start with some new things that we added.
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    Server optimizations


    • So we looked into lag, as no one likes lag. And we did something awesome, items that repeated a lot on the island (doors etc..) we found a way how to lower servers awareness of those items, and we gained a massive boost, up to 5x faster. Down bellow you can check out how the whole process went.

    • Also we deployed a new master server and that means faster server list browsing!

      It was a warm and sunny summer morning last April. I was sitting in my favourite sofa in the office. Thinking about SCUM. And big data. As I always do in the evenings. At one point there are 5 doughnuts on my table, and the first thought that came to me "How to eat all 5 in a most efficient way?" and then it dawned on me. Big. data. blockchain. crypto-algorithms. using cutting edge deep network machine learning methods for network replication IoT applications.
      And so I started to mash my keyboard (already on the third keyboard), and then it was born. Network crypto-algorithm replication blockchain.
      Everything that was a lot now is lot less and server runs about 5x faster. Fixed the game. The end, or is it?

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      New weapons!

      • M1891

        We added a new family member to the rifles in SCUM. The M1891, a five-shot, bolt-action rifle. It uses the 7.62x54mmR cartridge, and it can be found in military areas.

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      • Eder 22

        Eder 22 is a new gun that uses 9×19mm Parabellum cartridge, and you need to find a magazine if you don't want to feed the bullets 1 by 1. It can be found all around the island, but the best locations to find it are around military and police areas.

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      Fortify in the name of God.


      • The continental church can be fortified from now on.

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      Feed me more!


      • As cooking is being reworked, we will need to rework some other stuff as well, for starters how our fire system works. We added a new mechanic where you can add materials to your fire so it doesn't go out. It looks something like this:

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      • Keep in mind that there is a cap on how long the fire burns. The one in the picture burns up to 120 minutes, and different materials add more or less time, from just a few seconds up to 60 minutes. The cap can not be pushed over. If the fire has been burning for 10 minutes and you add a material that can add 60 minutes of fuel, you will only gain 10 minutes from that material. Here is a list of items that you can use:

        • Paper - 10s

        • Rag stripes - 15s

        • Tinder - 30s

        • Gun powder - 30s

        • Rags - 30s

        • Improvised rope - 60s

        • Tree bark rope - 60s

        • Short wooden stick - 1:30min

        • Rope - 2min

        • Long wooden stick - 5min

        • Kitchen board - 10min

        • Small wooden log - 30min

        • Wooden plank - 60min

      • If you use an item that has uses, all uses will be depleted and the item will be destroyed

      • In the future we want the fire to have a visual indicator of how long it's burning by changing the fire intensity. If the fire has just recently been lit, it's going to be big and roaring, and if it's almost burned up, you'll see a tiny flame. Those states will also impact cooking in the future.

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      Bug fixes


      • Fixed a bug where fame wouldn't be reduced on death.

      • Fixed a bug where if you died while leaning you would respawn in the same position.

      • Fixed a bug where you could exit a vehicle while beside a wall, and clip through it.

      • Fixed a bug where sled would penetrate through various objects and causing issues.

      • Fixed a bug where sometimes you were able to loot through walls.

      • Fixed a bug where you could pick up objects and chests through walls and ceilings.

      • Fixed a bug where the vehicle horn would get stuck in an infinite loop.

      • Fixed clipping issues with higher FoV values.

      • Fixed issue where cargo activation in events happened twice, awarding double points

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      Quality of Life changes.


      • Opening and closing doors now can be heard up to max 25 meters.

      • Player footstep sounds have been lowered a bit.

      • Added distinct sounds for switching between auto and single fire mode.


      • Added additional checks for dragging items. Should fix the issue with using items trough walls because of clipping.

      • Implemented scrolling trough admin command suggestions.

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      And everything else.


      • Various server and client optimizations.

      • EAC improvements.

      • Implemented server log for chat




    Good afternoon, boys and girls!

    We just wanted to bring you up to speed with the stuff we're working on (I walked way too much around the office today to get all of that)!


    • Here's a new gun model fresh from our art team - a DT11. Right now they're working on the animations for it, so it's not quite ready yet, but worry not - you'll have two different new guns to play with in the next patch while you wait for this bad boy.

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    • We've promised to add more car models with time and we always keep our word - here's the latest model we're working on.

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      We're working on upgrading our driving system with these neat new additions (driving skill will soon be a thing):

    • Improved Vehicle Handling
      Driving skill and skill levels
      Improved Damage System
      Basic Vehicle Repair
      Lock/Open vehicle
      Lockpick/hot wire vehicle
      Refill Fuel System
      Vehicle Sounds/FX

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    • We're also working on the urban assets! Yes, we understand you're tired of all the little villages and the scenery and the beautiful coastal area! Okay! We get it! You hate pretty things! That's why we're adding cities, which means we have to make a bunch of stuff to fill them with,

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      Low residential building with small cute shops.

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      Residential building with creepy stuff in the attic.

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      City warehouse that will hold a lot of goodies! (Because why would we lie and lead you to your eternal doom)
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    • As you guys liked our caves a lot, we're adding a whole damn mine in the game. No better feeling than being down there without food and water and hearing the support beams start breaking down.

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      Entrance to the best party in town!

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      Just joking, it's filled with terror.

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      But for real, do not go down there.
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    • I wanted to start this with a rock hard joke, but I wasn't allowed. Anyway, we have a quarry on the way as well. Couldn't find a rock for that knife? We got you, fam!

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    • Let's talk items. We have a lot of new items in the works for you guys, here are some previews!

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      A small trap for small animals.

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      Can't wait to see what you guys will do with this one.

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      A deadly weapon and a tool, 2 in 1, nailed it!

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      More bows more fun!

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      We also heard you like crossbows
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    Okay, we sorted all the pretty pictures (did we?). But we still have other info that we want to share!


    • We started working on objectives, missions and tutorials. Down below you can see some concepts of future NPCs that will play a role in SCUM.

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    • Inventory rework

      From the ground up, visuals and functionality. We are aware that the current inventory is a bit clunky and confusing. That's why we decided to get back to the drawing board with it. Item stacking, item rotation, better stash management, all of it will be better, prettier and more efficient. We'll keep you posted as we make progress!

    • Cooking rework

      That pizza shop I was talking about before? Now you'll be able to have it, and put pineapples on it, as well as other terrifying things. In short, cooking will now work per design, also including various diseases, and possible death. The cooking skill will also be upgraded so having a person who knows how to cook will be a big bonus if you don't want to eat poison mushrooms or bad meat.

      DISCLAIMER: Everything you see and read here is prone to changes, and might end up in the game in a different way.






    Patch 1.0.2.4843 - February 7th

    This is a minor hotfix patch to address issues found with the previous update.

    • * Fixed a bug which could sometimes cause people who did not use heroin to see the effects when another player on the server did use it.
    • * Fixed a bug which could cause some microphones to queue speech by default on connection.
    • * Soccer ball reset timer reduced to 5 minutes of inactivity.
    • * A piece of the road clipping into the police station stairwell is fixed up.
    • * It should now be easier to place wall-mounted TVs.
    • * Drug effects on eyeballs will now be more visible. Bloodshot eyes are back. Heroin will also restrict pupils.
    • * Street lamps are now brighter.
    • * VoIP range has been slightly reduced to be more physically accurate.
    • * House edit mode will now be properly forced off when walking out of an apartment area.
    • * Adjusted lighting in streets and police department.
    • * Cinema lobby chairs can now be sat upon.
    • * Added support for might stronger security in the back-end.


    Quelle: https://www.identityrpg.com/co…tch-1024843-february-7th/

    Patch 1.0.2.4826 - February 4th

    While our focus has been on mechanics for the next module, SWAT, we've put together a bunch of fixes and improvements for today's update!

    We've been building on the weapon mechanics as our primary focus. Once we feel that the weapons are in a state that we feel is ready for the public, we'll be giving you access to a few in the Town Square. In preparation for this, we've opened up the basement of the police station where the shooting range is located.

    The patch is rolling out on Steam right now. Drop in to check out the changes!

    Identity Update v1.0.2.4826

    * Added new VOIP backend system, greatly increasing quality of voice sounds.
    * Character movement has been refactored to allow for better polish and feature expansion in the future. This also now allows you to sprint in all directions.
    * TVs in apartments are now functional. Play YouTube videos, synchronized for everyone around.
    * Added additional TV sizes in the furniture shop.
    * The police have carelessly left the door to the basement unlocked. The shooting range functionality will be coming soon.
    * You can now initiate emotes by using chat commands. Type /emote in chat for a list of options. For example, writing /point in chat will make your character point their finger.
    * Added a soccer ball to knock around in the public area.
    * Refactored the way the camera changes when sprinting. It's now based properly on your speed.
    * You'll no longer hear people in other instances (apartments, cinema, etc).
    * Added more ambient sounds in character selection. Adjusted the volume of the background music.
    * Fixed bug with falling popcorn particle animation in the cinema lobby.
    * Fixed display bug when sitting in a chair while crouched.
    * The action radial menu will now appear more reliably when interacting with objects that have more than one action (hold your use key).
    * Adjusted lighting in several interior areas at night.
    * Lighting outside is now a bit brighter at night.
    * Fixed a bug which could cause footwear to blink in and out of visibility when running.
    * Added cloth physics back on the summer dress and flags.
    * Placed carrots are no longer 6 feet tall. We almost didn't want to fix this one.
    * Skin is now less likely to be visible through clothing during some animations.
    * Fixed display bugs with females sitting in chairs.
    * Fixed alignment issues on some seats in the hotel.
    * Added missing bathroom fixtures to some apartment floorplans.
    * Fixed positioning of hipster glasses on females.
    * You can now properly toggle the display of helper messages. This can be done in your game settings or using the F1 key.
    * Added a bunch of bandannas to wear. There are about 10 times more to be added yet.
    * Chairs refactored so that players, especially females, will be seated more precisely.
    * Fixed the sky flicker every several minutes.


    Quelle: https://www.identityrpg.com/co…tch-1024826-february-4th/

    Live Broadcast: The Year of the Pig is upon us and we're doing a week-long stream from the 4th to the 11th of February. During that time, SCUM will be at 25% off, so grab it while you can!




    Patch 1.0.2. - February 4th

    RELEASING FEBRUARY 4TH

    Patch 1.0.2.

    -Added new VOIP backend system, greatly increasing quality of voice sounds.

    -Character movement has been refactored to allow for better polish and feature expansion in the future. This also now allows you to sprint in all directions.

    -TVs in apartments are now functional. Play YouTube videos, synchronized for everyone around. (Twitch functionality will be coming soon)

    -Added additional TV sizes in the furniture shop.

    -The police have carelessly left the door to the basement unlocked. The shooting range functionality will be coming soon.

    -You can now initiate emotes by using chat commands. Type /emote in chat for a list of options. For example, writing /point in chat will make your character point their finger.

    -Added a soccer ball to knock around in the public area.

    -Refactored the way the camera changes when sprinting. It's now based properly on your speed.

    -You'll no longer hear people in other instances (apartments, cinema, etc).

    -Added more ambient sounds in character selection. Adjusted the volume of the background music.

    -Fixed bug with falling popcorn particle animation in the cinema lobby.

    -Fixed display bug when sitting in a chair while crouched.

    -The action radial menu will now appear more reliably when interacting with objects that have more than one action (hold your use key).

    -Adjusted lighting in several interior areas at night.

    -Fixed a bug which could cause footwear to blink in and out of visibility when running.

    -Added cloth physics back on the summer dress and flags.

    -Placed carrots are no longer 6 feet tall. We almost didn't want to fix this one!

    -Skin is now less likely to be visible through clothing during some animations.

    -Fixed display bugs with females sitting in chairs.

    -Fixed alignment issues on some seats in the hotel.

    -Added missing bathroom fixtures to some apartment floorplans.

    -Fixed positioning of hipster glasses on females.

    -You can now properly toggle the display of helper messages. This can be done in your game settings or using the F1 key.

    -Added a bunch of bandanas to wear. There are about 10 times more to be added yet.

    -Chairs refactored so that players, especially females, will be seated more precisely.


    Quelle: https://www.identityrpg.com/co…1-patch-102-february-4th/

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    Here we see Jimmy contemplating the meaning of death.

    Hello everyone, here we are again with a new work in progress... no wait, wrong script...


    Please stand by

    Okay, so looks like it's a small patch we're dropping today, ain't that nice!
    So it's a small patch with a few fixes and some optimizations that should improve your gameplay experience.


    • Fixed a bug where sometimes it was still possible to drag and drop crates through doors and walls.

    • Implemented clipping prevention for third person views. Should solve issues with picking up items through walls by using camera clipping, and being able to see outside some buildings through walls.

    • Fixed a bug where you were not able to patch wounds in events.

    • Fixed a bug where you had to request patching wounds twice if they had an item in hands.

    • Fixed a bug where when you holstered a weapon while scoping the FoV multiplier would become incorrect.

    • Fixed a bug where when you exited a vehicle beside a thin wall you would sometimes clip through it.

    • Fixed a bug where items wouldn't be draggable and visible in vicinity if near a window

    • Fixed a bug where you would get stuck with scoping overlay if an event was entered while scoping.

    • Fixed a bug where sometimes when in car other people could see your holstered weapon that was clipping through the roof.

    • Fixed a bug when entering a vehicle a "ghost" backpack would spawn besides the car.

    • Fixed a bug where if you died wet you would respawn wet.

    • Fixed a bug where some items that you stored in your care after some time driving it you couldn't drag and drop it anymore.

    • Fixed a bug where if the vehicle would turn upside down you wouldn't be able to exit the vehicle.

    • Fixed a bug where cargo drops sometimes got stuck in tress, houses and other places where the player could not get to them.

    • We added some small server optimizations.




    Patch 1.0.1.4710 - December 31st

    Hope you all had a merry Christmas! Our devs are now back to work and the bugs are being smashed again. So to wave goodbye to 2018 and say hello to a 2019 full of new awesome features, here's a new build for you all!

    Patch 1.0.1.4710

    - Fixed bug with chair path finding where you wouldn't be able to go to the requested spot if you were too close to it when you started.
    - Removed collision vs pawn for placement/edit actors in housing.
    - Should no longer be possible to walk around outside cinema or housing
    while not being in the main instance. This was being used to grief players by getting them stuck. So if that happened to you, try again now!
    - Made it possible to sit on chairs in apartments.
    - Fixed bug where sitting on tall chairs would make the player sink into the chair.


    Quelle: https://www.identityrpg.com/co…ch-1014710-december-31st/

    Patch 1.0.1.4703 - December 19th

    Patch 1.0.1.4703

    - Potential fix to red items staying when cancelling placement.
    - Changed furniture placement method to be more lenient on where you can place things.
    - Added Claim Items to the escape menu. This will finally let you claim your apartments in game! (Known limitation here: Can only claim one apartment type per account, it should be one apartment type per char)
    - Art deposit box should now correctly remove the deposited canvas from inventory much quicker.
    - Fixed missing collision in some corridors.
    - Numerous updates to furniture items to make them easier to place.
    - Players should no longer get stuck on police station counter.


    Quelle: https://www.identityrpg.com/co…ch-1014703-december-19th/

    Patch 1.0.1.4685 - December 16th

    Patch 1.0.1.4685

    - Enabled consumable effects. Details below. This will be expanded a good deal in the future, including addictions and more effect detail.

    - You can now drink all alcohol sold by the bartender. Watch your step!
    - The drug dealer got his hands on heroin.

    - Marijuana effect is now active, affecting your pupils and giving bloodshot eyes.
    - Fixed initial rotation of preview items in shops and inventory.
    - Added more karaoke songs
    - Karaoke song volume reduced to be better suited for the environment.
    - Fixed a bug allowing you to get stuck in a static crouch while moving


    Quelle: https://www.identityrpg.com/co…ch-1014685-december-16th/

    Hotfix 6 - December 12th

    Hotfix 6

    - You can now rebind the key used to enter decoration mode. An indicator will show how to enter decoration mode when it's available.
    - Added a new key binding for toggling the display of the HUD (UI on screen).
    - Holiday wreaths are now available at the furniture store, but only for a limited time.
    - Merry Christmas!
    - Collision update on shelves and other furniture.
    - Fixed that apartments didn't load furniture and items when entered
    - The inventory character preview will now update properly when clothing is changed.


    Quelle: https://www.identityrpg.com/co…2-hotfix-6-december-12th/

    Patch 1.0.1.4643 - December 10th

    Patch 1.0.1.4643

    -Fixed a major physics engine crash.
    -You can now eat food in the restaurant, although it needs more polish.
    -Players now spawn outside of the hotel when joining a server.
    -Fixed bug where placing non-furniture items in apartments would be lost.
    -Corrected issues with wall decorations.
    -The elevator doors in shaft 2 will no longer block when open.
    -More furniture placement and rotation fixes.
    -Fixed many seats and chairs around the world where positioning was off.
    -Added button sound when calling an elevator.
    -Added sounds to newspaper dispensers.
    -Held items should be cleaned up properly when a player disconnects.
    -The white chess queen is now on the proper tile by default.
    -Overhauled the cinema schedule to include less commercial time.
    -Stage microphones will no longer prevent speech.


    Quelle: https://www.identityrpg.com/co…ch-1014643-december-10th/

    Hotfix 4 - December 7th

    Hotfix 3

    - Game process will no longer stay "running" when shutting down
    - Fixed bug where you'd be colliding on floors 4 and 5, in elevator and corridor
    - Fixed dark item preview in inventory during night time
    - Fixed a number of items that should've been able to hang on walls. They should now be correctly placeable.
    - Fixed missing lights in housing corridor 6
    - Player character no longer hovering in login level


    Quelle: https://www.identityrpg.com/co…77-hotfix-4-december-7th/

    Hotfix 3 - December 5th

    Hotfix 3
    - Logging in off steam friend should now be more stable (ghosting should be gone)
    - A crash on client shutdown has been fixed (FYI internally, should also fix the crash when failing to connect to server)
    - Ghost zones created and placed around busy doorways and elevators (basically you stop colliding with players in these zones)
    - Improved VoIP quality
    - Higher quality item preview rendering in inventory
    - Improved load time of inventory UI
    - Karaoke no longer hearable from apartments


    Quelle: https://www.identityrpg.com/co…88-hotfix-3-december-5th/

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    And we're back! As you all saw in the last post, we got a nice and cozy new office and this is our first update from here so cheers to that. Also thanks each and every one of you for the nice wishes!

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    LET'S GET INTO THE SWEET PATCH NOTES!


    This week we have mostly bugfixes, exploit fixes and QoL changes.



    Bug and exploit fixes.

    • Fixed a bug where adding items to a backpack full of items or dropping that backpack on the ground produced an absurd amount of AI noise that attracted puppets.

    • Implement ability to list spawned vehicles, teleport to spawn a vehicle and destroy spawned vehicle via admin console command

    • Fixed a bug where the player was able to drag the sledge while other player is mounted on it or is standing on it.

    • Fixed a bug where grenades did not collide with cars.

    • Items cannot be dragged anymore if someone is standing on them. (Chests, shelters etc..)

    • Fixed a bug where event participant stats in scoreboard were not being shown properly upon joining the event.

    • Sledge cannot be equipped after someone has boarded it.

    • Fixed a bug where it was sometimes impossible to drag an item from the vicinity.

    • Visual effects such as blur, color saturation when health is low, nightvision, etc. should now work when inside the vehicle

    • Fixed a bug where some servers stopped spawning cars.

    • Minor improvements to server save/load performance

    • Fixed a bug where people could interact with items that are in fortified buildings.

    • Fixed bug where some items were still being shown on corpses even after they were searched

    • Fixed bug with equipment when dying in some places you would lose all items permanently, not lootable or at spawn (basic shirts and pants)

    • Turned off autowalk upon waking up from ragdoll or dying

    • Fixed fame point exploit related to cooking items

    • Fixed getting stuck in patching wounds animation if game window was not in focus

    • Fixed exploit causing suicides with throwing weapons to give you famepoints

    • Possible fixes for incorrect character state saving while in event, if you exit the game while in event on relog it should spawn you from your last position before you entered the event.

    • Fixed issue where respawning that is not "on shelter" would respawn you on some random shelter in the game.

    • XP reward for projectile hits now take projectile hit energy into account, you can not farm XP anymore with ricochets anymore.

    • Fixed a bug where patching wounds with an item (rag, bandage) from a container (e.g. closet) wouldn't consume the item

    • Fixed a bug where some same containers in a different building would share items

    • Fixed a bug where searching objects while lagging would sometimes show another object's items or no items at all even if some items were inside the object

    • Fixed a bug where locked doors would be in an un-pickable state

    • Fixed a bug where fortifications sometimes wouldn't get placed upon finishing the blueprint

    • Fixed a bug where crafted locks would still consume fame points upon placing them on a door

    • Fixed a bug where non-completed fortifications blueprints would get corrupted upon relogging

    • Auto-dropping an item shouldn't be able to place the item behind walls & objects any more

    • Filling soda / alcohol bottles with water will now correctly water down their nutrients

    • Possible fix for sometimes being unable to rotate blueprints when placing them

    • Possible fix for door lock widget sometimes getting rendered from large
      distances

    • Added suggestions box for admin commands, also implemented auto complete admin commands. To finish the command press TAB.

    • Fixed bug with drone getting stuck under water

    • Fixed awareness mode overlay bug while swimming

    • Fixed issue with awareness mode getting stuck after entering TAB mode

    • Added different distances for loading and unloading virtualized items

    • Fixed bug where items spawn by virtualizations system would blink blue and be easy to notice

    • A new way for fame gain on a player kill. When you kill a player you gain 10% of the fame he had. The player who got killed losses those 10%. If you are in a negative for -100 fame points and someone with 100 fame kills you, you will be on -90 famepoints and the other person will be on 90 fame points. People exploited this to gain fame points by continuously killing team members.
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    Balance and QoL changes.
    • Reduced spawn rate for christmas items

    • Added new icons for small and large bundle of sticks.

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    • Vitamins (all medicine) do not get destroyed now once you consume all uses.

    • Improvised wooden spear now has the same weight as long wooden stick 400 grams

    • Stinging nettle does not have infinite uses anymore

    • Baked beans now need a can opener to be able to open it.

    • Fixed missspelling in "Bear Shoes" item

    • Fixed Skewer bug with infinite skewer crafting, and a bug where your metabolisms nutrients would drop exponentially.

    • Added a new bobby pin item, it can be found all around the island and you can craft a lockpick out of it.

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    • Safety and Bobby pins can now be made into a boundle up to 20 pieces.
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    • Fixed bug where stew preparation could be crafted infinite amount of times.

    • Fixed bug where standing torch could be crafted infinite amount of times.

    • Fixed bug where metal chest recepie would not include tool box.

    • Fixed bug where pastry could have been eaten infinite amount of times.

    • Vehicle cannot be unmounted if exit location is blocked.

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      • Added ability to push the vehicle (this is an experimental feature and works only if no one is in the vehicle)

    • Advanced fortification recepie QoL fix regarding needed usage shown, the amount stays the same. If an item does not have uses the number in the recepie is the quantity of that item(10 pieces of scrap metal), if it has uses then its the total usage of the item that the recepie needs (100 uses of lead, one lead plate has 20 uses, so you need 5 lead plates).

      10 scrap metal pieces
      10 uses from the tool box
      100 uses of lead plates, that makes up to 5 lead plates

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    • The improvised lookout blueprint has been removed for now from the game due causing a lot of exploits and problems. If you had a lookout somewhere it will be gone from that place.

    • Added new recurve bow FPS animations
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    Landscape and arhicteture fixes
    • Added possible fortification places on 4 sides on the lighthouse.

    • Moved big stone that was offset from the terrain on A1

    • Fixed an bug where rain was falling through the TV base on A3

    • A house was in the air (player could get inside the house through bottom floor) B3, water pump was below terrain on B3

    • Fixed a bug on a ladder where the player would start climbing from the wrong side on D4

    • Fixed a bug where the player could enter a vehicle through the garage door.

    New admin commands.
    • #ListSpawnedVehicles
      Prints list of all spawned vehicles. Each vehicle has its ID, last access time and location printed.

    • #TeleportToVehicle <Vehicle ID>
      Teleports invoking player to the specified vehicle. Vehicle ID is displayed via #ListSpawnedVehicles.

    • #DestroyVehicle <Vehicle ID>
      Destroys the specified vehicle. Vehicle ID is displayed via #ListSpawnedVehicles.

    Optimizations
    • In this patch server optimizations should give to up 30% of a server boost, so less lag and better stability.

    • Anti-cheat improvements.

    • Client optimizations for better game performance.




    Hey friends, it’s Tena, long time no read!

    We were gonna write a Work-in-Progress update today, but Josip, our Work-in-Progress-writing boy suddenly got sick, so all of you are stuck with me. Sorry about that! It’s also his birthday tomorrow, so if you could use the comment section to spam him with good vibes it would be amazing! Please make sure to call him either baby boy or Sippy, he absolutely loves that.

    Last week we finally moved into our new office! It’s been wild, but we made it! The move has been pretty hectic and stressful, but now that it’s over we can proudly say that we have definitely maxed our multitasking skill. We’re all very hands-on people and that’s something we pride ourselves in, so we did most of the work by ourselves.

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

    I am aware this panorama is blurry, but it's the 8th version I took and at this point we can just conclude I'm not good at taking photos and leave it at that

    The whole point of moving was to have enough space to hire more people, so at the same time we’ve been interviewing our candidates, putting together furniture, making new content, and, most importantly, fixing those bugs! We know you guys have been worrying about the move distracting us from our holy gamedev duties, but fret not! We take those duties seriously and would never disappoint you. On purpose. We have fixed A BUNCH of bugs and exploits that you have been reporting so diligently, but I won’t list them all because, honestly, it’s a 2 pages long list that you’ll get very soon in the patch notes anyway, and I like you too much to spam you like that.

    What I will say is that we fixed most of, if not all, the stuff you’ve been complaining about. For example, you can’t cheat by glitching through walls using a sled anymore. Sorry, not sorry. You shouldn’t have been doing that in the first place. We also fixed dozens of bugs that have to do with blueprints, map teleporting, fortifications, locks, squad system abuse and many others, both big and small ones. Our programmers also fixed some performance issues that had to do with item spawning, so your whole game experience should be much smoother.

    We haven't been just bug fixing either - our artists are working on some pretty cool new stuff, too. I won't say too much because I don't wanna spoil anything, but check out the pics down below for some random snippets.

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    Švarc is working on the M1887 rifle animation. He says he's having the time of his life.

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

    Darian is working on this crossbow you've been asking for because you've been asking.

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

    Ivona is working on some supersecret cool new stuff that I can't talk about yet, but I wanted to brag because it's fun. This photo is also blurry, but I was being sneaky which is an acceptable excuse.

    I hope you weren't too disappointed by this post - you'll have Josip back tomorrow and then it's business as usual. I'd like to thank you again for the patience during our move and settling down in our new home. Thank you for all the kind messages as well - we have such a cool community of great people and we see it and appreciate it!

    Love you all and talk to you soon!




    Scummunity, to help you get the best possible SCUM experience, we're finally reorganizing the work and functioning of the official servers which might take the whole day tomorrow.
    Due to shutting down some inactive ones, the others' IPs might change, so make sure to search them by name! Private servers will stay untouched. Love ya!


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