At least the update will give modders more tools and features to add in the future.. but yeah, the only downside is, they have to update all of the Build 41 mods in order to make it work for the newest Build 42 so we have wait and reinstall our mods all over again.
@SordidusFellatio I just take Park Ranger, who can move faster through trees, and use the trees to get away up north. Also the Foraging bonus gives you infinite food and weapons. It's perfect for cdda
An excellent video as always Ret! The crafting overhaul will be the catalyst for B42's success. it's not as sexy as NPC animals and hunting, but it'll improve player experience immensely. Can't wait to see you breakdowns on how everything works once B42 IWBUMS released
While I appreciate making illiterate even more realistic its probably the one trait that absolutely does not need to be nerfed harder than it already is.
Tbh they could make the Mod to become Literate part of the Vanilla baseline, having the VHS educational tapes available so you can get the most crippling negative trait removed. Honestly, i think it shpuld be reasonable for specific Negative traits aside the weight ones to be also possible to get rid of through either finding specific items, or managing things while crippled doing what it takes to get rid of that negative (Smoker for example, to change it to Ex-Smoker, where smoking one may get you to restart the proccess to stop needing Cigars). Some changes seem to make logical sense in realism, but not balance wise.
The crafting system reminds me of a game called "Durango Wildlands". I remember becoming part of a clan and my task is dedicated to building a screw because I have metal parts crafting skill on a high level. Screw is part of the handle crafting which is part of sword crafting. Each parts need to have excellent quality because the final product quality is based on the average of the entire parts.
@@playbabethebookshelf6249 yooo nice! Such a shame indeed, love the end game crafting, very complex and required a whole village just to make a piece of equipment.
I see here a fellow pioneer of a game that has been lost. I'm a chef in the game and really love how food and hunting works in that game. Always searching for that randomly teleported refrigerator that are filled with sausages.
@@meeeptheconqueror6759 Wow, chefs are no joke. They are sought after professions with those OP food buffs. Zomboid needs to implement a similar food buff system. I remember chefs have symbiotic relationships with players who specialize in fighting
@@rhenosamizuno2517 Caves of Qud makes cooking relatively simple and very rewarding. While Zomboid definitely shouldn't have things such as pyrokinesis or phasing matter, it's not like they couldn't give some mild buffs for meals.
Your Grandchildren will tell you at death's bed that the NPC update has arrived.... Technicaly. NPC update of B47, part 2 of 69, they finally added a few NPCs, none related to the Quarantine area of LV, nor any existing Story that is depicted in the radio or tv stories ingame. You die as a tear drops from your eyes.
@@intergalacticmuffin7071 You mean us being on retirement and having all the time in the world (again) and playing some PZ? I wouldn't trade that for anything. Huehuehue.
22:17 In some ways, complete darkness in games is the thing that is most often unrealistic in my experience, like when you have light sources that don't project light nearly as far as they realistically should, as well as not following our understanding of how light behaves. If you were outside at night with a clear view of a full moon, your vision should at some point adjust and let you see general shapes, scaling down to inky blackness with a new moon. Same thing goes for indoors as well, if you have a flashlight shining down a hallway with no windows or lights towards a L-bend, and you have a friend standing around the corner, the light should bend around the corner from reflecting off the walls and thus let your friend see better. A lot of games would light up _just_ the visible area covered by the beam, no reflections at all, your friend would be effectively blind.
Sure all those things are true. I think the fear is that you'll have that 'moonlight' sort of effect in a basement with no light sources in the middle of the night. Or in a windowless room etc
The problem is how much of a load it can bring to Rendering and PC processing. On modern AAA games, forget it, the SFX and post render effects are rarely a focus. On PZ, emulating that while feasible, shouldn't be the priority, bevause tbh this IS A GAME. Realism MUST take second seat or lower as the developer priority, game balance and stable behavior/performance are more of a priority than "Realistic" Light reflection and diffusion. And it all depends on WHAT KIND of game, genre, and style the developer is looking after, it wouldn't be useful for a Survival Horror or a Horror genre game to have Flashlights be able of decently lighting up areas because of reflection and diffusion. So to me, part of PZ's charm are these trades you make when doing things or taking specific actions, Night trips or going into darker areas should have a tradeoff to a degree. I would say B42s lighting is as good as it may be when it comes to keeping that light realism without having it be so much of the focus it hurts other aspects
The Smoker trait should come with some kind of hidden nicotine tracker which reduces or increases depending on how much tobacco is consumed, eventually the trait disappearing entirely with lack of use, having effectively quit smoking. Illiterate characters should be able to learn to read. You're also 100% right about skillbooks. Neither sitting there reading nor grinding skills slower are fun. Something needs to change.
There's already a hidden "time since last smoked" tracker. Given there's only one type of cigarette right now, it's basically the same as what youre describing. Cant lose it tho for some reason, would be very easy to implement. How do you suggest illiterate characters go about learning to read? If they did that they should decrease the amount of points it gives you, given you can just lose it later. Play with XP multiplier for last point.
Skillbooks should take less time to digest. I think the Fast Learner/Reader trait should make players consume/comprehend skillbooks gradually faster over continuous readings. Like, if you read a book, you'll slowly increase reading & comprehension speed, and vol.2 and 3 should take less and less time. Either that, or we can have the player character able to hear tapes or read books while walking, cooking, exercising, woodchopping, etc. within acceptable range, as humans should be able to multitask. Also, I think there should be prefabs in skillbooks, where if you have enough resources, you can reconstruct/modulate in game with more precision and quality over time.
27:55 if they implement cellars or basements filling up with non-breathable gasses like carbon dioxide as a result of organic matter decomposing, project zomboid will take a solid top 5 spot in my favorite games of all time.
You sir, are a monster. I can already see how many people going into rooms with toxic air and lost their 100+ days survived character before they know what's happening.
@@tedarcher9120 microbes produce non-breathable gasses as a biproduct when consuming decaying organic matter which can linger or settle into low spaces or poorly ventilated areas, a basement being both makes it a potentially lethal room. Especially considering in the apocalypse that power infrastructure goes down and basements become the next-best place to store food due to their lower average temperatures, combined with the fact that people are likely to be eaten by zombies and thus not be able to maintain their safe houses, basements full of stuff like carbon dioxide gas is not an unthinkable scenario.
@@tedarcher9120 no, that is pretty accurate to how it works. Gases build up from decomposition or other chemical processes in a sealed room, using all the oxygen in the air or displacing it completely. Pretty sure that's why a lot of urban explorers or abandoned-place explorers are meant to bring an oxygen meter so they don't experience canary-less consequences.
On the lighting: they could initially have pitch black only in basements, with a small awareness zone around a player that is ‘lit’ where you can feel with your hands, then later implement a lunar cycle so the outside ambient light changes between fully visible and pitch black over time
This video is so concise, yet is still over 30 minutes long, that just shows how much is truly being added to this update. Looking forward to more from you, and build 42!
It would actually be really cool if characters long after the apocalypse would need to basically quest for incredibly rare books or maybe a rare npc who has that knowledge to be able to do some things in the more advanced professions like doctor/engineer/electrician and so on. Perhaps there would be some sickness going through your settlement that no one knows how to deal with anymore, so you need to go on a quest to find a rare book about it.
They should use the animal roaming system to make zombies hoards move across the map randomly. It would really make the late game more interesting because you end up getting rid of any threats in your starter town.
My take on project zomboid right now is summed up best by Ambiguous Amphibian. He said that project zomboid is a wonderful simulation and sandbox but a boring game. I love PZ and its devs. For me to really get stuck into the game I need human NPCs and some long term goals. Just surviving is too easy without tons of mods or self imposed rules. I am so excited for the future of this game once NPCs are added and it all comes together. I trust the devs to make it happen
I agree I feel like their focusing on the mechanics and systems Once every item in the game can be made with the right skills and equipment, by then Modders will have finished the "Game" portion of the game
As a former smoker, it was infuriating the idea that you couldn't light a cigarette without matches or a lighter. The stove is your common fix but there's others you can use. Also, smokers should *always* start with at least a half pack of smokes and a lighter with ~half capacity (and for extra immersion a bunch of almost dead lighters lost throughout your house/car/storage facility/etc; if you know you know). The idea that a smoker would have neither in their house is a bit silly. Also please make the trait worse. Make smoking give you a moderate short term debuff to stamina drain and/or run speed (which goes away faster if sitting/being less active). If you want to get really immersive, since you're an adult in this game and the median age for starting smoking is ~15 then you should have some fitness penalties all else equal. Perhaps even making it decrease your stamina/strength/fitness gain in a slowly stacking, slowly dissipating debuff. If you were a 30 year old carpenter who has smoked for ~15 years, your lungs are not going to be as good and they should reflect that. Maybe have you make more noise when running too as you're coughing more? Lot of options Would be cool if they add a quitting smoking timeline. After X days you get even more stressed, sick for a while, have worse energy, etc and then you start to improve. A sort of risk-reward thing where you really don't want those penalties early on when you need to do your key looting. It takes about a month for your energy levels in increase and up to a year for your lungs to get mostly cleaned out. A real reach here and I'm sure it could cause some trait point issues, but I really like the idea of you coming to grips that you need to quit if you're to survive long term.
Would be nice if you could use several lighters to make a new one. In real life, lighters can end up losing the gas first and people throw them away, you can take the stone and the barrel and then find a lighter that was discarded that has gas but no stone. You can fix them and get more uses. I do that in real life. Kinda how you can take parts from different cars to make a working car, you can do the same with used up lighters.
@@WWFanatic0 the games set in modern day first of all. And second of all maybe in dream land kids still smoke but they don’t. Pay attention to the actual data not everyone burns their lungs like you.
Seeing this video again near the end of 2024 and then hearing their estimates were mid-24 for beta and late-24 to release is hilarious to me. We don’t even have a beta yet! It’s little wonder this is taking forever, considering how much they’re going to add.
Dragon's breath will be the bane of keeping it playable. Especially the decision on whether to have it degrade the weapon faster or not (Dragon's Breath rounds are INFAMOUS for causing extremely quick wear of barrels)
I'm glad you made this post, cuz I was honestly beginning to tap out on this update for Zomboid. It's been so long since b41, and with the blog posts being so spread out and far between, I had got it in my head that they were spending way too much time on an update that had not enough content to back it up. Maybe not everything discussed here will be in the patch, but now I can't wait to see b42 after giving this a listen, thanks :)
I wouldn't mind a procedurally generated map as an option for a sandbox settings. Could make the game fresh for those who've seen the whole map but I know that would take resources away from what they're current developing. Perhaps if the tools are there a modder developer could pick it up and make but that would be a monumental task. I can imagine the the FPS drop generating a new chuck of a city.
I do a lot of game programming for fun (but still seriously work on projects), and this modder-oriented/-friendly approach to design is perhaps my favorite thing about PZ. It might seem like a complete waste of time, but by making stuff modder-friendly, it makes development so much easier and actually helps cut down on a lot spaghetti code, at least in my case. Not only that, but the freedom it gives players to play as they want to is beautiful, and something a lot of games miss out on directly (regardless if it's company-related or designer-related. also verification needed). This modder-friendly approach does take a considerable amount of effort and usually requires decent planning (or good refactoring skills and tools, and a lot of time), although I'd argue that the amount of time you'd spend designing and creating the systems is much less than the amount of time fixing spaghetti code later down the line. Plus, I think the reason being modder-friendly works so well is because it forces you to think outside the box and make a more rounded system rather than a just-passing hodge-podge mess of code... so maybe it's less of being modder-friendly and more just taking time to round out your systems, which ends up making them inherently more modder-friendly. I wrote two giant paragraphs to describe an example, but I've opted to remove it for brevity. (I _am_ a necromancer, so I _can_ bring it back from the dead, if anybody is interested.) I also do a lot of music and composition, and I'm really excited to see what the future of PZ has in store. The current system is definitely proof-of-concept level (but still really powerful at times), and so I'm excited to see how they implement it. I've began designing a dynamic music system recently, with similar intentions but perhaps on a different foundation. It works on leitmotifs (which can be applied to not only characters, but locations and, more abstractly, ideas) and being able to dynamically structure music from sections.
I wouldn't even call it modder friendly design. It's content creation friendly design. The time invested speeds up production of game content to the point only very small games benefit from any other design philosophy. I think the greatest example of failing this philosophy is the map creation system for zomboid. Having to work on individual cells at a time is a clear limitation that wastes time and requires focused effort to make sure things line up. It's also why modded map areas have such obvious straight line borders as they'd take up even more space in order to blend properly (which is bad for mod compatibility).
Your style of videos is so refreshing compared to content milking style from people like Atomic Duck. A compressed, yet equally understandable video like yours is a lot better
@@thewhoppinator "Hello, I'm atomic duck, and today we will be talking about things I've already talked about 4 times this week alone, for the next 10 minutes"
ive been waiting for the performance improvements and traits and skills rebalance for months, but they bundled it together with the pottery and ores update instead of releasing it as soon as it was ready like a normal non-unhinged dev team would do
@@Retanaru i only hope that with the new render system they add circle around the mouse cursor that turns buildings and obstacles half opaque to see past tall buildings like we already have around the player, you dont normally notice how annoying not being able to see whats in front of you past 15 meters is until you try and explore louisville
@@user-tq1zv9hd1o the inability to see certain directions behind buildings is part of the reason PvP is complete garbage. If the other guy knows exactly how to exploit the system you have no chance at all.
While some issues cannbe solved with render logic changes and other changes to how things operate. I would say PZ gameplay elements don't help or are actual negatives to the feasibility of PvP. Imho, the PvP would only work well enough if you make Map, available tools and weapons as well as other core things to make it manageable, PvP focused custom servers could do some of that even in B41, but fusing the PZ Zombie Apocalypse Survival parts with added PvP will the filled with issues no matter what. PvP will honestly be its own massive can of worms the devs will have to tackle in the future, it shouldn't be the high priority at all, but i would say that if B43 is as jampacked as B42 is now looking, then we may expect PvP related changes to happen. Or it will be its own small update post B42 launch
I would love for you to make videos breaking down what makes the new traits tick if they make it to 42. Theorycrafting fun & interesting character builds is one of my favorite things to do.
I get the impression that Zombies are going to end up being a temporary thing in the Game-State and as you progress further into the game they become less and less common but Bandits become more and more common and more dangerous.
I remember when the updated animation updated changed the game so much, some complained at first but it was awesome. B42 will be great, but if not you can always play legacy versions of B41 forever
Maybe for skill books, PZ could take an example from Cataclysm: Dark Days Ahead? In that game skill books simply provide experience to the next level. So you can gain skills by grinding a skill normally, or if you're able to find a skill book you can save resources and grinding by just reading it. If you're already most of the way to the next level you don't have to read the whole book. As for recipes, having an appropriate recipe book near you gives access to the recipes, and if you make them enough you permanently get them, without needing to spend time reading anything. I think a system similar to this would work well for PZ.
It'd work great if books were guaranteed to exist, but the plan is that they are not. The clear end goal is finding an npc to apprentice you in the skill you want. Those don't exist yet either so we are stuck in an awkward change over phase.
Thanks for the recap ramble, tiding me over until B42 comes out. I saw your comment about how nothing will address the base gameplay of PZ being survival, and I agree. The endgame of surviving itself is for things to be "boring", you no longer have to risk much of anything to simply stay alive. I see that lots of people have issue with B42 (new player to the game so all of these is new to me), but for me B42 is what will make PZ become THE game for me. Great video!
Endgame of Survival is very much not feasible to solve without you know... Giving players a way for a "Happy ending" of sorts, with finding a way to extraction from Knox county or a cure or whatever. The endgame of PZ is as exactly how it would be IRL if we somehow managed to survive until we got a stable, safe, area to call home in such Apocalypse, especially as energy, Plumbed water and the many Amenities modern society has stop working. Once you reach the stability point, the demand becomes managing your Mental more than your physical. The boredom of the routine is quite the devilish endgame malaise that players seem to not realise plagues them.
While PZ definitely lacks endgame content, I get the impression a lot of people just think you should be able to play a run for literally forever. It's a sandbox survival game. Eventually you're going to be situated. That's kind of the point. The only other alternative is adding an ending, which goes completely against the spirit of the game, and would probably just leave people dissatisfied anyway.
@@redpandatrident make it bloody difficult then, and make it clear you arent 'winning' the game, youre just ending a run, same with somet like rimworld. the point isnt the ending, but the bits in-between
Who needs a blacksmith to build a dresser? Just make it all out of wood. Need a handle? Wood can do it. You could just made a sliding door or a notched drawer. Heck, we used to build housing without a single nail, just wood joints, cement, bricks and so on. And if you really want to build a handle with metal parts, a small metal sheet plied twice would do just fine.
This is exactly what I wanted! Thank you! Ive read every single thursdoid ever since they started working on Build42, but to be honest i forgot half the things you mentioned.
For the first point about how the leveling up should be changed in skills, I think it'd be very important that you can either complete things early (so really it's just a list of 100 things that you need to do to be maxed out) or make it so literally everything is sectioned off, IE you can't make the aforementioned "bedroom set" until you've gotten to level 4, otherwise you'll have people who just do something and then "uh oh, you have to do that again because we didn't give you the quest to do it and you just naturally did it on your own!"
2 ideas popped in my head while listening.. It would be neat if npcs or special locations were tied to learning recipies or progressing skills making you more inclined to travel orrr having a trigger by doing something specific to make an npc appear/ something like an air drop or crash occur. Being set in 90s kentucky tying mechanics and farming together for tractors and plows could work well since the tow/hitch mechanic already exist I think it would be engaging to plow a field since zombies would be attracted to the noise
I think we all have the same concern: Once you have three crates filled to max with nonperishable food, you're either futzing with challenge runs (clearing a mall or something) or just... running out of things to do. We're all worried that Build 42 is gonna end up being middle-game bloat. Why engage in farming in 90% of runs? Why engage with animals when a gas station will provide you with enough food to last months? I think the sooner we get 42 "over" with and can get NPCs functioning the better.
While all of what you said is true, if it's a problem for you then why don't you make your own game more difficult? That's the whole point of a sandbox. Set loot to extremely rare, remove non-perishables entirely and turn off loot respawn. And now several mods offer end game activities, as the devs have constantly stated that is intentional.
@@veraducks NPCs can be modded in and playing a populated RP based server will give you those things just fyi. I don't really see how the NPCs will make the game much better unless you are only playing solo.
Can't agree more, once you get passed the point of max zombie count there isn't any new challenges to overcome. Once you're experienced enough there isn't much to surprise you either with zombies. NPCs are needed for both creating novel situations out of the player's control and to provide a challenge to overcome... Not to mention more people to eat all the food in the world.
@@butterphli3z Well, cars could be modded in before they were added. So why did we add them? Hunting expansion is already moddable in, as are map expansions and performance improvements. Guess we better cancel Build 42.
I noticed that the Fire rework was not on the upcoming features list when it came out. I asked The Indie Stone about it on Blue sky. They confirmed it has been pushed back as the dev working on it(Yuri I imagine) was moved back to MP team again just as what happened in B41. Still hoping we see it though hopefully later in B42's life.
Fire rework will be quite the task. Keeping things both reasonable in the realism and balance aspects. Perhaps the MP update was a their double edged sword. For one it boosted their income so they could make some sizeable team expansions, but at the same time they now have to split their team to handle it, their latest new Build, and while it needs, a team for post Build launch maintenance, update and fixing.
@@andrehashimoto8056 The fire rework has been Yuri's pet project since 2020(earliest known references), he has experience in MP stuff so logical to move him there. There has been a ton of devblogs detailing it over the years. But overall fire mechanics have been the same since the tech demo in 2011, and desperately needs to be replaced in my mind. It is sad to keep seeing it get pushed back but I am in no rush, there are other aspects of the game that need love. Like everything The Indie Stone does, it'll be released when and if it is ready.
It seems B42 is pushing a number of large changes. The fire rework is indeed a WELCOME thing to come, but it seems they first want the new base of the game, new features, and reworks of several other gameplay elements to get a solid and firm baseline foundation to set in so that perhaps B43 and fowards may not be needing such Jumbo sized changes to the core that runs the game (Engine Update, Logic Update... You know, things that run solely on the background, invisible to players). Fire rework seems to have been deemed an important but not Core essential change. It is fair, a lot of key parts are being updated, changed, or outright replaced with a new one, for now, i will give the devs a chance, and hope they deliver the fire rework within B42's life cycle.
I like that they keep things moddable not just for the community, but also because it helps limit technical debt dramatically. Any system they make moddable is much easier to change and iterate upon later, instead of having to burn dev time reworking it completely
Love the game, its my most played game ever right behind OSRS but goddamn, waiting over 3 years for a crafting update that solves none of the late game problems is pretty depressing ngl
22:21 I think having some's eyes adjust to the darkness when in dark areas for extended periods of time. 28:18 Okay, but I also want a Nametag item, that lets you write a name on it, and the wear it so that your name shows up as whatever you have written on the tag. 29:30 I think a system that would help improve combat in general is a targeting menu, I think the Numkeys would work well for this. The ability to target the head, torso, arms and legs would be nice.
All this crafting and cooperative play stuff is nice. But I play solo, and so do many if not most of the players. With no NPCs I hope there will be a way to make solo play still accessible
a day ago a new update hit they will add new pulling system for the dead corpses to the list of stuff added since the system was in for it in 42 with some tweaking. is the only thing new i am aware of extra in 42.
regarding the light when night part, i think they should apply both pitch black and bright nights because irl there's moon phases and when its a new moon its pitch black when full moon its bright and anything else is the moderate brightness or maybe they could go a level further where a moon phase in between new and full moon has different brightness less bright than full moon but not pitch black at new moon and all the phases in between are not the same brightness
"milestones" are one approach but personally i'd prefer "diminishing returns on repeated tasks", I.E. the first spear you make gives a lot of XP, and every subsequent spear you make after that gives less XP but is better quality than the previous spear, until you've made dozens of them and your XP gain from making spears drops to almost nothing while the quality of those spears is pretty good. this would mean the quickest way to level any skill is to craft as many different things as you can access the raw materials for. it'd probably work best in combination with a "milestones" system for crafting recipes themselves, you unlock new recipes by building specific things that are related.
I can already see the modders adding joke crafting recipes with stuff like sponges/can of pringles or a paper airplane with a spike on it in the new crafting overhaul
I would love to if books were linked to part of the research systems giving you headstarts to recipes, also to give you a lil boosts to experience or the milestone system you mention, I actually think it's kind of perfect, reminds me a lil bit to Minecraft modpacls and their quest books. I also would love if recipes were chance based similarly to CDDA, but the chance should only check in "crucial points", there's parts of several actions that require more skill or concentration than others, for example when disarming an electronic removing screws in most things is easy, opening is half challenging and depending on electronic certain components require care to pull out, or when doing carpentry there's cuts that require more or less attention. There should also be another system in play where accidents can happen while performing certain actions, accidents are other checks that would take into account your overall being. Your ideas and giving more XP per action performed or the performance in the action would alleviate the grind and would add a lot of immersion and some more personality to the game, makes me think of the sims games
man thanks for reading all of this. you also reminded me how good build 42 will be, because other videos made me feel project zomboid build 42 will have more issues than pros, granted nothings made perfect i just was not as excited for build 42 until i watched this video so thanks
One thing I'm really hoping for with the revamped crafting systems is, at least through mods, being able to take parts of disparate vehicles along with scrap metal, metal plates/sheets, etc to make some mad max esque monster of a vehicle
25:12 I couldn't find the video because it's unlisted. And couldn't find which update notes that it was released on. Does anyone have the link to it? Or the update name so we can look it from steam.
Hi, can you look into this: If you hold shift and tap W, S, A or D, your character will dash in the direction you press. Makes any zombie encounter a nonissue as long as you can run.
fishing is ok to me. I can afk while i fish and do something else while i catch fish. I hope they make the mini game a toggle thing wether you want the mini-game or not
I'm gonna miss B41 but B42 is gonna be a whole new experience for me. I hope the mods from B41 will be imported to B42 such as Brita's weapon & armor pack, quality of life mods, and the map mods
one thing im worried about with B42 is animals in multiplayer, its been said that not caring for animals will result in them dying, but what if im logged off and a whole month passes without them being cared for? how will it register my animals and me being logged off and other players potentially interacting with that
We don't really have alot of info on that, and it would probably depend if the server is running or not, just like if its client hosted or if its a dedicated server.
when B42 comes out my 150+ mod playlist will become a 50 mod one
At least the update will give modders more tools and features to add in the future.. but yeah, the only downside is, they have to update all of the Build 41 mods in order to make it work for the newest Build 42 so we have wait and reinstall our mods all over again.
@@JeyVGamingi think this person means so much will be added to the game, most mods won't be needed anymore
@@akaxjenkins Well, there are still some mods that are essential to the gameplay but it's just my personal preference.
@@JeyVGaming don’t some build 40 mods work for 41? So couldn’t it work the same now?
Same, if only the devs would add anime body pillows to the game so I could finally play unmodded
my fucking anxiety at that background gameplay
triggering my cdda ptsd
😂
I'm a little better after years of play, but I hear ya 😂
@SordidusFellatio I just take Park Ranger, who can move faster through trees, and use the trees to get away up north. Also the Foraging bonus gives you infinite food and weapons. It's perfect for cdda
Zomboid MP has been on life support. I'm hoping b42 will be enough to revive it 😩
An excellent video as always Ret! The crafting overhaul will be the catalyst for B42's success. it's not as sexy as NPC animals and hunting, but it'll improve player experience immensely.
Can't wait to see you breakdowns on how everything works once B42 IWBUMS released
The pumps and water plumbing intrigues me, it will really open up realistic base utilities.
@SordidusFellatio aged like wine
I can already imagine modders adding meme voices for characters.
I give it a week before a hentai voice shows up.
@@Retanaru Lmao
@@Retanaru3 days at most
Call the xcom operator voice people, they have a library to work with lmao
Homer simpson scream when jumpscared
While I appreciate making illiterate even more realistic its probably the one trait that absolutely does not need to be nerfed harder than it already is.
Tbh they could make the Mod to become Literate part of the Vanilla baseline, having the VHS educational tapes available so you can get the most crippling negative trait removed. Honestly, i think it shpuld be reasonable for specific Negative traits aside the weight ones to be also possible to get rid of through either finding specific items, or managing things while crippled doing what it takes to get rid of that negative (Smoker for example, to change it to Ex-Smoker, where smoking one may get you to restart the proccess to stop needing Cigars).
Some changes seem to make logical sense in realism, but not balance wise.
The crafting system reminds me of a game called "Durango Wildlands". I remember becoming part of a clan and my task is dedicated to building a screw because I have metal parts crafting skill on a high level. Screw is part of the handle crafting which is part of sword crafting. Each parts need to have excellent quality because the final product quality is based on the average of the entire parts.
my man me too, i was a builder processing the log product. it’s a shame the game stuck in exclusives beta test hell, release for a year then closed.
@@playbabethebookshelf6249 yooo nice! Such a shame indeed, love the end game crafting, very complex and required a whole village just to make a piece of equipment.
I see here a fellow pioneer of a game that has been lost. I'm a chef in the game and really love how food and hunting works in that game. Always searching for that randomly teleported refrigerator that are filled with sausages.
@@meeeptheconqueror6759 Wow, chefs are no joke. They are sought after professions with those OP food buffs. Zomboid needs to implement a similar food buff system. I remember chefs have symbiotic relationships with players who specialize in fighting
@@rhenosamizuno2517 Caves of Qud makes cooking relatively simple and very rewarding. While Zomboid definitely shouldn't have things such as pyrokinesis or phasing matter, it's not like they couldn't give some mild buffs for meals.
At this rate, my grand children are going to need to tell me how the NPC update is
Your Grandchildren will tell you at death's bed that the NPC update has arrived.... Technicaly.
NPC update of B47, part 2 of 69, they finally added a few NPCs, none related to the Quarantine area of LV, nor any existing Story that is depicted in the radio or tv stories ingame.
You die as a tear drops from your eyes.
I'd rather they halt all other work to complete npcs asap.
It really is insane to me how slow it is
they can tell you about the winds of winter right after
ikr... its fucking stupid. they have made more than enough to hire more people.
I can just hear all my mods breaking like glass the second B42 will be released haha
At least I will not have to wait for 700 mods to load.... for a few days before I get more.
for the best
The fact that a recap covering what's to come in B42 can take 35 minutes... Damn we really have lots of great things coming I can't wait
shame we will be 70 when we get to see them for ourselves
@@intergalacticmuffin7071 its releasing this year
@@intergalacticmuffin7071for real yo
@@intergalacticmuffin7071 You mean us being on retirement and having all the time in the world (again) and playing some PZ? I wouldn't trade that for anything. Huehuehue.
22:17
In some ways, complete darkness in games is the thing that is most often unrealistic in my experience, like when you have light sources that don't project light nearly as far as they realistically should, as well as not following our understanding of how light behaves. If you were outside at night with a clear view of a full moon, your vision should at some point adjust and let you see general shapes, scaling down to inky blackness with a new moon. Same thing goes for indoors as well, if you have a flashlight shining down a hallway with no windows or lights towards a L-bend, and you have a friend standing around the corner, the light should bend around the corner from reflecting off the walls and thus let your friend see better. A lot of games would light up _just_ the visible area covered by the beam, no reflections at all, your friend would be effectively blind.
Sure all those things are true. I think the fear is that you'll have that 'moonlight' sort of effect in a basement with no light sources in the middle of the night. Or in a windowless room etc
The problem is how much of a load it can bring to Rendering and PC processing. On modern AAA games, forget it, the SFX and post render effects are rarely a focus.
On PZ, emulating that while feasible, shouldn't be the priority, bevause tbh this IS A GAME. Realism MUST take second seat or lower as the developer priority, game balance and stable behavior/performance are more of a priority than "Realistic" Light reflection and diffusion.
And it all depends on WHAT KIND of game, genre, and style the developer is looking after, it wouldn't be useful for a Survival Horror or a Horror genre game to have Flashlights be able of decently lighting up areas because of reflection and diffusion. So to me, part of PZ's charm are these trades you make when doing things or taking specific actions, Night trips or going into darker areas should have a tradeoff to a degree.
I would say B42s lighting is as good as it may be when it comes to keeping that light realism without having it be so much of the focus it hurts other aspects
The Smoker trait should come with some kind of hidden nicotine tracker which reduces or increases depending on how much tobacco is consumed, eventually the trait disappearing entirely with lack of use, having effectively quit smoking.
Illiterate characters should be able to learn to read.
You're also 100% right about skillbooks. Neither sitting there reading nor grinding skills slower are fun. Something needs to change.
There's already a hidden "time since last smoked" tracker. Given there's only one type of cigarette right now, it's basically the same as what youre describing. Cant lose it tho for some reason, would be very easy to implement.
How do you suggest illiterate characters go about learning to read? If they did that they should decrease the amount of points it gives you, given you can just lose it later.
Play with XP multiplier for last point.
Skillbooks should take less time to digest. I think the Fast Learner/Reader trait should make players consume/comprehend skillbooks gradually faster over continuous readings. Like, if you read a book, you'll slowly increase reading & comprehension speed, and vol.2 and 3 should take less and less time. Either that, or we can have the player character able to hear tapes or read books while walking, cooking, exercising, woodchopping, etc. within acceptable range, as humans should be able to multitask. Also, I think there should be prefabs in skillbooks, where if you have enough resources, you can reconstruct/modulate in game with more precision and quality over time.
@@virno69420Maybe add childrens’ books, and allow them to start by reading those
27:55 if they implement cellars or basements filling up with non-breathable gasses like carbon dioxide as a result of organic matter decomposing, project zomboid will take a solid top 5 spot in my favorite games of all time.
You sir, are a monster.
I can already see how many people going into rooms with toxic air and lost their 100+ days survived character before they know what's happening.
@@fumo6147 I swear people online are going to make trapped houses by using this mechanic.
That's not how it works
@@tedarcher9120 microbes produce non-breathable gasses as a biproduct when consuming decaying organic matter which can linger or settle into low spaces or poorly ventilated areas, a basement being both makes it a potentially lethal room.
Especially considering in the apocalypse that power infrastructure goes down and basements become the next-best place to store food due to their lower average temperatures, combined with the fact that people are likely to be eaten by zombies and thus not be able to maintain their safe houses, basements full of stuff like carbon dioxide gas is not an unthinkable scenario.
@@tedarcher9120 no, that is pretty accurate to how it works. Gases build up from decomposition or other chemical processes in a sealed room, using all the oxygen in the air or displacing it completely.
Pretty sure that's why a lot of urban explorers or abandoned-place explorers are meant to bring an oxygen meter so they don't experience canary-less consequences.
On the lighting: they could initially have pitch black only in basements, with a small awareness zone around a player that is ‘lit’ where you can feel with your hands, then later implement a lunar cycle so the outside ambient light changes between fully visible and pitch black over time
There's already a lunar cycle; on certain days the night outside will be brighter
You can track it using the foraging menu
They already have that. No moon night raiding is a dead wish. More if there is rain or storm.
This video is so concise, yet is still over 30 minutes long, that just shows how much is truly being added to this update. Looking forward to more from you, and build 42!
It would actually be really cool if characters long after the apocalypse would need to basically quest for incredibly rare books or maybe a rare npc who has that knowledge to be able to do some things in the more advanced professions like doctor/engineer/electrician and so on.
Perhaps there would be some sickness going through your settlement that no one knows how to deal with anymore, so you need to go on a quest to find a rare book about it.
vintage story mentioned!!!!! lets gooo
🗣 vintage story fans rise up
Everyone talking about how their modlist is gonna collapse. I'm happy that many mods are getting integrated into the base game
They should use the animal roaming system to make zombies hoards move across the map randomly. It would really make the late game more interesting because you end up getting rid of any threats in your starter town.
I really appreciate this. Looking back at all those devblogs it's quite a lot to read through and video format is amazing!
My take on project zomboid right now is summed up best by Ambiguous Amphibian. He said that project zomboid is a wonderful simulation and sandbox but a boring game. I love PZ and its devs. For me to really get stuck into the game I need human NPCs and some long term goals. Just surviving is too easy without tons of mods or self imposed rules. I am so excited for the future of this game once NPCs are added and it all comes together. I trust the devs to make it happen
@@HippoBean NPCs are 2 builds away..
I agree I feel like their focusing on the mechanics and systems
Once every item in the game can be made with the right skills and equipment, by then Modders will have finished the "Game" portion of the game
Build 43? Damn, we're just five years away!
@@johndavies4801 and 2 builds are 10 years away
Can't wait to have NPC communities when I'm 40 lmao
Even in real life it's not always pitch black at night depending on the stars in the moon in the ambient light from civilization
Zomboid with light cut off + no moon, should be pitch black at night or almost, specially indoors. More if there is rain or a storm.
@@Aluzky.Irezumi Going to be very very dark when the power outage occurs
The idea of a massive forest with no guns and just weapon smithing sounds fun. Could make a fun medieval version of the game
As a former smoker, it was infuriating the idea that you couldn't light a cigarette without matches or a lighter. The stove is your common fix but there's others you can use. Also, smokers should *always* start with at least a half pack of smokes and a lighter with ~half capacity (and for extra immersion a bunch of almost dead lighters lost throughout your house/car/storage facility/etc; if you know you know). The idea that a smoker would have neither in their house is a bit silly.
Also please make the trait worse. Make smoking give you a moderate short term debuff to stamina drain and/or run speed (which goes away faster if sitting/being less active). If you want to get really immersive, since you're an adult in this game and the median age for starting smoking is ~15 then you should have some fitness penalties all else equal. Perhaps even making it decrease your stamina/strength/fitness gain in a slowly stacking, slowly dissipating debuff. If you were a 30 year old carpenter who has smoked for ~15 years, your lungs are not going to be as good and they should reflect that. Maybe have you make more noise when running too as you're coughing more? Lot of options
Would be cool if they add a quitting smoking timeline. After X days you get even more stressed, sick for a while, have worse energy, etc and then you start to improve. A sort of risk-reward thing where you really don't want those penalties early on when you need to do your key looting. It takes about a month for your energy levels in increase and up to a year for your lungs to get mostly cleaned out. A real reach here and I'm sure it could cause some trait point issues, but I really like the idea of you coming to grips that you need to quit if you're to survive long term.
You should peep the "I might need a lighter" and "green fire" mods there are also addiction mods just not sure if they cover tobacco
Would be nice if you could use several lighters to make a new one. In real life, lighters can end up losing the gas first and people throw them away, you can take the stone and the barrel and then find a lighter that was discarded that has gas but no stone. You can fix them and get more uses. I do that in real life. Kinda how you can take parts from different cars to make a working car, you can do the same with used up lighters.
This ain’t the 90s anymore kid. Children don’t smoke.
@@Rofflestomper Plenty still do. Also you're an adult in the early 90s in this game so idk what your point is...
@@WWFanatic0 the games set in modern day first of all. And second of all maybe in dream land kids still smoke but they don’t. Pay attention to the actual data not everyone burns their lungs like you.
Seeing this video again near the end of 2024 and then hearing their estimates were mid-24 for beta and late-24 to release is hilarious to me. We don’t even have a beta yet!
It’s little wonder this is taking forever, considering how much they’re going to add.
Cigarettes can now be lit on live zombies? well that's just perfect
I hope they add different types of shotgun ammo to craft/find, slugs, birdshot, flechette, and especially dragon breath 👀
Dragon's breath will be the bane of keeping it playable.
Especially the decision on whether to have it degrade the weapon faster or not (Dragon's Breath rounds are INFAMOUS for causing extremely quick wear of barrels)
@@andrehashimoto8056 titanium is decent with heat transfers so maybe that would be a nominal gain for premium cost, eh?
I'm glad you made this post, cuz I was honestly beginning to tap out on this update for Zomboid. It's been so long since b41, and with the blog posts being so spread out and far between, I had got it in my head that they were spending way too much time on an update that had not enough content to back it up. Maybe not everything discussed here will be in the patch, but now I can't wait to see b42 after giving this a listen, thanks :)
thank you for the recap, That was a lot!
We now have a 1 in 4 million chance every day for your appendix to explode 😀
I wouldn't mind a procedurally generated map as an option for a sandbox settings. Could make the game fresh for those who've seen the whole map but I know that would take resources away from what they're current developing. Perhaps if the tools are there a modder developer could pick it up and make but that would be a monumental task. I can imagine the the FPS drop generating a new chuck of a city.
Kinda hope some more gun types are added to the vanilla game, and maybe a couple military skinned vehicles like a camo Rancher or D6
I do a lot of game programming for fun (but still seriously work on projects), and this modder-oriented/-friendly approach to design is perhaps my favorite thing about PZ. It might seem like a complete waste of time, but by making stuff modder-friendly, it makes development so much easier and actually helps cut down on a lot spaghetti code, at least in my case. Not only that, but the freedom it gives players to play as they want to is beautiful, and something a lot of games miss out on directly (regardless if it's company-related or designer-related. also verification needed). This modder-friendly approach does take a considerable amount of effort and usually requires decent planning (or good refactoring skills and tools, and a lot of time), although I'd argue that the amount of time you'd spend designing and creating the systems is much less than the amount of time fixing spaghetti code later down the line. Plus, I think the reason being modder-friendly works so well is because it forces you to think outside the box and make a more rounded system rather than a just-passing hodge-podge mess of code... so maybe it's less of being modder-friendly and more just taking time to round out your systems, which ends up making them inherently more modder-friendly. I wrote two giant paragraphs to describe an example, but I've opted to remove it for brevity. (I _am_ a necromancer, so I _can_ bring it back from the dead, if anybody is interested.)
I also do a lot of music and composition, and I'm really excited to see what the future of PZ has in store. The current system is definitely proof-of-concept level (but still really powerful at times), and so I'm excited to see how they implement it. I've began designing a dynamic music system recently, with similar intentions but perhaps on a different foundation. It works on leitmotifs (which can be applied to not only characters, but locations and, more abstractly, ideas) and being able to dynamically structure music from sections.
I wouldn't even call it modder friendly design. It's content creation friendly design. The time invested speeds up production of game content to the point only very small games benefit from any other design philosophy. I think the greatest example of failing this philosophy is the map creation system for zomboid. Having to work on individual cells at a time is a clear limitation that wastes time and requires focused effort to make sure things line up. It's also why modded map areas have such obvious straight line borders as they'd take up even more space in order to blend properly (which is bad for mod compatibility).
Your style of videos is so refreshing compared to content milking style from people like Atomic Duck.
A compressed, yet equally understandable video like yours is a lot better
Thank you, I felt like I was going crazy. That dude is all sparkle, no shine.
I agree, Atomic Cuck videos are ass
Duck could be replaced by an ai tomorrow and nobody would notice 😭
@@thewhoppinator "Hello, I'm atomic duck, and today we will be talking about things I've already talked about 4 times this week alone, for the next 10 minutes"
All my homies HATE Atomic duck… Send him to CHINA!!!!!!!!
ive been waiting for the performance improvements and traits and skills rebalance for months, but they bundled it together with the pottery and ores update instead of releasing it as soon as it was ready like a normal non-unhinged dev team would do
I would have been happy for another 4 years with just the performance improvement.
@@Retanaru i only hope that with the new render system they add circle around the mouse cursor that turns buildings and obstacles half opaque to see past tall buildings like we already have around the player, you dont normally notice how annoying not being able to see whats in front of you past 15 meters is until you try and explore louisville
@@user-tq1zv9hd1o the inability to see certain directions behind buildings is part of the reason PvP is complete garbage. If the other guy knows exactly how to exploit the system you have no chance at all.
While some issues cannbe solved with render logic changes and other changes to how things operate. I would say PZ gameplay elements don't help or are actual negatives to the feasibility of PvP.
Imho, the PvP would only work well enough if you make Map, available tools and weapons as well as other core things to make it manageable, PvP focused custom servers could do some of that even in B41, but fusing the PZ Zombie Apocalypse Survival parts with added PvP will the filled with issues no matter what. PvP will honestly be its own massive can of worms the devs will have to tackle in the future, it shouldn't be the high priority at all, but i would say that if B43 is as jampacked as B42 is now looking, then we may expect PvP related changes to happen. Or it will be its own small update post B42 launch
You mean waiting for YEARS
23:56 vintage story mentioned!!!!
I would love for you to make videos breaking down what makes the new traits tick if they make it to 42. Theorycrafting fun & interesting character builds is one of my favorite things to do.
It might take me a while from release just to enjoy the game, but I'll get around to it.
thanks for the recap I'm now more excited for build 42 more than ever!
I get the impression that Zombies are going to end up being a temporary thing in the Game-State and as you progress further into the game they become less and less common but Bandits become more and more common and more dangerous.
goes from the walking dead to fallout over the course of the game
so pumped for 42
I remember when the updated animation updated changed the game so much, some complained at first but it was awesome. B42 will be great, but if not you can always play legacy versions of B41 forever
The ability for ai to mimic people’s voices and pz adding voiced characters is going to make for some hilarious mods
Damn, it's a minute and I am late again...
I gotta be quicker next time...
Maybe for skill books, PZ could take an example from Cataclysm: Dark Days Ahead? In that game skill books simply provide experience to the next level. So you can gain skills by grinding a skill normally, or if you're able to find a skill book you can save resources and grinding by just reading it. If you're already most of the way to the next level you don't have to read the whole book. As for recipes, having an appropriate recipe book near you gives access to the recipes, and if you make them enough you permanently get them, without needing to spend time reading anything. I think a system similar to this would work well for PZ.
It'd work great if books were guaranteed to exist, but the plan is that they are not. The clear end goal is finding an npc to apprentice you in the skill you want. Those don't exist yet either so we are stuck in an awkward change over phase.
I cant wait to breed rats until my house falls apart.
So long as it's still possible to become good at everything I'm perfectly fine if they make it harder and take more time.
God im so hyped to play a world with literally no loot spawning and just living off these new systems, thanks for the video dude.
Thanks for the recap ramble, tiding me over until B42 comes out. I saw your comment about how nothing will address the base gameplay of PZ being survival, and I agree. The endgame of surviving itself is for things to be "boring", you no longer have to risk much of anything to simply stay alive. I see that lots of people have issue with B42 (new player to the game so all of these is new to me), but for me B42 is what will make PZ become THE game for me. Great video!
Endgame of Survival is very much not feasible to solve without you know... Giving players a way for a "Happy ending" of sorts, with finding a way to extraction from Knox county or a cure or whatever.
The endgame of PZ is as exactly how it would be IRL if we somehow managed to survive until we got a stable, safe, area to call home in such Apocalypse, especially as energy, Plumbed water and the many Amenities modern society has stop working. Once you reach the stability point, the demand becomes managing your Mental more than your physical. The boredom of the routine is quite the devilish endgame malaise that players seem to not realise plagues them.
@@andrehashimoto8056 i agree! thanks for such a thorough input, you put into words what I couldn't!
While PZ definitely lacks endgame content, I get the impression a lot of people just think you should be able to play a run for literally forever. It's a sandbox survival game. Eventually you're going to be situated. That's kind of the point. The only other alternative is adding an ending, which goes completely against the spirit of the game, and would probably just leave people dissatisfied anyway.
@@redpandatrident make it bloody difficult then, and make it clear you arent 'winning' the game, youre just ending a run, same with somet like rimworld. the point isnt the ending, but the bits in-between
Procedurally generated wilderness sounds cool but I know what I'd really want.. endless city hellscape!
I made it to the end!
3 months later, and its still not out!
"Nasty to cut up meat on the ground"
True.... and there are cutting boards that can be found....
Thanks for that intro, saved quite a bit of time.
vintage story mentioned 🙏🙏🙏 a vintage story player is the one who recommended me to play project zomboid. i am delighted
Who needs a blacksmith to build a dresser? Just make it all out of wood. Need a handle? Wood can do it. You could just made a sliding door or a notched drawer. Heck, we used to build housing without a single nail, just wood joints, cement, bricks and so on. And if you really want to build a handle with metal parts, a small metal sheet plied twice would do just fine.
This is exactly what I wanted! Thank you!
Ive read every single thursdoid ever since they started working on Build42, but to be honest i forgot half the things you mentioned.
For the first point about how the leveling up should be changed in skills, I think it'd be very important that you can either complete things early (so really it's just a list of 100 things that you need to do to be maxed out) or make it so literally everything is sectioned off, IE you can't make the aforementioned "bedroom set" until you've gotten to level 4, otherwise you'll have people who just do something and then "uh oh, you have to do that again because we didn't give you the quest to do it and you just naturally did it on your own!"
2 ideas popped in my head while listening.. It would be neat if npcs or special locations were tied to learning recipies or progressing skills making you more inclined to travel orrr having a trigger by doing something specific to make an npc appear/ something like an air drop or crash occur. Being set in 90s kentucky tying mechanics and farming together for tractors and plows could work well since the tow/hitch mechanic already exist I think it would be engaging to plow a field since zombies would be attracted to the noise
I think we all have the same concern:
Once you have three crates filled to max with nonperishable food, you're either futzing with challenge runs (clearing a mall or something) or just... running out of things to do.
We're all worried that Build 42 is gonna end up being middle-game bloat. Why engage in farming in 90% of runs? Why engage with animals when a gas station will provide you with enough food to last months?
I think the sooner we get 42 "over" with and can get NPCs functioning the better.
While all of what you said is true, if it's a problem for you then why don't you make your own game more difficult?
That's the whole point of a sandbox.
Set loot to extremely rare, remove non-perishables entirely and turn off loot respawn.
And now several mods offer end game activities, as the devs have constantly stated that is intentional.
@@butterphli3z Like I said:
If end game is nothing but challenge runs or quitting, I can't wait for NPCs.
@@veraducks NPCs can be modded in and playing a populated RP based server will give you those things just fyi.
I don't really see how the NPCs will make the game much better unless you are only playing solo.
Can't agree more, once you get passed the point of max zombie count there isn't any new challenges to overcome. Once you're experienced enough there isn't much to surprise you either with zombies. NPCs are needed for both creating novel situations out of the player's control and to provide a challenge to overcome... Not to mention more people to eat all the food in the world.
@@butterphli3z Well, cars could be modded in before they were added. So why did we add them?
Hunting expansion is already moddable in, as are map expansions and performance improvements. Guess we better cancel Build 42.
I noticed that the Fire rework was not on the upcoming features list when it came out. I asked The Indie Stone about it on Blue sky. They confirmed it has been pushed back as the dev working on it(Yuri I imagine) was moved back to MP team again just as what happened in B41. Still hoping we see it though hopefully later in B42's life.
Fire rework will be quite the task. Keeping things both reasonable in the realism and balance aspects.
Perhaps the MP update was a their double edged sword. For one it boosted their income so they could make some sizeable team expansions, but at the same time they now have to split their team to handle it, their latest new Build, and while it needs, a team for post Build launch maintenance, update and fixing.
@@andrehashimoto8056 The fire rework has been Yuri's pet project since 2020(earliest known references), he has experience in MP stuff so logical to move him there. There has been a ton of devblogs detailing it over the years.
But overall fire mechanics have been the same since the tech demo in 2011, and desperately needs to be replaced in my mind. It is sad to keep seeing it get pushed back but I am in no rush, there are other aspects of the game that need love.
Like everything The Indie Stone does, it'll be released when and if it is ready.
It seems B42 is pushing a number of large changes. The fire rework is indeed a WELCOME thing to come, but it seems they first want the new base of the game, new features, and reworks of several other gameplay elements to get a solid and firm baseline foundation to set in so that perhaps B43 and fowards may not be needing such Jumbo sized changes to the core that runs the game (Engine Update, Logic Update... You know, things that run solely on the background, invisible to players). Fire rework seems to have been deemed an important but not Core essential change. It is fair, a lot of key parts are being updated, changed, or outright replaced with a new one, for now, i will give the devs a chance, and hope they deliver the fire rework within B42's life cycle.
in my opinion you are the best zomboid youtuber, please dont stop releasing content
I shall become the rat king and retake the map with my rat army
I like that they keep things moddable not just for the community, but also because it helps limit technical debt dramatically. Any system they make moddable is much easier to change and iterate upon later, instead of having to burn dev time reworking it completely
Why does my game still say build 41?
Sounds a lot like development hell
Fr theyre cornering themselves with a billion things
Thanks!
Babe wake up! New Retanaru yap session 🗣❗️❗️
Love the game, its my most played game ever right behind OSRS but goddamn, waiting over 3 years for a crafting update that solves none of the late game problems is pretty depressing ngl
like what problems?
more build 42 videos to watch without play it, this is a tradition in project zomboid by now
22:21
I think having some's eyes adjust to the darkness when in dark areas for extended periods of time.
28:18
Okay, but I also want a Nametag item, that lets you write a name on it, and the wear it so that your name shows up as whatever you have written on the tag.
29:30
I think a system that would help improve combat in general is a targeting menu, I think the Numkeys would work well for this. The ability to target the head, torso, arms and legs would be nice.
Im so glad we can be a caveman blacksmith now in the game where you can turn and haul ass into the woods minute 1 to win
All this crafting and cooperative play stuff is nice. But I play solo, and so do many if not most of the players. With no NPCs I hope there will be a way to make solo play still accessible
Check Bandits mod!
Congrats it finished rendering!
Only took 3 tries for it to finally spit out a file.
Man can this shit come out already 😩 I want it so bad
this is nice and all but we all know this update is going to take another 2 years
Turns out the tweet may have been a retraction to the lead developers statement. So my last day of 2024 statement sticks (no hope though).
a day ago a new update hit they will add new pulling system for the dead corpses to the list of stuff added since the system was in for it in 42 with some tweaking. is the only thing new i am aware of extra in 42.
regarding the light when night part, i think they should apply both pitch black and bright nights because irl there's moon phases and when its a new moon its pitch black when full moon its bright and anything else is the moderate brightness or maybe they could go a level further where a moon phase in between new and full moon has different brightness less bright than full moon but not pitch black at new moon and all the phases in between are not the same brightness
The game already has functional moon phases and cloud cover at night.
"milestones" are one approach but personally i'd prefer "diminishing returns on repeated tasks", I.E. the first spear you make gives a lot of XP, and every subsequent spear you make after that gives less XP but is better quality than the previous spear, until you've made dozens of them and your XP gain from making spears drops to almost nothing while the quality of those spears is pretty good.
this would mean the quickest way to level any skill is to craft as many different things as you can access the raw materials for.
it'd probably work best in combination with a "milestones" system for crafting recipes themselves, you unlock new recipes by building specific things that are related.
29:20 There are effective anti cheat solutions, they are however basically Malware
doing hunting rumors while listening, ty
The fire update is on the *backburner* , huh?
do you think you'll be able to hit a stray deer that runs onto the road
The pre apocalypse doctor has better treatments, but maybe the future doctor can be more of a herbalist?
I can already see the modders adding joke crafting recipes with stuff like sponges/can of pringles or a paper airplane with a spike on it in the new crafting overhaul
Hey, if adding things like that enhances our ability to do tomfoolery, why not? It is a damn game, have fun, be cringe and be free
I would love to if books were linked to part of the research systems giving you headstarts to recipes, also to give you a lil boosts to experience or the milestone system you mention, I actually think it's kind of perfect, reminds me a lil bit to Minecraft modpacls and their quest books. I also would love if recipes were chance based similarly to CDDA, but the chance should only check in "crucial points", there's parts of several actions that require more skill or concentration than others, for example when disarming an electronic removing screws in most things is easy, opening is half challenging and depending on electronic certain components require care to pull out, or when doing carpentry there's cuts that require more or less attention. There should also be another system in play where accidents can happen while performing certain actions, accidents are other checks that would take into account your overall being. Your ideas and giving more XP per action performed or the performance in the action would alleviate the grind and would add a lot of immersion and some more personality to the game, makes me think of the sims games
man thanks for reading all of this. you also reminded me how good build 42 will be, because other videos made me feel project zomboid build 42 will have more issues than pros, granted nothings made perfect i just was not as excited for build 42 until i watched this video so thanks
One thing I'm really hoping for with the revamped crafting systems is, at least through mods, being able to take parts of disparate vehicles along with scrap metal, metal plates/sheets, etc to make some mad max esque monster of a vehicle
25:12 I couldn't find the video because it's unlisted. And couldn't find which update notes that it was released on.
Does anyone have the link to it? Or the update name so we can look it from steam.
Here you go
ruclips.net/video/kEey9g7khio/видео.html
@@Retanaru Thank you!
Hi, can you look into this:
If you hold shift and tap W, S, A or D, your character will dash in the direction you press. Makes any zombie encounter a nonissue as long as you can run.
fishing is ok to me. I can afk while i fish and do something else while i catch fish. I hope they make the mini game a toggle thing wether you want the mini-game or not
impressive. very nice.
now lets see the multiplayer
I'm gonna miss B41 but B42 is gonna be a whole new experience for me. I hope the mods from B41 will be imported to B42 such as Brita's weapon & armor pack, quality of life mods, and the map mods
So? Everything mods did except the engine upgrade
Thats the only thing different?
quality of life updates like better multiplayer and less lag I assume but this video was 4mo ago
We won’t be able to say for sure until release
i hope they add procedural generation at some point
18:41 did you say.. a 100 years later..? a 100? dont think the zambroz donna ''live'' that long xD but i get ya point.
Me and the boys creating peak hillside
I can finally fufill my dream of living in a basement and never leave
i just want this shit to come out already, its been my most anticipated release in the last 6 months
I hope it comes out this year
We'll be able to opt-out for a while and wait for hotfixes to roll out right?
It'll come out as an opt-in beta first. You shouldn't have to do anything different until they decide its at the stage of a stable release.
one thing im worried about with B42 is animals in multiplayer, its been said that not caring for animals will result in them dying, but what if im logged off and a whole month passes without them being cared for? how will it register my animals and me being logged off and other players potentially interacting with that
We don't really have alot of info on that, and it would probably depend if the server is running or not, just like if its client hosted or if its a dedicated server.
VINTAGE STORY MENTIONED!!!
Can opener wise, is there not a vanilla Swiss army knife yet?
No, theres a mod for that but currently no. Would be nice to add one, like a old swiss knife.