Hey Survivors!
Welcome to the patch notes of update 0.911 - Pursuits & Perspectives. This is one of our biggest updates to date which includes a quest system, changes to movement and the camera system, a bunch of new weapons, items and much much more.
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Localization Update: Unfortunately, we are still waiting on the full translation for this update as the amount of text, items, and other changes made to HumanitZ made some significant increases in text. The localization testing has taken much longer than we anticipated but we plan to release a localization patch as soon as it is ready so further updates around the localization patch will be announced soon.
Known Issues: Due to the massive scale of changes in this update, there is a small chance some old saves might have a broken character model. We were not able to resolve this issue before release, but we will continue to work on it as .911 continues. We believe it's an issue very few players encounter during this update, and that players are happy to begin a new save with all the new content and we thank you for your support during our Early Access journey .
Server Info: Official servers will be receiving a fresh clean wipe to allow for the newly added quest system as well as the changes and improvements to the map. We advise all server owners to do the same and start fresh with the new look in HumanitZ.
- New camera & player movement option[list]
- Major changes have been made to the movement and camera system. The middle mouse now also works as well as Q&E to rotate the camera and you can tilt the camera angle with the middle mouse to help you see your player inside buildings, tight spaces or to see that bit further in front of you. For old players that like the old system you can still play the game in the same way but we felt that this change needed to be done as we look to take the game forward.
- The much awaited Quest System has been added with this update. We would like to state that this is just the beginning of Quests and NPCs that we are bringing to the game and things will only improve and get better as we develop more lore and improve our systems. We plan to release more elaborate quests with each major update. But we are really happy with our first release of quests and we are sure you’ll have fun meeting the different characters and completing their tasks and stories. While quests can be explored on dedicated servers it is best experienced in single player and coop.
- Changes to the reload speed of all ranged weapons has been made by slowing down the animation to be more realistic and create a bit more tension.
- Changes made to how driveable vehicles spawn in around the map to guarantee 1x of each popular/special vehicle will spawn…you just have to find them.
- Changes to some craftables and buildings now hidden behind skill books/blueprints/recipes (some building recipes have been rebalanced).
- Changes to nail bombs and mines that are now locked behind the recipe.
- Changes to how zombies spawn inside buildings have been improved for more unexpected encounters.
- Changed gas mask filters to now reduce faster inside the toxic zones.
- Changes made to zeek attacks some zeeks will now do different attack animations.
- Changes to the rate of fire of some pistols to be more realistic.
- Changes made to the player camera to be slightly more zoomed out and also when inside buildings.
- Changes to melee combat now zeek hit react to all shots but still not allowing full stun locking.
- Changes to finisher is now keybind to G key and also can be performed via holding V as part of Streamlining controls for PC and Gamepad, we have had to make these changes with the middle mouse being used for more camera functions (but all can be changed in keybinds).
- Changed XP to give you slightly less XP than before to balance with XP from quests.
- Changes to Buck Fernandez's health and damage dealt increased to hopefully keep him alive a little bit longer (come on Buck stop being a hero!).
- Changes to the hidden orange weapon stashes have increased from 7 per map to 10 per map.
- Small graphical and colour correction changes have been made to the main map.
- Small changes to durability on certain low grade weapons.
- Changes to pickup sounds for some items and when inside inventory.
- Big changes made to the map with new locations, house layouts, buildings and more
- Improvements to SteamDeck performance and playability (It's not fully supported yet. as there is more work to be done with UI sizing etc to allow for full SteamDeck support. However, you are able to play HumanitZ on the SteamDeck but before starting a game you must lower your graphics settings to low/medium. More updates and improvements on this coming soon!)
- Improvements and fixes to controller support that should make the playing experience much better. This will help massively with steam deck and the new menu system (controller button configuration image added to setting menu)
- Improvements made with how our map loads by introducing level streaming and other performance Changes to help lower end PCs play the game.
- Improvements to sound attenuation on a number of sounds in the game.
- Visual improvement when mining rocks now you will see the rock reduce in size also
- Fixed doors being the wrong way on some buildings causes interaction issues.
- Fixed spears not taking a stone knife or kitchen knife from your inventory when crafting spears.
- Fixed being able to dismantle actual functional house doors.
- Fixed mining rock state not being saved.
- Fixed Invincible Hazmat zeek when hitting canister.
- Fixed harvesting Animal detection box.
- Fixed CB radio exploit.
- Fixed weight of objects not calculating correctly when moving from inventory to container.
- Skill system revamp
- Full localization of the game including new languages.
- Bunkers
For those playing HumanitZ right now, your feedback is INCREDIBLY important to us - we take notes on everything you tell us. If you would like to leave us feedback in the form of a Steam review, it helps us tremendously. You can also join our Discord below to connect with other players and follow along with our development.