Build 41 seems more like a sequel than a patch update because the aesthetics, gameplay, music, and netcode have all been greatly enhanced.
This build represents a tremendous advancement for us. It’s by far our biggest update yet, including a significant map change, new features, and systems.
In a normal situation, we might have added a little more polish and fixing before publishing to stable, but the reality is that, aside from those
who weren’t aware of the beta branch, hardly anybody is now playing Build 40. We were only waiting for multiplayer to launch in a fairly
stable manner so that we could move on since we really believe that Build 41, even with the remaining bugs and issues that need to be ironed
out, provides a considerably superior first impression for new players. Access the beta branch “legacy40 – Classic Zomboid” at any time to
continue playing, or if your computer’s hardware isn’t powerful enough to run build 41 smoothly. Build 40 will always exist as a separate branch.
So, What Has This Build Changed?
Massive character and animation rework, more lifelike movements, fluid gameplay, and completely customisable characters that display
clothing and equipment from the outside world. clearly torn and worn-out clothing. Visible Bags and Backpacks
Using the in-game map system, the player may track their travels and navigate the expansive area.
new movement systems and animations. Sneaking, running, jogging, racking, loading, climbing, jumping fences, falling, and many other manoeuvres.
New Gameplay Styles
Apocalypse: Stealth focus. Short lifespan. Combat is best avoided and picked selectively.
Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40.
Builder: Construction, Exploration, and Farming focus. A more relaxed experience.
Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort.
Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others.
For seamless, immersive, and low latency player and zombie movement, a brand-new multiplayer was designed from the ground up.
New weaponry, new combat, and new difficulty settings.
You will learn the fundamentals of new mobility and fighting in a new tutorial.
When creating a new character, there is a tonne of new outfit options available both at character spawn and as loot or on zombies in the environment.
Huge Louisville is a brand-new city to discover, and the entire map has been improved with new structures, decorations, and curved roads for simpler driving.
New zombie behaviours include eating recently decomposed bodies and leaning against walls and fences.
Blood and dirt mechanism that gradually bloodies survivors’ and zombies’ bodies and clothing
New injury system: When hurt, movement and combat are obviously hindered. Now that laceration injuries are a possibility, they fall between bites and scratches.
Green/red target outline while aiming and more gun loot spawn are improvements to gunplay.
random aspects for environmental storytelling. Zombies were found amid death scenes and places where people had died. Prayer gatherings, sporting events, gatherings of surviving zeds, car accidents, and blockades, among other things.
Situational zombie types, attire, and inventories include police officers at police stations, firefighters in burning structures, chefs in kitchens of restaurants, and brides and grooms at church wedding ceremonies, among others.
Different types of clothes offer varying degrees of protection against zombie attacks.
new cutaway vision system in the Sims style.
Enhancements to the size, shape, and look of the vehicle.
updated, reworked, and enlarged the soundtrack with a Kentucky theme.
A completely new soundscape has been created, creating a more captivating and immersive acoustic environment.
For all of your decorative needs, items now feature movable 3D models.
New Playthrough Designs
Stealth focus in the apocalypse. brief lifespan Combat is best avoided and chosen carefully.
For clothes repairs, a new tailoring system.
New Exercise and Fitness Method.
Hold Q to display the Radial Menu for Emotes in the new emote system.
new water graphics, including flow direction that is visible.
a fresh puddle system during a downpour.
new images of the fog
new system for levelling.
brand-new VHS and CD systems.
broken glass injuries and other harm.
3D Store Mannequins that may be customised with different outfits
operating dryers and washing machines
Server-side saving: A server-side database now houses the MP save system. No more lost autos due to real-world power outages thanks to the offline SP-side.
Reloading firearms now has a new radial menu.
A Fresh Game Cursor
New loot balance and loot balancing system: loot is now stored in the containers you would anticipate from real life, not in a jumble, in residences and stores.
An aid for the battle is an isometric targeting cursor that displays your point of aim in iso space.
a huge number of fixes and QoL enhancements.
If any press is kind enough to cover our release, please check out the Steam store page for up-to-date game assets screenshots etc! One problem with being a decade old is you often see the same super old screenshots, admittedly our own fault through not having a press kit.
A huge thanks to everyone for the wonderful experience we’ve had since releasing multiplayer, seeing such a wave of positivity has been wild and made this long journey for this build more than worth it! Seeing the player numbers dwarf our previous record has been crazy: