This is an archive of patch notes originally posted on 08 Oct 2024.

SCUM

SCUM - Development update #107

Posted by Fratman on

Hey there SCUM community - it's that time of the week again(+1)! Here's a new dev update for your reading pleasure!




The programming team is working on a wide variety of features and tasks. They are working on everything from weapon malfunctions, armband and headlamp items, turrets, quests...and I even heard the sound of a familiar female AI assistant voice somewhere from their room. Apart from that, the team was also researching some of the level-of-detail discrepancies in the game and has been optimizing the rendering of the map. Last, but definitely not least, the team was also working on the base building ladder connecting and on additional anticheat functionalities.



Our level designers are still at it with some of the already mentioned reworks of the weapons factory and coal mine POIs. However, they've also been reworking the riverbanks and some of the base building elements, and have been setting some cliffs on the mountainsides.



Our animators are currently focused mostly on bugfixing and on creating a new trailer for the game. They've also completed the animations for the new SCAR weapon and are finishing up the end credits for the game, as well as the Halloween update.

The rest of the art team is working on a wide variety of things. Apart from bugfixing and overall optimizations, they are reworking the AKM and RPK weapons and are working on the Hellrider body for the Cruiser vehicle. Work has also continued on the base building turrets (shown in the screenshots below) and on reworking the dropship, as well as some TEC-1 quest items. The rear lights for the quad are being fixed, while new lights on the sports bike will be implemented.

The soft surface art team is working on the reworking the female inmate pants and shirt. While we're on the subject of clothes, they have also been working on a rework of the folded clothes as well. Work has also started on the armbands and on the armed NPCs.

As promised, have a look at the early work-in-progress screenshots of the turret in all its glory:











The sound team's focus was on creating sound designs for the turret and for the quests.



Nothing new to add here. Same as every week.



Work has continued on the design of the quest system, and work has started on the tutorial. They've also worked on the new weapons scope, as well as the armband functionality.


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And now it is time for Q&A:


  • As we've mentioned in the 'art' section, we're making preparations for the Halloween update which will go live sometime by the end of the month.

  • There was an issue where some of the encounters that were expired were reactivated on server restart instead of being erased from the server's database. I know it's a bit technical, but that's the rough explanation.

  • First off, you need to make sure that the dropship basebuilding encounter is enabled in the server settings and then your base needs to have the required amount of elements for the dropship to attack it.

  • Do you have a mask equipped by any chance? When you have a mask on, then you are unable to eat. If that is not the case, then we'd like to kindly ask you to report it via the following link: https://scum.help.jagex.com/hc/en-gb/requests/new?ticket_form_id=22542144743185 As for the night, it lasts proportionately to the daytime (roughly 16:8). Nighttime provides an additional layer of challenge as you need to be adequately geared to do things during the night.

  • The Brenner is a powerful being that cannot be killed as it literally has phoenix tears for blood. The idea behind him was to create a threat which cannot be defeated and which you can only outsmart or outmaneuver. That's why they can only be found in abandoned bunkers and why the ultimate prize is to get a sample of his blood which you can then use to heal yourself.

See you next week!

Fratman