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SCUM - Server setting changes post

Hello everyone, for all of you private server owners and those who like to tweak your SP settings, here is the post explaining all the changes coming Monday, so you can prepare->





Let's start with the new server settings that will arrive:

New server settings:

[General]
  • scum.DeleteDuplicateChestsOnServerStartup=False - If set to true, it will delete duplicated chests on the server start.


[World]
  • scum.PuppetLimpingEnabled=True - Enables/disables puppet limping.
  • scum.ArmedNPCHealthMultiplier=1.000000 - Set armed NPC max health multiplier.
  • scum.ArmedNPCDamageMultiplier=1.000000 - Set armed NPC max damage multiplier.
  • scum.ArmedNPCSpreadMultiplier=1.000000 - Set armed NPC max spread multiplier.
  • scum.ArmedNPCRunningSpeedMultiplier=1.000000 - Set armed NPC running speed.
  • scum.ArmedNPCNetCullDistanceOverride=-1.000000 - Sets armed NPC net cull distance in meters.
  • scum.MinimumDurabilityOfArmedNPCsDroppedItemFromHands=0.200000 - Durability of an item dropped from hands by an armed NPC will be randomly picked from a minimum - maximum interval.
  • scum.MaximumDurabilityOfArmedNPCsDroppedItemFromHands=0.300000 - Durability of an item dropped from hands by an armed NPC will be randomly picked from a minimum - maximum interval.
  • scum.ArmedNPCLimpingEnabled=True - Enable/disable armed NPC limping
  • scum.AnimalNetCullDistanceOverride=-1.000000 - Sets animal net cull distance override in meters.
  • scum.EncounterHTZRadiusMultiplier=1.000000 - Encounter radius multiplier (applied to ALL newly spawned encoutners in high thread zones).
  • scum.EnableFog=True - Renders various fogs on the island.
  • scum.AbandonedBunkerBCUTerminalCooldown=24 : 00 : 00 - Modify the cooldown (in HH : MM : SS) of BCU terminals in abandoned bunkers. Min value: 00 : 00 : 01 Max value: 2400 : 00 :00


[Vehicles]
  • scum.DinghyMaxAmount=14 - Maximum amount of Dingies on the server.
  • scum.DinghyMaxFunctionalAmount=14 - Maximum amount of functional Dinghies spawning.
  • scum.DinghyMinPurchasedAmount=5 - Minimum amount of Dinghies or dinghy engines available to buy.
  • scum.SidecarBikeMaxAmount=25 - Maximum amount of Sidecar bikes on the server.
  • scum.SidecarBikeMaxFunctionalAmount=15 - Maximum amount of functional Sidecar bikes spawning.
  • scum.SidecarBikeMinPurchasedAmount=5 - Minimum amount of Sidecar bikes or Sidecar bike engines available to buy.


And now the changes, first up, a ton of settings are changing the way they are set. Switching from 0 and 1 variables to turn them on or off to true/false statements, so make sure you have those set in your settings file when the update arrives.

Under [General]
  • scum.MaxPingCheckEnabled=True
  • scum.AllowFirstPerson=True
  • scum.AllowThirdPerson=True
  • scum.AllowCrosshair=True
  • scum.AllowVoting=True
  • scum.AllowMapScreen=True
  • scum.AllowKillClaiming=True
  • scum.AllowComa=True
  • scum.AllowMinesAndTraps=True
  • scum.AllowSkillGainInSafeZones=False
  • scum.AllowEvents=True
  • scum.LimitGlobalChat=False
  • scum.AllowGlobalChat=True
  • scum.AllowLocalChat=True
  • scum.AllowSquadChat=True
  • scum.AllowAdminChat=True
  • scum.RustyLocksLogging=False
  • scum.HideKillNotification=True
  • scum.DisableExamineGhost=False
  • scum.DisableTimedGifts=False
  • scum.UseMapBaseBuildingRestriction=True
  • scum.DisableBaseBuilding=False
  • scum.MasterServerIsLocalTest=False
  • scum.PartialWipe=False
  • scum.GoldWipe=False
  • scum.FullWipe=False
  • scum.LogSuicides=False
  • scum.EnableSpawnOnGround=False
  • scum.DeleteInactiveUsers=True
  • scum.DeleteBannedUsers=False
  • scum.LogChestOwnership=True
  • scum.DeleteDuplicateChestsOnServerStartup=False


Under [World]
  • scum.DisableSentrySpawning=False
  • scum.EnableSentryRespawning=True
  • scum.DisableSuicidePuppetSpawning=False
  • scum.AbandonedBunkerResetArmoryLockersOnActivationOnly=True
  • scum.PuppetsCanOpenDoors=True
  • scum.PuppetsCanVaultWindows=True
  • scum.PuppetLimpingEnabled=True
  • scum.ArmedNPCLimpingEnabled=True
  • scum.EncounterHordeShouldPlayActivationSound=False
  • scum.EncounterCanRemoveLowPriorityCharacters=True
  • scum.EncounterCanClampCharacterNumWhenOutOfResources=True
  • scum.EncounterEnableSpawnPreventionAreaSpawnOnCharacterDeath=False
  • scum.EncounterNeverRespawnCharacters=False
  • scum.EnableDropshipAbandonedBunkerEncounter=True
  • scum.EnableDropshipBaseBuildingEncounter=False
  • scum.SpawnEncountersInThreatZonesIgnoringBaseBuilding=False
  • scum.EnableEncounterManagerLowPlayerCountMode=False
  • scum.EnableFog=True
  • scum.ShouldDestroyEntitiesOutsideMapLimitsOnRestart=True
  • scum.EnableLockedLootContainers=True
  • scum.CustomMapEnabled=False
  • scum.DoorLockability.Garage=False


Under [Respawn]
  • scum.AllowSectorRespawn=True
  • scum.AllowShelterRespawn=True
  • scum.AllowSquadmateRespawn=True


Under [Vehicles]
  • scum.LogVehicleDestroyed=True


Under [Features]
  • scum.AllowMultipleFlagsPerPlayer=False
  • scum.AllowFlagPlacementOnBBElements=False
  • scum.AllowFloorPlacementOnHalfAndLowWalls=False
  • scum.AllowWallPlacementOnHalfAndLowWalls=True
  • scum.RaidProtectionEnableLog=False
  • scum.RaidProtectionGlobalShouldShowRaidTimesMessage=True
  • scum.RaidProtectionGlobalShouldShowRaidAnnouncementMessage=True
  • scum.RaidProtectionGlobalShouldShowRaidStartEndMessages=True
  • scum.EnableItemCooldownGroups=True
  • scum.EnableSquadMemberNameWidget=False
  • scum.QuestsEnabled=True
  • scum.QuestRequirementsBlockTradeableItems=False
  • scum.TurretsAttackPrisoners=True
  • scum.TurretsAttackPuppets=True
  • scum.TurretsAttackVehicles=True
  • scum.TurretsAttackSentries=True
  • scum.TurretsAttackAnimals=True
  • scum.TurretsAttackArmedNPCs=True
  • scum.DisableExhaustion=False
  • scum.EnableBCULocking=True
  • scum.EnableNewPlayerProtection=True
  • scum.AllowAutomaticParachuteOpening=True
  • scum.HideQuickAccessBar=False
  • scum.HideLifeIndicators=False
  • scum.EnableDeenaOnServer=True
  • scum.EnableDigitalDeluxeStarterPack=True
  • scum.EnableDigitalDeluxeFreeGoldCard=True
  • scum.EnableNetWatchdog=False


And the biggest change is the custom zones:

There are massive improvements for the way you can set your zones and the settings on them. Starting with defining the zone:



As you can see, the settings are now neatly divided into categories and give you more options to set variables, color, and a new option, whether or not the zone will be visible for players on the map as well.

For setting the zone area, there are also massive improvements:



You now have a proper UI giving you a preview of which settings are applied to which zone and a massive QoL improvement. You can draw zones on the map with your mouse, so you don't have to enter numbers back and forth.

[h2]Important note!!!!![/h2]

Existing zones before the update. You will keep the zone areas set, but the settings on them might reset, so make sure you back them up so you can set them again after the update.

So now you are ready for when the update drops. Talk to you soon!

-Beda

SCUM - The Long Haul Alpha update

[h3]Hello everyone, happy Friday! You've been incredible with bug reporting on the public alpha, so let's get to fixing![/h3]



Since yesterday, a lot of you have been on the alpha and started reporting, which allowed us to resolve a plethora of issues. So thank you all for your response to the alpha. We are updating to fix those issues and having the alpha run through the weekend just to make sure there are not any more major issues before releasing the update fully on Monday. And while you are downloading the new build, you can check out the new devblog released for the update and some hints at what you can expect in the future!

https://youtu.be/SO4H9jn9VGE?si=fr8M-9_mWThSo9Jb

So let's see what was fixed since yesterday!

  • Fixed the issues with checking ammo on TommyGun while in prone in First person.
  • Fixed the issue where MAC 10 spawn locations were offset.
  • Fixed the issue where items do not fully combine inside the inventory.
  • Fixed the issue where it was possible to dupe Dinghy boats.
  • Fixed the issue where it was possible to force dismount vehicles, even when a wall was in the way.
  • Fixed the issue where items with uses would not calculate weight correctly.
  • Fixed the issue where Sidecar Bike would be too slippery on the road with improvised tires.
  • Fixed the issue where it was possible to interact with the weapon on the sidecar mount slot even when not seated on the sidecar.
  • Fixed the issue where Twitch drop variations could not be sold at traders.
  • Fixed the issue where the inventory extra information toggle would not be correct on relog.
  • Fixed the issue where items bought at traders would have inverted mouse controls in the depot.
  • Fixed the issue where items such as ropes, salt bag, fishing lines, etc. were not stackable.
  • Fixed the issue where the Tommy gun did not have a magazine in events.
  • Fixed the issue where NPC arms would break when in idle animation.
  • Fixed the issue where the DB would not upgrade properly. Meaning you can now import your saves safely.
  • Fixed the issue where you could access a vehicle inventory even though it was locked.
  • Fixed the issue with NPCs sliding around when idle.
  • Fixed the issue where the Aeroplane repair kit was missing usages.
  • Fixed the issue where incorrect weight values were displayed for BB ovens.
  • Fixed the issue where Tommy Gun magazine loading would have the first round invisible.
  • Fixed the issue where loot puppet audio would hang after death.
  • Fixed the issue with transform and placement collision offsets.
  • Fixed the issue where some items with uses could not be combined when they should.
  • Fixed the issue where items in clothing inv space would still take damage even when not in the red zone.
  • Multiple crash report fixes.
  • Fixed the issue where the client would hang when force closed (ALT+F4), keeping the game running in the background.


Known issues we are still looking into:
  • NPCs, Vehicles, and quests not spawning/working on some servers.
  • Item decay not syncing properly.
  • Item radiation level not being set properly.

SCUM - The Long Haul Public Alpha!

[h3]Hello everyone! Are you ready for a sneak peek of the December update? The answer might surprise you! Check it out![/h3]

As you are reading this, the December update is available for all of you to try out! We have launched a new branch called Public Alpha on Steam! What is the purpose of this? Lemme tell you.

We have tested this update to the best of our capabilities, yet the biggest stress test that is needed, and that is when there are more than 60 of you maniacs out there on the server, and when things break the most, is yet to be done. So we are giving it all to you early so you can break it in an isolated environment and not brick every server with forced implementation! How to access this new build? Same way you would access other branches through Steam!
In your library, right-click:

And in the Betas tab, choose Public Alpha branch:


[h2]There are important notes however:[/h2]

  • For SP players, make sure you back up your SP save files before switching! The DB upgrade has not yet been executed, so you could corrupt your save files.
  • Private server owners, before you ask, no, there are no server files for public alpha. Reason being we need access to every single log and possible crash dump to ensure a smooth release. However, you can expect new server settings and changes in a separate post before the update, so you can prepare your servers.


Server list:
  • SCUM Server Official Public Alpha #1 - Europe
    185.59.220.39:7082
  • SCUM Server Official Public Alpha #2 - Europe
    185.59.220.39:7102
  • SCUM Server Official Public Alpha #3 - Europe
    185.59.220.40:7082
  • SCUM Server Official Public Alpha #1 - Singapore
    15.235.181.208:7102
  • SCUM Server Official Public Alpha #2 - Singapore
    15.235.181.208:7122
  • SCUM Server Official Public Alpha #1 - Canada
    51.222.255.64:7062
  • SCUM Server Official Public Alpha #1 - Australia
    51.161.198.166:7102
  • SCUM Server Official Public Alpha #1 - US East
    79.127.223.71:7062
  • SCUM Server Official Public Alpha #1 - US Wast
    169.150.231.117:7042
  • SCUM Server Official Public Alpha #2 - US West
    169.150.231.117:7062

As for the content of the new update, here is the overview of the most important stuff. For the full list of bugfixes and QoL changes, you will have to wait for the full Patch notes:





This is a big one, and it will only get bigger. The inventory rework is here, with those long-awaited QoL changes you've been waiting for. It is a chonker, and that is why it took so long, and some issues could arise in this testing. So let's get into it:



First thing you will notice is the new refreshed UI, needed for all the changes we made in the inventory. So take your time and familiarize yourself with it.

It is important to note that the biggest thing for Inventory rework is all the backend work that went into it. As you can imagine, due to Inventory being a key feature that connects to all others, everything needed to be changed and upgraded on the backend in order for the changes you are about to see.

With that said, here is the list of all the things added to the inventory rework you can now do, with the list being expanded in the future, as the biggest part of it is done now.

  • You can now join/split items directly in chests; if there is no available inventory space, a new stack will be dropped on the ground.
  • Search option in inventory spaces like chests/wardrobes (everything except clothing inventory).
  • You can now choose exactly how many items you want to take out of their boxes, like bobby pins or ammo. Items pulled that way will not pull, e.g., 4 separate bobby pins, but a stack of 4 bobby pins.
  • Speaking of which, smaller items like pens and bobby pins are now stackable.
  • You can now put items like nails and ammo back in their respective boxes.
  • Picked up items now auto-join a stack when picked up.
  • You can now carry items such as logs directly from inventory.
  • Auto-rotate items to fit in inventory.
  • Put attachments directly from chests on weapons.
  • You can now manipulate items in chests the same way you can in your own inventory.
  • Vehicle inventory and storage expansions behave as all other inventory. Meaning you can now put items directly in, no need for chests. Expansion kits now also work as expansion kits in UI, not separate storage.


These are the capabilities that are added for now, with more coming in the next couple of days and even more in the near future. There are some issues we need to resolve first before we give them into your hands.




Next up, we have some massive improvements on the NPC front. Starting with the armed NPCs.

Armed NPCs received new upgrades in their behavior and how they spawn as well. Starting with the spawning, we decided to rebalance how and where you encounter armed NPCs. This means that according to the POI difficulty, the level of the armed NPC you will encounter. So do not worry about spawning fresh in a simple village only to get swarmed by an NPC with an SMG.

Speaking of NPC weapons, we have increased the drop chance on NPC to 100%. That means when you take down one of them, you will be guaranteed their weapon and maybe some ammo too.

With that, we come to new AI behavior for armed NPCs.



When engaged, you can expect NPCs to utilize new tactics such as retreating, moving to the sides, trying to break the line of sight before they start to engage you again. They can also recognize if they have an ally in the line of fire and will hold fire and either wait for the ally to move or move themselves so they can start engaging again.

While out of combat, they received a bunch of new idle animations, making them feel much more alive on the island.



Speaking of NPC upgrades, we have some news around puppets. First up a new mechanic to puppets and their behaviour when taking damage.
When taking damage in the legs, puppets will now be hindered in their movement, making them limp instead of running towards the player. Making combat, especially when there are more of them, much more manageable.



And finally, we have a whole new type of puppet you will encounter, the loot puppet. This one is an abnormal type, as they will not charge you to tear you from limb to limb, yet they will attempt to run away when they spot you.



They are extremely rare, though, and for a good reason. If you manage to catch one, you will be rewarded with some awesome loot, including the backpack.





Get ready to make a statement on the island. Starting with something you also requested, which is to show off your squad colors on your base. We are adding some new possibilities to showcase your squad emblem. Starting with new BB elements.



You can mount your squad emblem on your wall, giving it more decor and flavor.



Plant T banners around your base as a warning to not mess with your squad.



Or put it on a signpost anywhere to show others who was there and to proceed with caution.

Also introduced are clothing patches. On some clothing, you can now set your squad emblem patch, giving you even more customization options!





Let's see the new vehicles. First up, the Sidecar bike.



This new vehicle can carry 3 people, and of course, on the sidecar can be mounted with a machine gun. Not only that, but you can put more storage space on it, making you an efficient mobile firepower unit.





So get your team and start patrolling.



There he is, the return of the Dinghy. With upgraded capabilities.



Get ready to have a true water travel capability. The Dinghy is not only a fast boat but can also be carried from one body of water to another. You will need an air pump to inflate/deflate it, and then you can carry it wherever.





[h2]Important note:[/h2]

This is a big change with all boats; we changed the controls on them, so do not be alarmed. You now control the throttle on the boat with the scroll wheel, so do not worry, it is a feature!



Let's get to the new items available: Starting with the new boom stick.



The Tommy gun! This iconic .45 caliber beast is going to be your new best friend. Fitted with a drum mag that can fit 50 rounds of lead in it, it will make you feel like the greatest gangster from the 30s, or going around bushes yelling Thunder and Flash.



Next up, we have the new survival knife. This handy tool is not only a sharp blade for crafting and slicing, but also serves as a compass and has a flint and steel tucked in the handle so you can light fires or other things as well.



And finally, we have a whole new set of female clothing, hats, tops, skirts, etc., giving you more choices for when fashion is more important than anything.


So have at it, make sure you check it all out, and if you find any issues or feedback, make sure you leave it on our Steam forums, just make sure you let us know it is the Alpha build!

Enjoy!

-Beda

SCUM - Community showcase

[h3]Hello Prisoners! Enjoy this fresh new entry into our long-running series featuring your adventures and misadventures on the prison island![/h3]



The mechanic's like ''I'm too old for this crap''

They're called assteroids for a reason...

One will tell you that it's not great, while the other that it's not terrible

Official mod support's gonna be wild one day

Why have only one Trojan horse when you can have two

Plants are not the only one that benefit from direct sunlight

A lot of dirty bikes out there...

Nothing beats landing a nice shot against those damn mechs.

My human head yard is coming up nicely.

Damn Ninja has fallen on some hard times...
____________________________________

In today's batch of YouTube content creators we have -->

Watch Torak, one of our more prolific content creators, test out our PTE server while being in the spirit of Christmas!

https://www.youtube.com/watch?v=MAyfGOiI2gc&pp=ygUJc2N1bSBnYW1l

Next up, we have chocoTacos' new entry into his survival series where he will be braving the bunkers!

https://www.youtube.com/watch?v=4YWHRv5FvNI

Lastly, we have Dominoe_Effect with an ominous title for his video called ''Perserverance''. Check it out to see what's it about!

https://www.youtube.com/watch?v=_6W3KlwpfjU&pp=ygUJc2N1bSBnYW1l

_____________________________________

See ya next week!

Fratman

SCUM - Development update #154

[h3]Hello Prisoners! We are back with another Dev Update to keep you in the loop on what has been happening lately. Here we go![/h3]





Last week the programming team was mostly focused on the inventory rework, with ongoing improvements and refinements to the system. The team also spent some time on code reviews and bug fixing, covering emblems, custom zones, loot puppets, idle animations for armed NPCs and smaller gameplay issues. In addition, there was work on PlaySafe, crash-related fixes and some business-side tasks.



The level design team was mostly focused on layout tweaks, environment polish, and bug fixing. They spent time working on police station assets, creating construction site blueprints, and testing house interior layouts. There was also work on modular architectural elements (walls, metal structures, construction details), plus materials and textures for buildings.



The animation team was busy with the Sidecar physics, Tommy Gun, NPC/puppet bugs, mounted weapon animations, plus some misc gameplay bugs and work on Dev blog stuff. Hard Surface focused on weapon and vehicle fixes and reworks, icon reworks, item art updates, general bug fixing, and art reviews. Soft Surface was mostly bug fixing and clean-up, while 2D worked on level design art and UI bug fixes.



The sound team focused on bug fixing and updating audio for the Sidecar engine, Tommy Gun and MAC-10 malfunctions, inventory events, and loot puppets, along with editing audio for video content.



The game design team worked on loot puppet packages, NPC loot along with bug fixing and additional tweaks for the Dinghy, Sidecar, and Tommy Gun, and updates to stacking items, trader icons, and custom zone tooltips.

___________

As you can see, the team's last week’s efforts went into bug fixing, polishing, and system improvements across gameplay, assets, and UI, including inventory and weapon progress, animation and audio fixes, and loot and NPC adjustments. That’s it for now, see you all next week!

-Somke