Swamp began as a 1-week project to create a game for Halloween (2011). Since that day the game has grown into a very large online multiplayer beast. I am happy that it has brought enjoyment to so many people. The old Swamp thread grew to be 511 pages long, with 12,753 posts (at the time I created this one), so I felt it was finally time to retire the old one and start us out fresh!
Version 3.5 (664 MB) Last updated 2-22-15 at 12:00pm EST.
In order to play online you will need to download this small patch to upgrade Swamp to version 3.7. I will eventually update the main download so that this separate patch is not needed.
Version 3.7 update (2 MB) Last updated 4-19-18 at 6:05pm EST.
For anyone interested, here is the version 2.9 language file that will allow Swamp to be translated in to any other ANSI languages. I've also seen people use this file to create screen reader dictionary files thus allowing Swamp to be translated in to Unicode languages as well.
Thanks to several requests over the past few years, you can now order Swamp T-shirts, backpacks, and even iPhone cases.
If you would like a Swamp phone/tablet case that is not available in the online store, just let me know the type of phone you have. I can add it to the list.
SLJ has written up a guide for any players wanting to play Swamp on their Macs: http://forum.audiogames.net/viewtopic.php?id=20647
Changes from version 3.6c to 3.7
- Fixed a long standing bug that caused the M240 to only use up 1 bullet instead of 5.
- Fixed a bug that caused people's account times to be incorrectly listed. Anyone who had between 10 and 19 remaining months was incorrectly told they were on their last month.
- I've done some work on the way sound buffers are used, and reused, to squeeze a little better performance out of the game in places where a ton of sounds are trying to load at the same time. Warehouse missions are a great example. I only got between 4% and 8% improvement (depending on the situation), but I suppose it's better than nothing.
- Sound boost has been removed from the menu. It's an older approach that never really helped enough to be worth having. It was originally left in to slowly collect real-world data from players, to see if that approach to sound processing would be better than the default. Turns out it's not helpful.
- Where Sound boost used to be on the menu, now you can adjust buffer settings. Lowering the amount is not recommended because it can cause some sounds to cut out during intense moments, but it should improve performance. Raising the amount can cause an initial lag as the additional buffers are set up and added to the mix, but overall it can improve performance. So because this seems to be more of a personal preference, or dependent on the situation and computer, I'm allowing players to adjust this up and down to find what works best for them. If I had found 1 perfect setting myself (I tried), I'd have just made that the new default. The default is what Swamp already had before this update.
- I've improved accessibility for our miniority playerbase, and by that I mean those silly sighted players. Graphics were really bogging down the game because honestly they were an after thought. I went in and improved that code a bit to squeeze some better performance out of the game when graphics are used. They still slow the game down more than if you play without graphics (any game would), but now it's less of a burden.
- Everyone has asked for it, so I found a way to make it happen. When playing on multiplayer, I removed "Save your progress" from the main menu. It was really only about campaigns, so it didn't make any sense to have it show up in the multiplayer menu.
- In addition to removing the "Save your progress" option from the multiplayer menu, I've replaced it with a way to quickly change your character without exiting and logging back in! Enjoy the convenience. Let it wash over you like a refreshing river of singing dolphins. Roll around on the floor and rub your hands all over your face, feeling the endless convenience as it warms your very soul. These are things you can do.
- When playing single player maps, the "Fully Armed" mode now begins each weapon already loaded, so you don't have to spend time switching to each weapon and loading it yourself.
- Two new starting weapon modes have been added to single player. You can now choose to go into battle with only bows, or only rifles.
- In single player, if you choose to play on the map named Future, you will have an extra special challenge. A lone Behemoth roams this combination of maps 1 and 2, years after the Swamp we already know. Here are a few tips: You aren't going to outrun that beast in an open field. It isn't able to make sharp turns, especially when it's moving fast. It can and will literally smash through buildings, though doing so slows it down, and may give you a chance to escape. It has a lot of health.
Changes from version 3.6b to 3.6c
- FINALLY got the source code back up to date, from when the most recent backups were lost in a hard drive crash.
- Fixed a bug with a fort slot which was showing up as slot #0, and was not functioning as an actual fort slot.
- Fixed a bug with weapon accuracy. Weapons that were powerful enough to kill a zombie with a single hit were not being counted correctly toward the average, and were throwing off the numbers.
- Shooting in CMM will no longer affect your accuracy.
- Swinging the riot shield around and using the field kit no longer affect your accuracy.
Changes from version 3.6 to 3.6b
- I have fixed the bug that prevented North East from being spoken when you were rotating yourself counter-clockwise.
- Added a new command /QUESTCREDIT, which will tell you how many credits you have earned from quests.
- Fixed a bug that could cause reviewed chat messages to show that you said something someone else had actually said.
- The radio and chat code has been rewritten to make things a bit easier on players. The radio now has the following settings:
+ Radio on
+ Filtered radio (whispers, friends, clan, and team)
+ Battle radio (whispers, clan, and team)
+ Friend radio (whispers and friends)
+ Private radio (whispers only)
+ Radio off
- Adjusted SCS code for zombie and item placement which could have caused the game to lock up if a campaign tried to use invalid coordinates.
- Added 2 new SCS commands that let you spawn items onto a primary or secondary map zone, instead of using specific coordinates. The commands have been added to the campaignguide.txt file.
- Fixed a bug that could allow a player to switch weapons in the middle of the Field kit sacrifice feature. The side effect of this bug was that the weapon switched to would be broken.
- When using the Field kit sacrifice mode, the cooldown before you can use another weapon has been slightly adjusted to be based on how many med kits you had loaded. This will barely affect players unless they have a ton of points into the big kit skill. The new adjusted cooldown is meant to help the cooldown line up with how much longer it takes to sacrifice a large number of med kits.
- When using the /FORTS command, the server will round the food amounts down to get rid of any decimals. It was making the messages very long and annoying.
- Swamp now supports language.ini files containing up to 12000 lines. The old limit was 6000, which some people began to reach.
- New sound related code has been added which should improve performance for some players. It depends a bit on things like sound card and computer speed, so some players probably won't notice any difference while others should.
- XP gained from fort ownership has been adjusted. The new numbers are very close for clans who own only a handful of forts, but the new gain rate is not nearly as high once the number of forts starts to get higher and higher.
- Script keys can now use volume adjustment lines that you would normally type into your volumes.txt file! Begin your normal volumes.txt line with "VOL-", so that the game knows you intend for this to be a volume adjustment. Here is an example for what you would enter into one of your script keys: VOL-Canine\Attack = 150
- Now you can adjust volumes as you play, even if you did not set up script keys. In chat just type "VOL-" followed by a normal volumes.txt style entry. The game will understand it is meant to be a volume adjustment and will follow the instructions. For example, you could open chat and type: VOL-Attack = 30
- If you need to reset all Swamp sounds back to normal, you can use the command "VOL-RESET". This will work in a script, or just typed in the chat window. This is meant to cancel out any sound adjustments from your volumes.txt file, "VOL-" scripts, and "VOL-" chat commands.
- If you want to refresh Swamp to go back to using the sound settings in your volumes.txt file, you can use the command "VOL-REFRESH". This is meant for people who have raised or lowered a few volumes and can't remember which ones they were to set them back to how they are in the volumes.txt file.
- Fixed a bug that prevented you from being able to use Q to list crate information during a warehouse mission.
- Fixed a bug that prevented players from being properly kicked out of a fort that was just overtaken by an enemy clan.
- When broken items are repaired at forts, the message should now include the fort name. In the past this only worked on a few items, not all items like it was supposed to.
- Fixed a bug that was giving people a new quest each time they signed on, even if it was on the same day they already received a new quest.
- Fixed a long standing bug that prevented the Chainsaw from using up the proper amount of fuel. Each rev (attack) uses 5% of a standard fuel tank.
- Fixed a long standing bug that prevented the Flamethrower from using up the proper amount of fuel. Each blast (attack) uses 10% of a standard fuel tank.
- For smaller game patches, Swamp is now able to download the update for you automatically! When signing in, if Swamp is able to get an update for you it will ask you permission to do so.
- Fixed the bug that caused CTF missions to hand out reputation and food to everyone who participated.
- The entry fee for CTF has been removed. They are now free to play for normal and HC players.
- Fixed a bug that would show players on the mission list, who are actually just on a quest.
- In a change that will certainly cause HC players to rethink some of their strategies, each hour a player is only able to recieve 100 food from other players. As soon as a new hour has gone by, they are once again able to receive up to another 100 food. This will make it much harder for people to pass around huge stockpiles of food instantly, but still allows players to give each other a helping hand in times where their food is extremely low (which is what the feature was intended for).
- Food can no longer be given to players who are offline. That feature was being abused right and left, and I didn't realize the server was even allowing people to do that until recently.
- Fixed a bug that could allow computer controlled allies to remain with you after finishing a quest.
- Fixed a bug that could crash the game after donating/recycling an item or sending someone a gift.
- Withdrawing food from forts is once again allowed. I liked the disabled withdrawls because it forced clans to plan more about their food deposits, but I also want forts to be a place to store food you don't want to lose if you die. To blend these ideas, withdrawing food from forts counts toward the same hourly limit on receiving food from gifts. So at most, a player will be able to withdrawl 100 food per hour from a fort.
- When using the new key that spins your character around 180 degrees (shift S by default), a new sound will play.
- Fixed a bug that caused temporary quest items to remain in your character inventory after the quest had been finished.
- Kai has provided new music for Map 5, Sub 1, Sub 2, CTF, Fort, and the Quest maps.
- Fixed a bug that allowed players to shoot through walls during fort battles, if they stood in specific locations.
- The Sledgehammer has had its damage and attack range increased by about 20%.
- The Sledgehammer is now able to impact multiple targets if they are all within range during the swing. The hammer is pretty heavy so any momentum that is left over after slamming into a zombie skull will continue transfering to the next zombie.
- You can now cycle your weapons in reverse order if you hold the control key and press the number key. Your keyconfig.ini file will add the new reversed cycle keys so that you may customize them. You may have to delete your keyconfig.ini file and let Swamp recreate a new one if the new entries do not show up.
- Fixed a long standing but which caused the M16 and AK47 bayonet modes to show strange messages concerning ammo.
- Fixed a bug that was affecting PVP damage in situations where battling players were of drastically different level.
- When beginning CTF and Defender missions, you will begin with a loaded Field kit. In the past the field kit was not loaded.
Changes from version 3.5 to 3.6
- Loot points can now be spent to instantly gain a title. Type /LOOTPOINTS (or /LIFETIME) to see how many points you currently have. Picking up loot on the main maps grants normal players 1 loot point, and HC players 3 points.
- Fixed a bug that could cause you to have a "real" death if another player killed you right as you were leaving a CTF or a fort map.
- During a CTF, being in a tower or up on a roof now gives you an advantage against players on the ground. If you shoot someone from up high it will deal 33% more damage to your target on the ground. If they fire up at you, any shots that hit you deal 33% less damage. The roof and tower edges (and cars) still have a chance to completely block incoming shots (cars are 12.5% and tower/roof edges are 8%). So while standing behind cars or up in towers always gave players a small defensive advantage, these additions should make up for the player also being a stationary target.
- Swamp now creates a file called volumes.txt, which gives players advanced control over the volume Swamp plays every sound. Once Swamp runs it creates the file and puts instructions for its use inside.
- Fixed a bug that prevented raiders from shooting at you if you were right up against a wall or impassible tile.
- Fixed a bug that allowed players to shoot into the respawn hallway during CTF maps.
- Fixed a bug that could cause Fort, LMS, and CTF deaths to count as real deaths.
- Bunny Slippers and Running shoes now benefit from the Graffiti skill.
- Running shorts now benefit from the Graffiti skill.
- The number of loot points required to gain titles have been adjusted. Anyone who has already spent loot points to gain a title will not have their title taken away.
- Added a key (shift S by default) that will spin your character around 180 degrees, to face directly behind it. This has been requested many times by players.
- Logging in is a bit more stable now. In the past players could arrow up and down through menus during the delay as they were signing in. This caused several problems so now the game no longer allows this to happen.
- I've added a /PVP command that has no name at the end. This is a quicker way to check your own PVP stats.
- When wearing the Doctor's coat, the speed of the field kit has been increased even more than before. You also gain an additional 10 health points whenever you use a field kit on yourself and you are wearing the coat. The coat did not previously have any slowing effect on the player, but now has a very small one.
- The Raider uniform now counts as medium armor and benefits from the Task force skill.
- The Field kit has a brand new setting. You can now enable Sacrifice mode, which pumps every loaded med kit into you at the same time! This not only provides a huge healing boost, but it also cleans all bloody clothes and fixes both sprained ankles and broken legs! The down side to using this very powerful setting is that your field kit will break from the strain, and you will have to go find a new one.
- Sale prices for selling Apronic equipment to the safe zone have been adjusted to keep them all the same.
- Fixed a few typos that people have pointed out.
- Fixed a bug that allowed players to use their fort menu to heal themselves, from within the fort map itself.
- Clans can no longer withdrawl food from forts. Players must now be careful and plan out which forts should hold food, and how much, because it can not be taken back out and switched around. This also makes it harder for clans to intentionally "give" forts to friends, only to have them given right back.
- When attacking an enemy fort, the drain rate was always 10 food for every 5 seconds you remained inside. Now, the drain rate for a fort slowly increases over time as it is attacked. For every 6 hours of accumulated time where a fort has been draining food (an enemy was inside the building), the drain rate will permanently increase by 1. This is meant as a way to balance the game against super clans who can own a fort practically forever. The longer someone holds a fort, and the more time people spend attacking it, the higher the drain rate will become. Eventually a balance will be reached where the clan really must defend against attackers. Under the old system, some clans had put so many millions of food into forts that they didn't even care if people attacked them. The days of ignoring attackers should be numbered in this new system. The drain increase is remembered by the forts themselves, so if you attack one for only an hour and later 5 other people attack it for only 1 hour each, the drain rate for that fort still permanently goes up by 1 point. If a new clan captures a fort, the drain rate returns to the original 10 food per 5 seconds.
- The food reward for warehouse missions has been greately reduced. For a long time now, only clans who could complete the hardest missions had any chance of owning forts, because they produced more food than anyone else. By lowering the rewards, players who rely on finding food should have a slightly better chance competing with the warehouse runners. For a while people will be upset by the drop in food, but once the reserves burns away it will balance out where everyone is used to the lower numbers.
- When in your own fort menu, the "History of this fort" now informs you what the current entry fee and drain rate are for the fort.
- The drop rate for Diesel fuel has been lowered by 0.5%. Don't freak out, it's only half of 1%.
- The drop rate for broken equipment (such as Bent bayonet) has been reduced.
- The drop rate for Dogtags has been reduced.
- The drop rate for food has been increased by a small amount.
- Fixed a bug that caused muted players to become unmuted once they gained a title.
- Fixed a bug that allowed a titled player to find multiple copies of the same title weapon. Like normal weapons, the server was supposed to prevent you from picking up a second copy by turning it into ammo instead.
- Fixed a bug that caused ammo to be wasted in burst fire guns.
- Fixed a bug that prevented you from hearing when other players' armor becomes damaged or breaks.
- Depositing HC Dogtags into a fort will now create only 1 Raider defender instead of 5.
- A new item, called HC Padlocks, can be deposited into a fort to permanently raise its entry fee by 15 food. This causes attacking clans to have to pay a higher food price when entering your fort.
- The drop rate for HC Dogtags has been slightly reduced, to make room for the new HC Padlock item. Their combined drop chance is equal to what used to be the drop rate for HC Dogtags.
- The Raiders who defend forts have been given a brand new AI. They should patrol around the building in a more intelligent way, making it harder for attacking players to simply hide out for long periods of time without being found.
- Fixed some jumbled lettering that could show up in the "You have killed" message you are given after killing someone in PVP.
- Safe zones will now sometimes sell items that they do not normally sell. These items could be for a limited time (only a particular day), or there could be a limited number of these items up for sale. Once the special day ends or the amount is sold, the item will once again not be for sale in that safe zone.
- When a Safe zone is offering a Special limited sale on an item, it means only a certain amount will be sold. Players can only purchase 1 of these items at a time, and the Safe zone will not tell one to you if you already have one. During the time the limited sale lasts, normal players are not able to trade or give this particular item to other players.
- Changed the capitals for Bunny slippers, Running shorts, and Running shoes so that the second word is lowercase. This means nothing to 99% of players, but if you've used these items in custom SCS campaigns, you may want to update them.
- Fixed a long standing bug that prevented the running shoes and running shorts from giving you the proper speed boost.
- Your mission log will now show the Server time, instead of the local time, for when a mission was launched.
- I adjusted the directions you face on a few of the maps. This applies to returning from forts and missions.
- When damaged items are repaired at a fort, the server will tell you the name of the fort in the message.
- The old quest system has been completely thrown away! Under this new system each player can hold up to 3 quests they are able to do. Each day they sign into Swamp, a new quest is given to them as long as they have 1 of their quest slots empty. If they already have 3 quests, no new quest is added. Completing quests can earn just about anything, from reputation, to XP, items, or even food. Each completed quest will grant the player 1 or more "quest credits". These quest credits will likely have some use in the future, but for now they are just an indication of how many quests a player has completed.
- The hearing range for the computer controlled campaign Allies has been greatly reduced. They were able to spot and shoot at zombies who were extremely far away, and that isn't really how I want them to function.
- Fixed a bug that prevented campaign Allies from responding to your voice commands.
- I have rewritten a few sections of the zombie AI code that should improve game performance in certain situations.
- Dying will now return you to map 1 when you respawn. This might be a bit of an inconvenience to some players, but this solves the problem of players dying on super hard maps and not being able to escape them.
Changes from version 3.4c to 3.5
- Fixed a bug that affected player wallet items, if you had more than 1.
- Fixed a bug that caused raider voices to sometimes play extremely loud (as though they were standing right in front of you even when they weren't).
- Raiders are now able to walk around. In general they will still stand in one place, but ocassionally they will decide to take a short walk to see if they can find a better shooting position.
- I've removed the shot count from the message you receive when you are killed.
- Raider camp has been added as a new warehouse mission setting. When set to raider camp, you will not face any zombies, but rather a building under control by an enemy raider team. Prepare to get your butt kicked by these guys!
- Fixed a bug that would repeat parts of messages during the /FORTS command.
- Dog tags once again add 5 raiders to a fort, but their drop rate has been reduced.
- Fixed a bug that could leave you without any weapons after resetting your skill points.
- I have drastically improved the raiders, making them a much more deadly threat. In the past, a bug caused many of them to simply stand around instead of shooting back.
- Zombie AI has been adjusted to make them a little bit less predictable. In the past they would always group behind you, single file. Now they will try to avoid doing that to some small degree.
- Getting hit by a zombie (or bullet in PVP) now has a very short impact in your movement speed. It is meant to discourage people from just running through huge mobs of zombies, knowing they're so fast they will barely get hurt anyway.
- Epaulettes and Football shoulder pads have very little affect on your movement speed now. Epaulettes are now going to be a much nicer addition to your character.
- The maximum skill points for Street smarts, Graffiti, One man army, Task force, and Juggernaut have all been reduced by varying amounts.
- Armor that is rated with widely varying protection now provides an extra boost of protection against projectile weapons, from raiders and other players in PVP.
- The Ballistic Shield has been added as a new title-only weapon. This weapon behaves similar to the riot shield, except it works against incoming projectile weapons (such as raiders and other players during PVP). The shield does not block bullets when set to lowered mode, but when set to raised mode it does slow down your movement speed a little. This can only be found on Sub 3.
- Medium and heavy armor have had their slowing effects lowered, so it is not quite as big of an impact on the player.
- For players who are below level 20, the slowing effects of all armor are reduced. For a level 1, for example, even the heaviest armor will have almost no slowing effect at all. The slowing effect approaches normal as the player approaches level 20, and from that point forward it remains the same.
- Loot drop rates have been completely redesigned from the ground up. Some items people are used to finding easily might be difficult now, and items that used to be rare might be more common now. It's going to take some getting used to, but now every item will drop properly.
- You can no longer exit fort maps from the war room. You must travel to the map's edge.
- Fixed a bug that allowed people to invade a fort while it was during the 10 minutes protection period. The food could not be drained before, but now they cannot even enter the map.
- From within your own fort, you can now press enter to open a limited version of the fort menu.
- The Strip mall mission has a few new things to discover. Enjoy.
- The armor Boots has been renamed Work shoes. It still works the same way as low foot armor.
- The word "blankets" is now spelled correctly on that mission description.
- Boots have been renamed to Work shoes. The Work shoes continue to be light armor.
- A new armor item, called Boots, has been added. Unlike the old boots, this item provides widely varying protection.
- The armor items Ball cap, Winter coat, Tattered vest, and Football helmet have all been removed from the game.
- A new armor item, called Utility belt, has been added. This item provides high protection.
- A new armor item, called Steel toed boots, has been added. This item provides high protection.
- A new armor item, called Metal shoulder pads, has been added. This item provides medium protection.
- Due to issues caused by super huge numbers, the server will now max you out at 1000000 of any particular item. Your character can hold more than this (no reason you ever need to, but whatever), but when you sign out it will drop back down to 1000000.
- Swamp is better able to diagnose log-in problems, so the error messages are more helpful.
- I believe people's vanishing ammo and items (that were fixed when you logged out and back in) has been solved now. There was a bug sometimes causing the connection to lag and time out during the transfer.
- Fixed a bug that could cause your client to freeze and crash after giving someone an item.
- Many efforts have been made to cut down on lag and improve game performance.
- I've expanded the bounding box so that floating north from Map 3 will be easier.
- Fixed a bug that would allow Dires and Amorphous to show up on warehouse missions they weren't supposed to spawn on.
- Death sounds now correctly play in Fort maps.
- PVP kill and death stats should now record during Fort battles.
- Added the command /MOTD, which repeats the server's message of the day.
- CTF missions can now be launched with 4 people. In the past you needed at least 6 players.
- LMS missions can now be launched with 3 people. In the past you needed at least 4 players.
- Team warehouse missions can now be launched with 4 people. In the past you needed at least 6 players.
- When players disconnect during CTF, and they have the flag, the server should properly place the flag back on the map.
- Added a new command /TW <message>, which will send the message only to your own team during CTF and Team warehouse missions.
- During CTF missions, health and speed upgrades no longer sound like the flag.
- Fixed a small bug that affected how weapons were picked up. At times you would not receive ammo in picked up guns, and this should correct that.
- Removed some unwanted messages from the recycle menu, that would refer to items you no longer have.
- I've added a message when traveling up and down the stairs of Sub 1.
- I've added a message when traveling in or out of the towers on Capture the flag.
- I've added a message when respawning back into your base on Capture the flag.
- The delay between weapon switching has been reduced.
- Fixed a bug that was causing quite a few sound errors to show up in the debuglog.
- Fixed the health tracker, which could repeat messages when it was not supposed to.
- Sniper, LMS, Defender, and CTF missions can now be joined by both normal and hardcore characters at the same time!
- Last man standing missions now start all players with their skills set as the same. Everyone has 25 points in health and 20 points in speed. This should keep everything fair.
- The gardens now produce 10 times the amount of food they used to produce.
- Last man standing missions now give out XP as the reward. Each new person raises the reward more than the last person, so the reward grows exponentially.
- The first zombies in an LMS (small map) will spawn around the map's borders. This will help people survive the first few moments of the mission.
- LMS on the forest map has had its loot increased to 50.
- When killing another player in a fort or on LMS, you will be told their name. The player you killed will also hear that you were the one who killed them.
- I've added a mission description to CTF.
- Sniper missions now require a minimum of 3 people before they can be launched.
- Sniper missions now give out XP as the reward. Each new person raises the reward more than the last person, so the reward grows exponentially.
- Sniper mastery has been added as a new skill. Each point raises the damage of the M40 by 2%, and there is no limit on the number of points you can spend on it.
- When launching a Last man standing mission, I have changed the normal truck sound to a different sound.
- While scrolling through your armor to wear, holding shift will cycle the pieces in the opposite direction.
- When entering fort maps, the direction you start out facing is not standardized instead of random. If you spawn in the fort, you always face south. When spawning around the borders, you will face the opposite border. Spawning at corners should angle you to face the fort.
- The following armor items have been removed from the game: Football pads, Kevlar vest, Bike helmet, Motorcycle helmet, and Metal shin pads.
- 3 new pieces of Apronic armor have been added to the game, so it is now possible to have a complete set.
- A new wearable item, called the Doctor's coat, has been added. Wearing this provides no protection, but speeds up how fast you can use your field kit.
- The escalators of the mall (map 5) now lead somewhere. You might want to think twice before going up there though!
- The items available for purchase in the Safe zones have been changed.
- Hardcore characters, who have titles, can receive now items from other players without having to worry about a minimum level.
- The Tuxedo T-shirt now also speeds up the reload times for sub machineguns.
- The Camo jacket, Camo pants, and Reflective vest still provide no armor by themselves, but now they benefit from the Graffiti (low armor) skill. This makes the pieces more usable for high level players.
- The Overalls and Quiver still provide no armor by themselves, but now they benefit from the One Man Army (medium armor) skill. This makes the pieces more usable for high level players.
- The Tuxedo T-shift still provides no armor by itself, but now benefits from the Task force (wide range armor) skill. This makes the item more usable for high level players.
- The Doctor's coat still provides no armor by itself, but now benefits from the Juggernaut (high armor) skill. This makes the item more usable for high level players.
- When healing at forts and quickly changing maps, the game should no longer reduce your health back to what it was before you healed.
- When dying during CTF, I have addressed the bug that can spawn you with less than 100 health. Due to lag it is still possible to have this happen, but it should happen a lot less.
- When entering your own fort, you start out at the map's borders just like invading players do. This is meant to help people organize themselves when trying to defend their own fort. In the past you'd spawn inside of the fort, which could easily drop you right in front of attacking players and you'd die before even knowing what hit you.
- When an enemy player enters your fort, and you are in the fort also, you should hear an alarm sound playing.
- Raider footsteps are now raised and lowered as you raise and lower player footstep sounds.
- The Machine gun mastery skill no longer boosts the Vulcan. That weapon is powerful enough as it is, and I don't like the idea of it always being the super-weapon in any situation.
- Resetting skill points will adjust the ammo in your weapons. In the past people were keeping their extended magazines, even after resetting their skill points, until they changed weapons.
- Loot no longer spawns in the CTF hallways.
Changes from version 3.4b to version 3.4c
- Fixed a bug that allowed players to gain reputation, XP, and food during CMM missions.
- I've adjusted how the warning system displays messages to players who have official warnings on their account due to violations of the user agreement.
- I've added code for "years" to the part of Swamp that tells you how much time you've spent playing. Yes, there are players at, or quickly approaching a full year of accumulated play-time! I'll wait and code "decades" when it's needed, ROFL!
- Retreating from warehouse missions now only give 75% of the reward if you have found at least 20 crates. Finding less crates lowers your reward percent, and you will recieve no reward at all if you had not personally found any crates.
- The maximum running speed of Death bringer zombies has been slightly increased.
- Players joining CTF missions will now list their team color in the message everyone hears.
Changes from version 3.4 to version 3.4b
- Fixed a bug in CMM missions that could allow people to unfairly gain items.
- Fixed a bug that could cause inventories to show more items than the player is supposed to have.
- Fixed a bug that could still cause deleted items to show up in your inventory, while in the donation/sell menu of the Safe zone or Outpost.
- For players who try to sign into Multiplayer with the wrong version, the game will now tell them the version that they need to have.
- During CTF, all players now spawn with their stat points set to be the same as the other players. This will make battles more fair.
- Speed upgrade and Health upgrade loot has been added to CTF missions. Picking these up will boost your Speed and Health skills, giving you an advantage on the battlefield. These boosts will not raise your speed above the maximum skill level.
- I've added in several new ways for me to help monitor bugs. I am not sure if this small patch will correct everything that's wrong with version 3.4, but it will help me find the causes for any bugs that were not fixed.
Changes from version 3.3 to version 3.4
- Redesigned zombie and loot placement to be more efficient.
- Really fixed the Amorphous and Raiders in campaigns... this time. The fix from the last update had its own typo in it. Whoops!
- Fixed a bug that prevented the Steyr AUG's scoped shots to travel as far as they were supposed to.
- The level requirement for trading has been lowered to 60, for normal players, and 25 for hardcore.
- Cooldowns between weapon switches has been adjusted. This was mostly done to stop certain players from quickly switching between weapons to earn free heals from the field kit.
- The 7 new title-only weapons have been added to the Defender missions. The odds of finding them are quite low, but all players can use them if they find them.
- When damaged armor is repaired in forts, it now properly alerts you if you are online.
- Fixed a typo that said Bayonets only get 2% boost from the melee skill, when they actually gain 5%.
- Fixed a bug that could prevent incoming chat from speaking properly right after logging on.
- Fixed a typo in the Melee Mastery skill. Bayonetts get a 5% bonus instead of 2%.
- Worked more on security.
- I have made a few changes that take a second or 2 longer while logging in, but it will help people who have slower connections.
- The server now handles CMM missions more efficiently. In the past they were causing a lot of stress on the server whenever any were being played. Now it is no longer an issue, but expect to have a few moments of lag right as your CMM missions launch. This is mostly noticeable if you have many zombies and loot on a smaller map.
- Fixed a bug that could toss you out onto sub 1 instead of sub 2, after attacking a fort.
- Changed some of the log-in messages to give more information about failed log-in attempts.
- I think I have fixed the bug that could cause players' locations to get scrambled after Defender missions were completed.
- I have done a lot of work to fix the player tracker, which had been buggy for a very long time.
- When finding title-only weapons, they now begin with ammo in them.
- Fixed a bug that prevented damaged overalls from ever actually breaking the rest of the way.
- Fixed several small bugs regarding weapons and armor breaking. It would often play a break sound even when no item had actually broken.
- I have removed some duplicate messages that would be read when going up or down the sewer pipe between maps 1 and 2.
- Made map changes more efficient for the server on Defender missions.
- Fixed the sounds for Raiders being shot across the server.
- Shooting over cars and some building edges will now have a chance to be blocked. This makes it a little harder to shoot zombies on the other side. This can also help protect you against enemy gunfire.
- Players should now hear as your bullets hit walls. I didn't even realize that this wasn't working in past versions of Swamp.
- Fixed a bug with the Armsel Striker, which caused many of its sounds not to be heard by other players.
- Creating a custom beacon on the crash map no longer bypasses the "lost" effect.
- Fixed a bug that did not update health after resetting your skill points. Players would pour all of their points into health, then reset and spend them elsewhere. They would end up with a ton of health points left over from before their skill reset.
- During warehouse missions, the game now also tells how many crates a player has turned in. Previously it only showed how many they had found.
- Kicking a player from a mission will remove any crates they had already turned in.
- Adjusted the number of zombies per map. A bug could prevent the server from spawning all of the zombies on some of the more populated maps.
- Fixed a bug that could jump you to the wrong part of map 1 after converting your character between normal and hardcore, or hardcore to normal.
- Added a way for players to recycle junk from their Hardcore character's inventory at the Safe zones.
- Fixed a bug which prevented titled HC players from trading items, if they were below level 25.
- Fixed a bug that caused the Steyr Aug and M4A1 not to give reputation and XP properly. This bug was also affecting their accuracy ratings.
- Fixed the Sniper training bug, which granted the extra XP and Rep to all guns instead of just the M40.0
- Shooting over cars and some building edges has been improved so that they can only block bullets that have traveled a certain distance. This allows you to stand next to a car or wall for defense, without having any of your own bullets be stopped.
- Sabotage and Laying traps have been removed from the fort menus. These features are no longer part of the game.
- Fixed a bug that could cause you to recieve the "you have been killed" message multiple times in a row.
- The amount of food on Hardcore has been lowered.
- The ability to open gift items or activate quest items has been removed from forts. HC players will now use the safe zones for those, like the rest of the players.
- Fort warefare (for hardcore players) has been completely redesigned. Here are the changes:
+ You no longer attack forts by spending food or by defeating the raiders defending their building.
+ Fort battles are no longer launched as missions.
+ From a fort's menu, you now have the option to travel directly to that fort's map. The fort map is a completely separate map with a large fort in the center.
+ If you own the current fort, you will gain XP every 5 seconds as you stand inside of the main building (in the fort map, not the game's main maps). The amount of XP you gain every 5 seconds is increased if your clan owns multiple forts. The more forts you own, the larger the amount!
+ Your clan mates can also stand in the building to gain XP at the same time as you. Leveling in hardcore mode used to be very difficult and time consuming. Owning a fort will make it much easier to level up now, because you can gain free XP just by spending time in your fort.
+ If you do not own the current fort, there will be a food fee to enter its fort map. That fee is deposited into the fort's reserves. Being in the fort map is how you will attack, and attempt to capture forts owned by other clans.
+ To attack an enemy fort, go into its fort map and walk into the fort building at the center of the map. Please note that things will probably be shooting at you, haha! When you are standing in the main building, every 5 seconds food is being drained (and destroyed) from that fort's reserves. If you drain the fort to zero, it will be captured and become owned by your clan.
+ Having a few clan mates help you attack an enemy fort will drain their food much faster. Each person in the fort building will be draining food at the same speed as you, so for heavily defended forts you may need your whole team with you.
+ PVP is enabled on fort maps! You cannot hurt your own clan members, but feel free to shoot any invading players who are trying to attack your fort! Killing a player will not cause them to lose their inventory, but you may break a few of their items in the process of killing them. They will respawn on the main maps, and will have to run back to the fort if they wish to continue fighting.
+ In addition to personally defending your forts, you can accumulate computer controlled soldiers that will help. These soldiers aren't super smart, but they will do what they can to stop invaders. When killed, these soldiers will respawn after a few minutes.
+ You can leave a fort map by pressing Enter at the map's border, or from the War room located at the center of the fort.
+ When a fort is captured by an invading clan, all computer controlled soldiers are cleared. It will be the responsibility of the new fort owners to build up its own army of defenders.
- When HC players find "HC Dogtags", and deposit them into a fort, that fort will permanently gain a computer controlled soldier to help defend that fort from attacks. The maximum number of these soldiers per fort is 40. When killed, the soldiers respawn after a short time.
- When players are invading the fort map you are on, an alarm can be heard (similar to the one that is played by the factory during Dire attacks).
- While on a fort map, you are not able to leave your clan using the /leave command.
- If you remove a person from your clan (using the /remove command), and they are currently on a fort map, they will be moved back to the main maps automatically.
- Added the command /FRIENDS LIST CLEAR, which clears your friends list.
- Zombies will now vary in pitch a little bit, to help give more variety to how the game sounds when you are battling the undead.
- Added the ability to raise and lower the background music volume. There are no keys assigned by default, but you can set them in your keyconfig file if you wish.
- Added new code that will help me with special events.
- Warehouse missions have been changed. Players leading missions are now able to set how many crates they wish to find, how many zombies they will battle, and how difficult those zombies will be. The final reward will be mathematically determined based on those values, as well as a separate map balance value (which I will explain on another line).
- Gaining "Balls of Steel" in a warehouse mission is only possible if the number of crates is at least 70, number of zombies is set to at least 100, and they are set to the Blood thirsty setting.
- A new method called map balance has been added. As people play the different warehouse maps, statistics are tracked to determine which map is being played the most. If a particular map has been played more often than the others, rewards for that mission type will be lowered accordingly. If a map is played less often, its rewards are raised. The most a warehouse's rewards will be raised or lowered are by 50% of the total amount. Because this system will gradually make adjustments by a few percent at a time, the server should be able to keep all maps worth playing, as it automatically hands out more points for the more difficult maps, and less points for ones the players are clearly having an easier time with.
- Players are now able to retreat from warehouse missions early (not team warehouse though). Pressing Enter on the truck will open a menu allowing you to escape early. Leaving the mission in this way will reward you only for the crates you had personally turned in, and with a 25% lower reward. Any team mates left in the mission will lose the crates that you had turned in, forcing them to replace them before the mission can end in victory. This feature has been added to help players who are unexpectantly called away from their game, so that they will not be killed while their character is left to sit idle.
- Damage from raiders and other players (during PVP) will now follow the same increasing damage pattern that normal zombie attacks use.
- The rewards for Hardcore warehouse missions are 25% higher than regular warehouse missions.
- Removed some ancient code that, after code crashes, had been known to give players the old "save your friend in the shack" types quests that were present in the first versions of Swamp.
- Fixed the sounds for giving bunny slippers, running shorts, and running shoes to another player.
- Warehouse missions now have a death bringer setting, which increases the health and speed of the zombies. The rewards are increased even more than when using the blood thirsty setting. When using this setting while tryin to get the "balls of steel", you get a 100% chance instead of a 20% chance.
- Performance of PVP fighting has been greatly improved with some lag control measures.
- Crawling up out of the sewer pipe on map 2 has been adjusted so that players arrive on map 1 more centered in the pipe. Previously players spawned up against the wall of the pipe.
- Fixed a bug that could say you had no archery weapons, when you actually did.
- The code for traveling between maps has been changed, which should stop zombies from being bugged and following you to the new map.
- Much of the inventory code has been redesigned to be more stable. We should no longer have ammo vanishing or players suddenly finding themselves without armor when they first log in.
- Fixed the reload times for the Longbow.
- Fixed a bug that caused the wrong AA12, SPAS12, and Armsel Striker reloading sounds to be heard for other players.
- The sound muffling effect, for objects on the other side of walls, has been cut in half.
- The chat code that allows me to talk to everyone from the server, has been completely rewritten to make several things easier on me.
- Whenever a version changes in Swamp, players will once again be required to agree to the user agreement, on the main menu.
- Players who have warnings on their accounts will no longer hear it read out loud each time they sign into Swamp. When I hand out warnings, it will be set to display the message a certain number of times before it automatically stops. I want to make sure people are fully aware of receiving their warning, and what the exact warning was for, but I also don't feel the need to have it read the message each time they log in until the end of time. Haha! For people who already had warnings before this update, it should already have silenced the message for you.
- Sound loading is now more efficient, so it helps the game run faster.
- Fixed a bug that caused zombies growls and cries not to pan properly with the zombie. This was affecting a little more than half of the zombies, so it was a big problem.
- Fixed a bug that caused certain game sounds (zombies and loot) to continue playing after they were supposed to stop. This has been a long-standing bug, so I'm glad it's gone. As it turns out, typing a 4 instead of 9 can be a big deal, ROFL!
- Some players, with very old inventories, could have Balls of Steel that could not be worn. I have converted them into the newer version that can.
- Fixed a bug that caused opening gift items to sometimes remove more than 1 gift.
- I've added support for unique weapons, which might show up for special events. Unique items cannot be traded or deposited into forts. Unique items vanish when you sign out of the game, so they have a limited lifespan.
- Improved data transfer so logging in is faster as well as traveling between maps. Massive inventories should no longer have any loading problems like they did in the past.
- Player voices can now have their pitch changed to help players tell each other apart. At the voice selection menu, pressing + and - will adjust the pitch.
- Pressing Control and L will now auto-walk you in the direction of the player you are tracking. This will not automatically walk you around walls and obstacles. It is meant to help players lead each other out of tricky buildings or sewers, or to be a pretty dangerous way for a friend to walk you across a map while you run to the bathroom. ROFL!
- Auto-walk to tracked target: has been added to the keyconfig.ini file.
- When using the player tracker's single or looping ping, pressing the key again will now turn off the ping.
- Players will not longer find "Deleted item" listings in their inventory.
- Zombie footsteps now share the same pitch adjustments that their growls have, so that zombies who sound larger or smaller will having matching steps.
- In PVP settings, enemy players will have deeper sounding footsteps, to help you identify who is friend and who is foe.
- Fixed a bug that would give you 2 copies of a title weapon each time you found one. The first you'd get right away, and the second would show up once you signed out and back in.
- Fixed a bug that could prevent zombies from respawning during missions.
- The mission list has been redesigned to be faster and more efficient. The old list loved to pause for a few seconds before you could do anything, and that was annoying.
- Fixed a bug that prevented HC and Normal players from joining the same CMM mission together.
- Fixed a crazy bug that could let players buy, sell, and even launch missions from inside of a CMM mission.
- Fixed a bug that could cause the guard to show up on the wrong map.
- Last man standing missions now contain elements of PVP! After a few minutes all players are given a 30 second warning, and then PVP enables. This lets players help take down their competition so that they will be left as the last man standing!
- The Auto-walk tracker can not be used on enemies during PVP situations.
- Added a new command /LIFETIME. This command tells you the number of loot items you have picked up. If your character was created before this feature was added, then it will only be able to tell you how many items you've found since then.
- Voice commands can once again be heard by nearby zombies.
- Fixed a bug that could cause old missions to be listed, even though they had already been canceled by their creator.
- Added a new mission type, Capture the flag. Not everyone is familiar with this type of game, so here are the basics:
+ Each team has their own base and flag inside. The goal is to protect your own flag and steal the flag of the enemy team.
+ To steal the enemy flag, just step on it like any normal loot. You will be carrying the flag and must return to your own base without being killed.
+ While carrying the enemy flag (which is a baby), you will hear it crying. This helps the enemy team find you to kill you, and also reminds you that you are holding the flag. The person holding the flag deals less damage and is protected by armor less, so you may need to depend on your teammates for help getting back alive.
+ If you are killed on the way back to your base, the enemy flag will drop on the ground where you died. Someone else on your team can pick it up and continue the trip back to your base.
+ If an enemy player reaches their flag, it is instantly transported back to their base.
+ If you reach your own base while still carrying the enemy flag, your team scores a point. Your own flag must still be in your base in order to score a point however!
+ If your flag was stollen by enemies, you must hunt them down and get your flag back before you will be able to score a point.
+ After either team scores a point, the flags are teleported back to their proper bases so the game can continue. First team to reach 7 points is the winner.
+ If you are killed during a CTF you will respawn in a waiting area. To exit the waiting area, run north or south until the game tells you to press Enter. It is best if you have zones set to be spoken, so you will know when you've reached the correct spot. The waiting area serves as a way to delay dead players for a few seconds, before they are able to jump back into the battle.
- When carrying the enemy "flag" in CTF, your weapon will do less damage, reloads will take longer, your armor protection drops to 25% of normal, and enemy attacks deal more damage! Yikes! You are now allowed to use your weapons though.
- The low health settings now work based on your percentage of health, and not a specific value. For example, if the alert is set to 25 it now means 25% instead of 25 health points.
- The server was supposed to automatically fix anyone who had gotten trapped inside of a wall or trees. In the past this did not work very often, but now it should work every time.
- I have reworked the math for calculating the sounds around your player, in an attempt to reduce the lag. It seems to be working pretty well.
- Adjusted the firing rate for the ACR when being suppressed. It was slower than firing without a suppressor.
- Increasing and Decreasing background music volume is now set to the K, and Shift K keys.
- When viewing your character's inventory, pressing the Left and Right arrows will organize your inventory into specific categories. This is intended to help people look through their inventory quicker.
- When selling items at the Safe zone, pressing the Left and Right arrows will organize your inventory into specific categories.
- The following note was added to the User Agreement: During special game events (holidays for example), Swamp may download additional files from the server. Some of these downloads may be optional, but others will be mandatory and automatic. Attempts will always be made by Aprone to keep these file downloads to a minimum so that it does not negatively affect players who are on limited bandwidth connections.
- Fixed a bug that would sometimes fail to add a new character's name to your character list.
- When at your character list where the game asks you to choose your character, you are now also told how much time is remaining on your Kaldobsky Gamer account.
- When players have unregistered drivers and do not run Checkup.exe before launching Swamp, the game should now display a message specifically telling them to run the Checkup.exe program. This should cut down on the confusion for many new players.
- If Log in fails while signing into Swamp, the game will diagnose the reason and let you know. There have been situations in the past where someone's internet was not working, Swamp was blocked by a firewall, or the Kaldobsky website was temporarly offline, but each time people were told only to check their username and password. The messages now will be more specific so people know what is going on.
- When deleting characters from your character list, the name now vanishes immediately instead of waiting until the next time you run Swamp.
- When at the Mouse Sensitivity menu, you can now press any mouse key to have Swamp tell you which button code it is. This is meant to help players who have gaming mice with extra buttons.
- Fixed a bug that was affecting the volume and position of bullet sounds as they hit walls near the player.
- Raider's aim has been improved to make them a bit more difficult to fight.
- Fixed a bug that caused Raiders to often shoot at you over and over, even though you were around a corner or behind a wall.
- Fixed a few commands that have been in the game for a while, but were not working correctly:
+ /NO ME will mute your own footsteps.
+ /YES ME will unmute your own footsteps and return them back to the volume you originally had.
+ /NO Z will mute all zombie footsteps.
+ /YES Z will unmute zombie footsteps and return them back to the volume you originally had.
+ /NO H will mute all human footsteps (besides your own).
+ /YES H will unmute human footsteps and return them back to the volume you originally had.
- Fixed a bug that was causing shooting accuracy to be saved incorrectly. This is why some people had very bizarre shot accuracy or were hearing that they had fired no shots after dying.
- Reset everyone's shots and hits values, because they were all incorrect due to an old bug.
- Fixed a bug that was causing the Strip mall map to get all crazy and messed up after a certain amount of time.
- With more going on, lag was becoming more and more of a problem in this version of Swamp. New math is being used to cut down on the lag, but some players may wish to continue using the game's old math for handling sound volume and panning. To switch between the new and old style, type /MATH. I do not believe there would be any real benefit to using the old math, but this option exists for those who wish to use it.
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