Build 50-55 Patch Notes
Project Aether » Devlog
Patch notes here from the updates I've done from the release of Build 50, there's some good stuff in here so give it a read
Patch Notes
General
- Reworked player movement, viewmodel bobbing/sway and weapon recoil to match Black Ops 1, I used a recompilation project which made it so I could see the exact code used in Black Ops 1/COD4 which should make this 1:1. Alongside this, gunplay should also feel identical, with almost every gun feeling the same they did in their original games
- Replaced Unreal Engine’s default graphics scalability settings with custom presets:
- Potato
- Low
- Medium
- High
- This custom preset change should improve performance and visuals, since the default scalability settings was changing stuff that simply didn't matter
- Re-enabled texture streaming to significantly reduce RAM and VRAM usage, with minor texture pop-in as a trade-off.
- Reworked weapon asset loading to preload weapon assets at startup, reduce memory usage, and improve stability on lower-end systems.
- Added rebindable movement controls for players using different keyboard layouts.
- Added separate volume controls for character voice lines and weapon sounds.
- Updated muzzle flashes.
- Added surface-dependent bullet impact effects.
- Updated several older weapons with more accurate sounds and animations.
- Improved shading across maps and weapons, particularly World at War maps and Black Ops weapons.
- Adjusted crouched movement speed, ADS movement speed, and footstep timing.
- Reduced sliding speed.
- Improved dolphin diving and prone behaviour.
- Restored full backpedal and sideways movement speed while Stamin-Up is active.
- Added a 7.5-second cooldown to PhD Flopper’s explosive dive.
- Added Gun Game as a selectable mode from the map-selection screen.
- Players progress through a sequence of weapons with infinite reserve ammunition.
- Added an on-screen weapon counter.
- Rounds automatically advance after 145 seconds.
- Reworked the Mystery Box system.
- Weapon preferences now guarantee weapons from the selected game whenever possible.
- The box visually rolls only weapons from the selected game unless the player cannot accept another weapon from that pool.
- Added a 5% chance for the box to award a special item.
- Special items currently include lethals and tacticals, with support for additional categories in the future.
- Removed the lethal-switching option from the main menu because of this change.
- Added a hidden guaranteed Ray Gun every time Easter egg. Try find this and let me know if you do, nobody has so far
- Added the Monkey Bomb.
- Added a zombie-lure effect to the upgraded Crossbow, the Awful Lawton.
- Buffed the Ray Gun Mark I and Ray Gun Mark II.
- Buying ammunition for upgraded weapons now costs 4,500 points.
- Fixed several weapons missing reload sounds.
- Fixed issues affecting weapons that reload one round at a time.
- Fixed multiple weapon-switching issues.
- Reworked the main-menu music system to support additional tracks through a data table.
- Added the following main-menu music:
- Brotherhood of Heroes
- World at War’s Black Cats mission theme
- Pixel Gun 3D lobby music
- Added an option in the settings to make the nuke white overlay, black instead.
- Right Trigger now acts as Left Mouse Click in the main menus when using a controller.
- Fixed Thundergun ragdolls failing to disappear.
- Fixed zombies becoming unable to move when a specific graphics setting was enabled.
- Fixed Buried traps not affecting zombies.
- Improved zombie traversal, pathing, and spawn behaviour across multiple maps.
Nacht der Untoten
- Brightened the map slightly.
- Increased reflection intensity.
- Improved lighting, performance, shading, and overall visual quality.
- Corrected text associated with the Easter egg.
Shi No Numa
- Added Pack-a-Punch and Perkaholic Easter eggs.
- Fixed an invisible wall blocking access to the Speed Cola room.
- Improved lighting, performance, and visual quality.
Buried
- Fixed missing collision on a plywood ramp.
- Fixed the large ramp in spawn potentially trapping players while sliding.
- Fixed maze zombie spawns.
- Fixed zombie pathing issues.
- Fixed traps failing to damage zombies.
- Fixed missing materials.
- Added various visual and gameplay fixes.
McDonald’s
- Added missing zombie traversal paths.
- Restored the missing PPSh-41 wall-buy chalk.
- Fixed an inaccessible Easter egg.
- Added additional visual effects.
- Added various visual and gameplay fixes.
TU12
- Restored missing Pack-a-Punch machines and Mystery Boxes.
- Adjusted wall-weapon placement.
- Added various fixes and improvements.
Morning Glory
- Fixed collision brushes using incorrect collision presets.
Additional Fixes
- Fixed several out-of-bounds locations.
- Fixed various collision, traversal, pathing, perk-machine, weapon, and map-related issues.
Files
Project-Aether 4.6 GB
Version 196 1 day ago
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Project Aether
Every Weapon. Every Map. One game.
| Status | In development |
| Author | Verrial |
| Genre | Shooter, Survival |
| Tags | 3D, Endless, First-Person, FPS, No AI, Singleplayer, Unreal Engine, Zombies |
| Languages | English |
More posts
- Build 5022 days ago
- Build 40!Apr 26, 2026
- Buried + 25 new weapons!Feb 24, 2026
- Build 27 - New HUD, QOL and moreDec 03, 2025
- Build 25 - TU12 Minecraft Custom Map!Nov 11, 2025
- New map!Oct 21, 2025
- Build 22! - More camos + WeaponsOct 19, 2025
- Build 20 - Levelling + MoreOct 12, 2025
- Build 12 - 14 new guns!Sep 29, 2025
Comments
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Anybody have a guide for the Shi No Numa PAP?
I thought I found all the pages, but I wasn't sure what to do with them (note: i was playing with sound off, in case there were audio clues I was missing). Also I noticed earlier on that there was the option to clear debris under the stairs in that map for some reason, I bought that early on, idk if that could have broke anything?
Idk if it's known at the moment, but the zipline didn't seem to work for me in the map, and I couldn't seem to even activate the electric traps unfortunately