1.1.1.3
- attempted to fix a late join issue where the generals dialogue UI would fail to show - addressed an oversight in previous safe spot fix

Raptor Byte · indie.io
Technical data

- attempted to fix a late join issue where the generals dialogue UI would fail to show - addressed an oversight in previous safe spot fix

- addressed an enemy nav tracking issue whereby if players were underneath a walkable area in a tight spot, enemies wouldn't always navigate to them properly - fixed some safe spots on Industrial Center - added an extra zone to forest campground, so that there are enough to have

- addressed some nav/spawn issues in various survival map spots (which occasionally allowed some enemies to spawn in inaccessible areas) - fixed some potential god spots in Industrial Center - translation updates

- Survival defence zone objective system! On regular survival waves General Johnson will now identify an optional defence zone for players to capture / hold out in. The zone provides a horde reduction for each player starting the wave there + passively provides additional scrap w

- Fixed a host CPU hitching issue related to the enemy spawn system - Survival difficulty improvements (particularly for skilled/insane) - fixed seed info hud element not showing for survival - minor survival map adjustments

- Reworked Forest campground house loft area so its a more via spot to hold out in - Survival difficulty balance adjustments (buffed spawn rates / slightly nerfed bot accuracy at range) - Significant foliage + texture + lighting optimisations (particularly for forest campground)

Hello, Operators! We've been hard at work developing content for this update, and we're finally ready to get it into everyone's hands! Not only does this update come with a new Gamemode, but it also comes with a whole suite of improvements and optimizations across the board! Firs

- New gamemode 'Survival'! featuring wave based combat of increasing difficulty, including boss and special 'rush' hordes - 2 new regions/maps for the new mode "Industrial Center" and "Forest Campground", both featuring procedural elements for added variety in playthroughs - 14 n

- fixed an oversight which meant levels generated small cap 'areas' more often than they should have (this should help improve play area size + variety) - some material adjustments including a performance improvement to zombie textures - fixed some remaining forest OOB spots

- re-worked APC to be less network dependant for movement, which should reduce de-sync issues (occasionally resulting in it crashing into obstacles) - slightly adjusted APC escape paths on rust belt industrial - added a 'Borderless' (aka "Windowed Fullscreen") option to the setti

- Fixed various potential out of bounds / soft lock areas - improved file integrity versioning system, particularly for detecting modded content, allowing discovery / network connections between clients and hosts only with matching content to help prevent desync issues - improved

- Polish Translation added! courtesy of: Hubert Kaczor / Okkg - Korean Translation added! courtesy of: indie.io - updates to some existing translations

- added 50 reserve ammo to the MG249 (to help viability if support isn't being attentive) - overhauled flashlight lighting to improve brightness / visibility - adjusted most light sources to improve shadow performance - fixed an out of bounds issue in the forest start area - mate

- enhancements to player and zombie textures to improve both visuals and performance - downed notification now removes itself from chat after 20secs (so they don't stack confusingly for later downed events) - fixed a rare crash related to late joining - fixed potential/rare zombi

We've been hard at work developing all sorts of content for all of you - A new gamemode is currently in development (Survival fans will be very happy), but we didn't want to leave you all empty handed for too long, so here's a bunch of goodies for you all! First things first, the

- Six new base-game weapons! including a new primary for every class plus new revolver heavy pistol sidearm - Weapon skin system, allowing players to customise the finish of their guns - Weapon stats system, showing the stats of each weapon and attachments when selecting/customis

1.0.0.4 changelog - Added a Quick chat wheel system (default bind hold C / dpad right), which allows players to quickly say common useful lines in the heat of a wave ("Hold up", "Supplies", "Go", "Help!", "Watch out" etc..) via hold/release radial menu (with a 2sec cooldown) - Ad

1.0.0.3 changelog - Escape section 'bombard' (endless wave) adjustments, primarily instead of starting at a set time in the countdown it's now based on how far players have progressed towards the escape. This should help make it feel overall more consistent. - The escape timer no

- Minor server browser adjustment, which now has the option to show full servers, especially useful for anyone hosting their own dedicated servers

1.0.0.2 changelog - Addressed an issue with zombies pathing logic when on fire - Buffed afterburn damage to zombies + disciple boss - Added a 'Mouse Smooth' toggle to the controls menu - Increased volume of all gun foley / reload sounds - Adjusted navmesh / some AI 'stuck' spots