The focus of this patch is immersion. Graphics, UI, and zombie assault missions have all been kicked up a notch and a number of interactable objects and entities have been added/replaced to make the world feel more alive.
New Features
- Achievements are in and obtainable
- Added jeep options in the rogue-like menu.
- Watch for the illusive crystal zombie, chase him down for a reward
Assault Missions
I primarily want these missions to feel like you've gained a ridiculous amount of power and secondarily want them to require a bit of planning. With this in mind the systems have been rejigged so they are more focused on the abilities in the zombie form and less focused on follower zombies.
- Added upgradable and very powerful charged attack that can have a very large reach
- Added upgradable 'harden' ability, which drastically reduces damage taken for a short time
- Zombies should no longer spawn during assault quests
- Non-player zombies are now hostile to player even in transformed state
- Player zombies can no longer be damaged by the player
- Player zombies disappear after cooldown has reset
Ease Of Use
- Various keyboard layout changes
- Added keyless move button
- Added belt selection system controlled via mouse wheel
- Added info text and warning tutorial features
- Added key/button indicators
- Combined first and second part of Break & Enter missions for smoother progression
- Objects can no longer be hit unless fully selected. This is not true for entities.
- Wave based missions should end when all zombies are dead, not just when time expires
- Most item descriptions should show where to find more of it
Polish
- Most animations are smoother and faster
- Revamped the UI, removed a number of items from the HUD
- Iron 'rocks' have been removed, replaced with various iron sources (Hub caps, bikes, etc)
- Copper 'rocks' have been removed, replaced with power poles
Zombie Mechanics
- Zombies now spawn more regularly
- Zombie hearing range has been drastically reduced
- Zombies now wander around
- Zombies now explode, rather than fall over
- Critter and zombie wander pathing has been updated
- The number of zombies in an area (between quests) has now been limited to encourage progression
Miscellaneous Mechanics
- When an item breaks, it now will automatically be salvaged
- Vault (hop over object) was added back into the game
- Both vaulting an jumping are now preformed automatically when running into objects that support the respective action.
- Heat vents no longer cause damage to the player or zombies
