New Features
New Map Area: Added a brand new additional zone featuring challenging enemies and legendary loot.
New Streets: Dangerous streets added, filled with hazards at every turn.
Dynamic Camera: The camera now dynamically adjusts its position while aiming, moving, and performing other actions to improve player immersion and responsiveness.
Shotgun Rework: Shotguns now fire individual pellets instead of single bullets for more realistic performance.
UI Improvements: Added a progress bar for reloading on the crosshair.
Improvements
Zombie AI: Improved zombie behavior; zombies now act more naturally when in an idle state.
Movement Tuning:
Significantly reduced movement speed while aiming.
Maintained movement dynamics while hip-firing (speed remains reduced).
Reduced sprinting speed.
Increased walking speed.
Combat & Visuals:
Improved particles and hit registration.
Improved projectiles for better hit registration.
Added VFX and a visual health bar indicator for target stagger.
Optimized game map loading for lower-end devices.
Progression & UI:
Improved visual feedback for leveling up (separate processes for XP gain and level acquisition).
Updated the character skill tree UI, including current level display, ascended level count, hover effects, and node selection zoom.
Balancing:
Shotguns: Total damage increased by 150%-200%, pump-action shotguns rebalanced, reload speed reduced, and magazine capacity increased from 2 to 7.
Environmental: Reduced average explosive barrel damage by 60%.
World: Increased the number of zombies on the map by 150%.
General:
Added a subscription timer.
Refined running and walking animations.
Added dynamic lighting to the lobby.
Improved chat usability.
NPCs now change targets more frequently and have improved synchronization to prevent jittery movement.
Added a notification for network connection issues and a warning popup when returning to the lobby during an active match (notifying the player that items will be lost).
Reworked resolution and refresh rate settings in the graphics menu.
Fixes
Fixed shotgun reload animation.
Fixed passive nodes that provided bonuses at low values (calculations were previously incorrect).
Fixed materials on characters and weapons.
Fixed issue where a subscription was not displayed as active on an account where it was already active.
Camera zoom is triggered when switching weapons via mouse wheel or number keys.
Subscription timer continues running after closing the purchase window, and day/hour rounding is missing on the button.
Subscription button timer fails to update after purchase.
Added setting toggle for camera shake on damage and critical damage.
The healing tea is located beyond the interface area and is difficult to purchase.
When purchasing the “Silver Subscription,” the UI does not change, and there are localization issues.
After activating chat it is impossible to shoot or aim within the chat area.
Footstep and running sounds are not played during the game.
Quick-dragging an item in the lobby selects the wrong item and throws a console error.
Stagger animation issues during reload for network players.
Zombie intermittently slides without locomotion animation before transitioning into a jump attack.
Slow feet movement animation for network players while aiming.
XP animation plays in reverse, XP bar disappears, and negative XP appears when switching tabs/characters.
Cannot drag and drop weapon from weapon slots after entering combat session.
A user with an active subscription on the admin side receives repeated prompts to purchase a subscription on the client.
Aim drifts away from player while holding aim input.
The minimap moves and shakes along with the character during various movement actions.
Money is not being deducted in Steam when purchasing currency in the shop.
Player is stuck in the "Session Preparation" state for an unusually long time after clicking Start.
Missing “Return to Lobby” button in “Something went wrong” popup after session disconnect.
Drone launching animation is missing.
Burn SFX remains in lobby after player killed via explosive barrel.
Weapon remains in weapon slot after defeat.
Client loses connection to the game server during scene load.
Corrupted lobby after "Something went wrong" popup.
Zombie attacking while standing away from targeted player (feels like jump attack desync).
Drone projectiles sometimes freeze in the air after being fired during combat.
Unable to change resolution using game menu.
Weapon received from Inbox is added as a consumable item.
Leaderboard points are calculated incorrectly when a drone kills an enemy with a status effect applied by its weapon.
A cluster of enemies around the player causes jumping.
Zombie gets stuck when attempting to perform jump attack through obstacle or collision.
Input loss (chat and character controls) when clicking outside the active chat window.
Zombies spawned in quads do not attack players and remain idle.
Drone selling SFX is missing.
Weapon-related popups text overlapping in different localizations.
Zombies spawned at game start remain idle while out-of-zone spawned AI are active.
Skill Tree upgrades are displayed in Lobby but not applied in Battle.
Localization does not dynamic change at several places.
UI elements overlap and shift positions in lobby.
Zombie death animation missing when killed during or after player-applied stagger.
Zombies spawned outside the shrinking zone do not attack AI NPC players.
Attack Speed skill upgrade increases movement speed instead of attack speed.
Missing notifications when attempting invalid purchases.
First shot in hip-fire mode triggers before weapon raise animation.
When returning from battle player is unable to sell items from Equipment.
When returning to the lobby, a lobby state initialization error occurs.
Game crashes during combat with many zombies under unstable internet connection.
Another multiplayer player’s weapon is displayed in an incorrect position while he is aiming.
When melee weapon (fists) selected the aim cursor is red colored.
Chat messages transparency change caused by calling "Esc" menu.
Fire hydrants are visibly popping in as you get closer at ultra.
