Hello Kickstarter backers and Early Access players! Below you can find and discuss the latest changes to the game. Please note that Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
Make sure to read the Early Access launch FAQ!
And the How to Play megathread/guides!
Dev Livestream
Stop by the dev stream Saturday, October 15th to learn more about all the new features and what’s next for Early Access.
- https://www.twitch.tv/downwardviral @ 3pm PST (Saturday, October 15th)
- Three random viewers will win 10 booster packs each!
New Sign-In Screen
- The game is no longer tied to your Steam account; now you need to create an account using an email and password of your choosing
- This will allow you to log in to your Z. account from any platform or device (such as an iPad when that version is available)
- If you’re a Kickstarter backer please use your Kickstarter email if possible!
New Match Completion Screen
- Whenever a match ends (by winning or losing) you’ll immediately see a results screen
- Background images are randomly chosen
- It’s a little abrupt so some improvements will be made to make matches end in a more interesting way
New XP System
- 1000 XP = 1 level
- Gain XP by completing matches (gain more for winning)
- Survivors and Fallen have separate XP and levels to gain
- Leveling up will give rewards in a future update; right now we’re just testing the system (Note: the only level-locked card is Survivor Hero "Ladee" which unlocks at level 5, for testing purposes only)
- XP is awarded in the new Match Completion screen but can also be checked on the main menu (above the custom deck grid)
Bug Fixes
- Fixed a bug where Whitney wasn’t properly dealing x3 DMG with the Rocket Launcher
- Fixed a bug where the game would soft lock if an AI unit queued to attack died before it could finish its action
- Fixed a bug where where Stealth Kill was causing the game to soft lock by killing the acting unit before its action was resolved
- Fixed a bug where the Initiative trait could cause the game to soft lock in rare cases
- Fixed a bug where the Survivor AI would ignore Barricades and attack the Fallen
- Fixed a bug where Stay Alert and Junk would cause issues together
- Fixed a rare bug where Dropped the Keys wouldn’t prevent opening an Event
- Fixed a bug where Survivors would still search locations with Locked Doors when The Darkness was active
- Fixed a bug where the Survivor AI would soft lock the game when a Locked Door was in play
- Fixed a bug where damage FX would appear even when a unit dodges (or the weapon backfires)
Survival Mode
- Fallen Challenge 1: Strikers will now equip an SMG if they don’t have a weapon equipped on their Reinforcement Phase
Upcoming Features
Too much to list here. Watch the livestream on Saturday! ;)