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Update Notes - v0.13.4, v0.13.5, & v0.13.6

Hello Kickstarter backers and Early Access players! Below you can find and discuss the latest changes to the game. Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.

(Sorry for the delay on these notes -- the WiFi is a nightmare here at PAX.)

Note that we’ve had two smaller game updates over the past several days leading up to this morning’s big update, so I’ve incorporated them all into one post.

Also, congrats to our three winners from last weekend’s dev stream on Twitch. They’ll each be getting an extra 10 booster packs when the in-game store goes live.

Make sure to tune in to future streams for your chance to win free booster packs and exclusive in-game rewards!

Make sure to read the Early Access launch FAQ!

And the How to Play megathread/guides!

General

  • Added Status Effect text over units for certain abilities/effects*
  • Added Options button to Main Menu
  • Added new SFX for Snipe and .50 Cal Snipe
  • Exact DMG is shown now (instead of always “1” even if 2+ DMG was dealt)
  • Added unique Survival Challenge subtext in the Main Menu
  • Added Survival Mode explanation at the start of each Survival match
  • Survivor Challenge 3: The Fallen will now play any Revenants from their Hand before the free Revenants are put in play
  • Increased max Trap limit per Base to 6
  • Various resolution / full screen improvements
  • New explosion VFX added to Ladee’s Grenade Launcher
  • Added Overwatch Trait explanation to Overwatch Hideout tooltip

*The new Status Effect text should go a long way in making it more clear what’s happening, and why. This is just the first pass of this feature though so expect improvements and let us know what you think about it so far!

Card Changes

  • Dark Secret can no longer target Heroes
  • Backfire cost increased to 3 (from 2)

Dark Secret was never intended to target Heroes as that’d be way too powerful (Reggie, for example, will immediately kill himself if he gets Corrupted...on principle).

Meanwhile, Backfire is easily the most notorious card in the game, beloved by Fallen players and hated by Survivors, but it’s way too cheap at 2. In fact, it always hovered at 3 for years during physical testing, so it’s time for it to return to its rightful cost. This should balance out the early game a little bit better.

Likewise, a few alternatives to Backfire will be introduced down the road so you’re not always seeing the same Traps over and over again, and remember that a good way to prevent an expensive Survivor from triggering it is to put a Handgun on a Location Unit and have them shoot first instead.

Bug Fixes

  • Fixed a bug where Hurt Events were also stunning the affected units*
  • Fixed a bug where Hand cards would get twitchy if you put your cursor between two of them
  • Fixed a bug where the Barbed Hive was giving the “Barbed” Trait to all Fallen units
  • Fixed a bug where the furthest card on the right’s tooltip would be cut off during the Opening Hand selection
  • Fixed a bug where units under the Cancel option during a CS couldn’t be selected
  • Fixed various other visual layer issues

*Note that Bear Trap IS supposed to stun its victim and will still function as described.

A stunned Survivor will NOT trigger their Walkie Talkie if they die (or any of their items/abilities, for that matter), just FYI.

Locations

  • Changed the Lumber Yard’s default lighting

The Lumber Yard’s orange-ish lighting was never meant to be its default, but it was so visually striking (even from a distance) that we had it on by default for events like PAX and Comic-Con. Now that our event run is over, the default is now what it should be.

However, you can change the environment in-match by doing something special.....

Major Known Issues

  • Various AI issues (constantly being improved on -- please keep reporting any weirdness you may encounter!)
  • Survivors sometimes make an attack noise when they search
  • The Flashlight Item currently does not work

Upcoming Features

Right now we’re focusing on new modes, then a combination of vastly improving the enemy AI and also adding the complete/unique decks for both current Locations.

We’ll also be trickling various visual and especially audio improvements/additions into the game over the next few weeks.

Previous Updates

  • v0.13.3
  • Early Access Launch - v0.13.2

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