Developer postOriginal post (opens in a new tab)

New patch is now available!

Hi everyone! In preparing this patch, we wanted to focus on fixes and cosmetic corrections, but we could not resist and added something new!

Meet version 20180412!

Main changes:

  • Weapons will now drop to the ground after being swapped, instead of disappearing in the void. Now you can share your guns with a teammate or just swap weapons back, along with resetting the upgrade points.
  • Stunned zombies now continue to chase the player. But slowly and sadly. The good news is that after the explosion, they will now continue to follow you, and do not scatter on the map where they can (uhhuh, noone wants to go and search for them).
  • "Dragon's Breath" upgrade now sets all enemies ablaze on its path. With it, your sawed-off will be on fire for real! Burning crowds of enemies away with each single shot - it's better than ice cream on a hot summer day!
  • The duration of invulnerability after receiving damage is increased from 100 to 200 milliseconds. Now sudden dog from behind can't eat the player for a single bite, but for two. Don't thank us.
  • When the game is minimized, all sounds and music are now muted. Your mom will no longer be afraid to come closer to your computer.
  • Now you can take the weapon box only after stopping. You won't be able to carry heavy containers "on the run" anymore.
  • The speed of toggling slowmo on/off is is doubled.

Fixes:

  • Boxes can no longer spawn outside the map, the maplock, and in impassable places.
  • Fixed a ride on a motorcycle for NPC - they will longer ride away southwards when there is an enemy nearby. All alarmists and cowards who committed such a mistake were given to be eaten by zombies.
  • NPCs can no longer control themselves in flight. Gravity, you are heartless bastard!
  • Fixed mobs bleeding after taking damage in melee combat. Now they bleed as they should - see for yourself!
  • Fixed a bug when NPC could not understand script commands after leaving a vehicle.
  • Fixed calculation with negative numbers. Don't even ask what is it, just be glad that THIS is fixed.
  • Fixed helicopter pushing all objects away.
  • Fixed the work of tasks with a comma in the title. Another bug that you didn't even know about.
  • Fixed bug with WaitForKillAll getting stuck on the 4th level. Spawners kept spawning enemies while they were far behind the map. Well, they won't do that anymore!
  • Fixed a scripted deletion of all objects behind the maplock.
  • Fixed incorrect removal of NPCs, barrels, and player when cleaning the game.
  • Mobs with a speed of zero now stand still for real. Fixed shoting targets creeping towards you at the 2nd level. They... hmm... creep.
  • NPCs at the 2nd level don't now shoot your shooting targets. Shoot them yourself, don't be lazy!
  • The physical objects bouncing after falling has been fixed. The first Boss will no longer jump forever, after he jumped somehow, by some miracle maybe.
  • Fixed critical damage zone for Boss-Mayor.
  • The engine sound will not longer stay after vehicle deletion. It will be removed with the vehicle too.
  • Fixed shooting sound with ShootBullet script command.

For modders:

  • Now, if the transport does not have a sprite for some turn direction, it will use the same sprite that was used before the turn.
  • “SxNorm” for enemies was renamed to “Speed”.
  • Now you can set parameters for all zombies using "Enemy, All, Speed = 0" line.
  • Zombies and NPCs now share global AI. Advanced settings will be included in a manual we're working on, stay tuned.
  • Added comment system for .opt files. A line starting with a single quote (') or tab will be considered commented out.
  • Debug mode now shows empty script lines.
  • Added the ability to set parameters for entities from the spawner - "ApplyToSpawned, AI AttentionDistance = 50".
  • Now the spawner can't spawn more creatures at start than the allowed number in SpawnsBeforeDestroy.
  • New "BulletAirResistMultiplier" parameter for weapons - how much the air resistance affects the bullet.
  • WaitInZone now work with calculations.
  • Now you can remove any NPC, an enemy or vehicle with "Remove" script command.
  • Now you can set the camera following other object, different from the player. It will also be described in a manual.
  • "Player, All, Go, 0, 0" command was simplified to "Player, Go, 0, 0".
  • Added ability to add text bubbles and tooltips to the player and other objects.
  • Players now have names from 1 to 4. The first player, regardless of the color will be the number 1. Fixed the "Player 1" in the script.
  • Vehicle HP will no longer be visible with HUD disabled.
  • Bullet radius is now visible in debug mode. It's useful when experimenting with bullet morphing, if you want to know how does it work.
  • Now there will be super-slowmo when opening debug menu. It's a low slower than normal player's slowmo.

That's all Folks!

And while you will enjoy the changes of this patch, we will start preparing the next one. And again we will please you with something new!