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DYB 2.0!

A new engine! You might say that that is unreal! I would say, no it's not. Along with that, new modes! "Range Day", a calm visit to the range. "Side Shot", a snipers dream, resting upon a far perch. "Zombies Upgraded", a new additional mode to "Zombie House"! Create a maze of a house, all while killing zombies! New maps! And three new guns! And many other things. Thanks for playing!

For the first week, after uploading this update, I will be gone. After that, I am sure that there will be plenty to fix. So look forward to that. Or don't? Whichever, if fixes need be done, I will do them.

Update log:

Update 2.0.0 5/21/26

-Switched game engine from UE4, to Godot 4

-The game now uses in-house animations, instead of pre-made anims

-Added "Side Shot" mode

-Added "Range Day" mode

-Added "Zombies Upgraded" mode

-Added new Classic mode level, Castle Wall

-Added a new Bunker Down level, Tunnel Bunker

-The floating menu is now a dedicated ui menu, as functionality between the engines, is a bit different

-Players who fall out of the world, will now be teleported back to the play area

-Added a bolt-action rifle, "Kar", to the game. It also has a scope

-Added a rifle, "SVD Dragon", to the game. It has a scope

-Added a rifle, "50 Dragon", to the game. It has a scope

-The AR rifle now has a functional Holographic sight

-Removed/added hints in hints menu

-Enemies that shoot at you, now look at you, when they shoot

-You can now block with melee weapons

-Changed Uzi Start damage from 12 to 5

-Changed AR start damage from 15 to 9

-Changed Uzi start fire rate from 0.3, to 0.2

-Changed both the Uzi and AR's smallest fire rate to 0.15, from about 0.2

-Changed the starting fire rate of the Revolver from .5, to 1.25

-Lowered the starting damage of the minigun, from 50, to 30

-Fixed chainsaw starting variables, as they were 0-out

-Fixed double barrel variables, as smallest fire and reload rates, were 0- out

-Fixed Electric Beam variables, as smallest fire and reload rates, were 0- out

-Changed flamethrower gun starting reload rate, form 2 to 4

-Fixed Flamethrower guns starting variables, as they were 0-out

-Fixed Grenade Launcher variables, as smallest fire and reload rates, were 0- out

-Changed The Hershel fire rate, from .7, to .9

-Fixed The Hershel variables, as smallest fire and reload rates, were 0- out

-Changed the credits page background, from a dark grey, to the book background

-Double Barrel starting reload rate is now 1 second, from .5, for each shell

-Tripwire now has exp, and can level up

-Added powerups and powerup tokens, to the game, for classic/bunkerdown/tower defense modes

-Fixed upgrade cost being added, instead of being set, with PeaShooter on upgrade 6

-Fixed issues with PeaShooter, where upgrades were not being applied correctly

-Added a slight stagger to the PeaShooters double barrel fire mode

-Changed the Mine explosion diameter from 1m to 4m

-Tower defense Turret locked upgrades now show what the upgrade is

-Fixed Machine gun turret's final upgrade, where it wasn't actually being applied

-Changed the width of the Tower defense machine gun turret's flamethrower "Cone", to be a little wider

-The tower defense Machine guns flamethrower now does continual damage, and more damage, initially dealing damage / 2

-Poison darts now have a starting range of 3m, instead of 1m

-Poison dart effect range can be upgraded now to 5m

-Defender wall trip wire has a different design now

-There are now the same amount of rifleman, as there are wall turrets

-Fixed bolt placement on cross bolt turret

-Fixed Quad Shot turret upgrade 5 description, as it incorrectly said, "Increased Effect Range", instead of, "Increased Damage"

-Quad Shot shot count is now 16, 24, 32 per upgrades, instead of 8, 10, 12

-Tower defense turret under player control, now fire from the camera, to center screen, instead of from the turret barrel

-Fixed tower defense Minethrower turret damage upgrades, as they were taking damage away, instead of adding to base damage

-Fixed some tower defense turrets using the wrong save Exp/ExpLvl data

-Mines can no longer be placed in the player area, and right in front of the defender walls, in Snake Field

-Fixed various misspellings

-Profiles have been gotten rid off

-Fixed incorrect UV mapping on the Bunker Down defender wall

-Smoothed Bunker down turret base mesh, and the rounded part of the turret

-Fixed Rocket Launchers 0-ed out variables

-Changed the Grenade Launcher's shell cost from 10, to 30 Coin

-Rocket Launcher starting explosion diameter is now 5 meters, instead of 3

-Shotgun type player weapons now have their shot count slowly upgraded with weapon lvl-up

-The Hershel's starting shot count is now 12, instead of 18

-The Tank now attacks once every 5 seconds, instead of 4 seconds

-Both the Machete and Katana's smallest swing rate, are now 1.5s, from 1.75s

-The Rifleman now carry a Kar98K, instead of the AR

-Added an enemy stun effect, upon the player attacking the enemies, which can holt their attacks momentarily

-Added the Kar to the Zombie House tier one weapons chest

-Zombie House windows are now limited to one upgrade, that gives each board + 10 health, and an extra 2 boards

-Flatlining all zombies in zombie house mode, now gives each player 300 coin

-Zombie House "Refill All Ammo" powerup, now refill both weapons, instead of just your equipped weapon

-Zombie house "Refill All Ammo" powerup, now also refills grenades

-Zombie House Chest Ui, is slightly redesigned

-Zombie House Chests now only have one powerup use, per round

-Zombie House chests now cycle powerups, once they are refilled

-You can now shoot to explode mines

-Lowered Tank starting damage from 300, to 150

-No longer using the, "Level Up!", splashscreen

-Temporarily removed blood - Godot's compatibility mode doesn't allow for what the game was using

-Added a new enemy type, "SueB"

-Various other changes/fixes due to changing engines