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The document outlines significant updates to a game, including the addition of six new zombies, new resistance stats, and various new weapons and attachments. It also details changes to game modes, maps, and gun mechanics, with reworked difficulty handling and improved AI zombies. Additionally, numerous balance adjustments and optimizations have been made to enhance gameplay experience.

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0% found this document useful (0 votes)
21 views18 pages

Message

The document outlines significant updates to a game, including the addition of six new zombies, new resistance stats, and various new weapons and attachments. It also details changes to game modes, maps, and gun mechanics, with reworked difficulty handling and improved AI zombies. Additionally, numerous balance adjustments and optimizations have been made to enhance gameplay experience.

Uploaded by

ghimmyamigoz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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# UPDATE HIGHLIGHTS

## MAIN

`+ Added 6 new zombies`


`+ Added new stat Wounding Resistance`
> Take less damage from wounding effects

`+ Added new stat Fire Resistance`


> Take less damage from fire-based attacks

`+ Added new gun MCX Virtus`


`+ Released Cynthia Bulldozer to the public`
`+ Added Chaos Canyon to Objective gamemode`
`+ Added Zombie Escape Map "Teapot Realm"`
`+ Added Zombie Escape Map "Watermelon Escape"`
`+ Added new game modifier Necromancer Support`
`+ Added new game modifier Classic`
`+ Added new game modifier Ranged Zombies Only`
> These 3 new game modifiers are only available for Objective and Survival gamemode

`+ Added new votekicking method through the menu`


> Press "L" to open it

`+ Added new speech bubble UI`


`+ Added character velocity display`
`+ Added tap fire multiplier as a display stat`
`+ Added footstep audio to both players and zombies`
> Also based off what you're stepping on

`+ Added new settings`


> Proximity Fade
> Speech Bubbles
> Master Volume
> Player accessory limit

`+ Added new muzzle attachment AAC 7.62 Suppressor`


> For the SCAR-H

`+ Added new optic attachment ROMEOT8`


> For the SCAR-H, M4A1, CW5, AS VAL, AK-47, AUG EVO, UMP45, HK417, KRISS Vector
SMG, M249, P90, G36

`+ Added new barrel attachment "M-LOK Long Barrel" for the SCAR-H`

`+ Added the following attachments to the M4A1`


> Added new barrel attachment M-LOK Precision Barrel
> Added new barrel attachment M-LOK Assault Barrel
> Added new stock attachment Sephra Lightweight Stock
> Added new grip attachment Handler Precision Grip
> Added new barrel attachment Tora Pistol Grip

`+ Added new Acceleration Charge attachment Low Power`


> For the Lenn60

`+ Added Angled Grip, Block Grip, CQC Grip, Stubby Grip, Tactical Angled Grip,
Tactical Grip to Lenn60`
`! Reworked Objective gamemode difficulty handling`
`! Reworked Industrial Dummy Map Objective`
`! Small rework to Area 51 Objective`
> New U.S Army character models
> Armor buff

`! Changed Chaos Canyon`


`! Reworked Canyon Desert`
> Comes with a new lighting variation "Stormy Clouds"

`! New weapon models`


`! Reworked bullet penetration`
> Works better now

`! Zombies now deal a unique amount of damage`


> Ex. Zombie deals 50 damage, Slugger deals 150 damage

`! Improved AI zombies`
`! Some optimizations`
`* Tons of rebalances`

# MAPS

## ADDITIONS

`+ Added Chaos Canyon to Objective gamemode`


`+ Added Zombie Escape Map "Teapot Realm"`
`+ Added Zombie Escape Map "Watermelon Escape"`
`+ Added stormy clouds lighting to Starter City and Highway Cargo`

## CHANGES

`! Changed Four Square Facility`


> Added zombie spawns that cannot be exploited to prevent spawning

`! Brighten up the lighting of Hotel Defense`


`! Changed Chaos Canyon`
`! Changed Area 51`
`! Added more zombie spawns to Area 51`
`! Added more zombie spawns to Chaos Canyon`
`! Added some pathfinding links in Chaos Canyon`
`! In Area 51 Objective, you can now call the elevator down if the elevator is up,
call the elevator up if the elevator is down`
`! In Area 51 Objective, reduced the generator time from 45 seconds to 30 seconds`
`! In Area 51 Objective, reduced the time it takes for the elevator to switch
floors from 30 seconds to 12 seconds`
`! In Area 51 Objective, patched an expoit to where you can skip objectives through
the keycard`
`! In Area 51 Objective, changed zombie swarm elevator section`
`! Changed Industrial Dummy Map Objective`
`! In Industrial Dummy Map Objective, the bus no longer is prone to moving
sideways`
`! Industrial Dummy Map Objective now only selects the night time`
`! Reworked Canyon Desert`
> Comes with a new lighting variation "Stormy Clouds"

`! In Zombie Escape Hotel Defense, made the first holdout section shorter from 70
seconds to 45 seconds`
`! In Hotel Defense, moved the position of the sandbags in the start of the map`
> Guns have range. Stop getting too close to the zombie spawn.

`! Fixed Dummy Map hidden objective`


`! Gave the movable cars in Starter City better collision`
//
//
//
//
# GAMEMODES

## ADDITIONS
`+ Added new game modifier Necromancer Support`
`+ Added new game modifier Classic`
`+ Added new game modifier Ranged Zombies Only`
> These 3 new game modifiers are only available for Objective and Survival gamemode

## CHANGES

`! Reworked Objective gamemode a bit`


> Introduces difficulty levels that changes throughout the game depending on the
map. So it's no longer linear difficulty increase no matter what

`! In Survival gamemode, the minimum amount of AI zombies will now scale higher the
bigger the more populated the server is with players`
> 5% increase per player
> Primarily done so there's more action in the early game and there's more zombies
to kill

`! Additional cash and EXP reward from kills now apply to other gamemodes such as
Objective, Zombie Escape, etc.`
`! In Survival mode, AI zombie attack delay being set at 0 seconds starts at 3.5
minutes into the round instead of 2.5 minutes`
`! In Survival gamemode, increased some difficulty parameters`
//
//
//
//
# GUNS

## ADDITIONS
`+ Added new gun MCX Virtus`
`+ Released Cynthia Bulldozer to the public`

## CHANGES

`! Gave new models for the following guns`


> Glock 17
> M9 Beretta
> HK417
`! Gave new textures for the following guns`
> AS VAL
> UMP45

`! Changed HK417 reload animation`


`! Renamed FAMAS F1 to FAMAS F1K`
`! Gave FAMAS F1K a new model`
`! Renamed XM134 to M134 Minigun`
`! New M134 Minigun model`
`! Possibly fixed M134 Minigun?`
> Recoded the way it works

`! Renamed AK-47 to AKM-2`


> New textures
> Reduced camera vertical recoil
> Reduced camera horizontal recoil

`! Improved SCAR-H animations, including making some reloads faster`


`! Added an inspect and empty inspect animation to SCAR-H`
`! New SPAS-12 textures`
`! New P90 textures`
`! Fixed SCAR-H optics being misaligned`
`! Changed M249 tier from High Tier to Mid Tier`
`! Changed Cynthia Bulldozer weapon class from Combat Shotgun to Riot Shotgun`
`! Changed ROBLOX Model 37 weapon class from Combat Shotgun to Breacher Shotgun`

### NOTE

! Combat Shotgun = A shotgun that can be used for close, medium, and sometimes long
range encounters with high DPS.
! Breacher Shotgun = A shotgun that focus primarily on close range encounters with
really high damage per shot.
! Riot Shotgun = A shotgun designed for clearing out crowds effectively.

## AUDIO

`! Changed Glock 17 and G36 firing sounds`

### IMPORTANT
! LMGs in the future will be balanced around stuns and high knockback. This will
help LMGs fill the role of being defensive support weapons that will keep zombies
back at range.
! Knockback has been adjusted to be more responsive, so a lot of guns/attachments
will have their knockback force rebalaned. For instance, if I were to leave the MW
AS VAL at 140+ knockback force, it would be able to launch zombies flying across
the map in one shot.

## STAT CHANGES

`* AKM-2 now deals 1.3x damage to mega bosses`


`* G36 now deals 1.5x damage to mega bosses`
`* AUG EVO now deals 1.3x damage to mega bosses`
`* CW5 now deals 1.4x damage to mega bosses`
`* ROBLOX Model 37 now deals 1.1x damage to mega bosses`
`* R16 now has a mega boss multiplier if 1.92x`
`* 40MM now deals 0.5x damage to mega bosses`
`* Lenn60 now deals 0.88x damage to mega bosses`
`* UMP45 now deals 1.4x damage to mega bosses`
`* AS VAL now deals 1.2x damage to mega bosses`
`* SPAS-12 now deals 0.55x damage to mega bosses`
`* FAMAS F1K now deals 1.5x damage to mega bosses`
`* M249 now deals 1.2x damage to mega bosses`
`* M249 can now stun`
> Stun power of 47
> Headshot stun duration of 1 second
> Torso stun duration of 0.5 seconds

`* Changed M249 accuracy from 94% > 82% to 99.5% > 86%`
`* Changed M134 Minigun gun type from Heavy Machine Gun to Medium Machine Gun`
`* You can now sprint with the M134 Minigun (But not tactical sprint)`
`* M134 Minigun now has a mega boss multiplier of 0.77x`
`* Changed M134 Minigun ammo pickup from 150 to 95`
`* Changed M134 Minigun base speed from 13 to 15`
`* Changed M134 Minigun weight from 3.75 to 4.25`
`* Changed M134 Minigun sprint multiplier from 1x to 1.6x`
`* Changed M134 Minigun damage range from 60 > 300 to 214 > 630`
`* Changed M134 Minigun CQC multiplier from 4x to 1x`
`* Changed M134 Minigun headshot multiplier from 5x to 6x`
`* Changed M134 Minigun damage from 255 > 75 to 390 > 100`
`* Changed M134 Minigun bullet penetration from 15 studs to 72 studs`
`* Changed HK417 damage from 55 > 30 to 95 > 30`
`* Changed HK417 stun power from 30 to 75`
`* Changed HK417 tap fire multiplier from 1.75x to 2.5x`
`* Changed HK417 knockback force from 62 to 48`
`* Changed Cynthia Bulldozer damage from 75 > 30 to 130 > 5`
`* Changed Cynthia Bulldozer CQC multiplier from 1.8x to 1x`
`* Changed Cynthia Bulldozer ammo reserve from -6 to -4`
`* Changed Cynthia Bulldozer starting mag size from 14 to 4`
`* Changed Cynthia Bulldozer fire damage from 800 to 14,000`
`* Changed Cynthia Bulldozer burn duration from 40 seconds to 30 seconds`
`* Changed Cynthia Bulldozer accuracy from 34% to 56%`
`* Changed Cynthia Bulldozer penetration depth from 20 to 100 studs`
`* Changed Cynthia Bulldozer pellet count from 35 to 9`
> For performance reasons

`* Changed Cynthia Badger Zombie Escape ammo reserve from 25 to 17`


`* Cynthia Badger now has a starting mag size of 2 instead of 30`
`* Changed Cynthia Badger sprint multiplier from 1.8x to 1.7x`
`* Changed Cynthia Badger ammo pickup from 4 to 5`
> This will eventually be nerfed back down to 3 ammo pickup (or another value) once
supply crate shops launch or playable zombie bosses gets added
> This is so this gun can kill more zombies since there aren't any boss zombies
ATM.

`* Changed Cynthia Badger headshot multiplier from 30x to 2.8x`


`* Changed Cynthia Badger wounding damage from 400 to 901`
`* Changed Cynthia Badger ammo reserve from -8 to -16`
`* Changed Cynthia Badger damage from 75 > 22 to 189 > 90`
`* Changed Cynthia Badger armor multiplier from 10x to 5x`
`* Changed Cynthia Badger wounding tick from 0.075 seconds to 0.05 seconds`
`* Cynthia Badger can now ignore 19% flat of wounding resistance`
`* 40MM now has a zoom multiplier of 3.5x`
`* Changed 40MM damage from 5500 > 3650 to 9800 > 3650`
`* Changed 40MM headshot multiplier from 3x to 2.3x`
`* Changed 40MM torso multiplier from 1.75x to 1.2x`
`* Changed 40MM tap fire multiplier from 1.75x to 1x`
`* Changed 40MM armor multiplier from 10x to 2x`
`* Changed 40MM armor pierce from 200% to 105%`
`* Changed 40MM ammo reserve on Zombie Escape to be infinite again`
> These nerfs for the anti-armor capabilities have been nerfed to the ground
because they were way too overpowered for boss battles compared to other guns based
off playtests with a boss fight in one of the Zombie Escape maps
> As for the return of infinite ammo reserve, it's so that it retains its tier one
status compared to its peers (like the Cynthia Badger) against bosses.

`* Changed ROBLOX Model 37 knockback force from 25 to 9.5`


`* Changed ROBLOX Model 37 RPM from 60 to 40`
`* Changed ROBLOX Model 37 armor multiplier from 1x to 0.5x`
`* Changed ROBLOX Model 37 CQC multiplier from 1.8x to 2.2x`
`* Changed ROBLOX Model 37 damage from 50 > 25 to 60 > 10`
`* Changed ROBLOX Model 37 pellet count from 8 to 12`
`* Changed ROBLOX Model 37 damage range from 20 > 55 to 50 > 110`
`* ROBLOX Model 37 can now stun on damage`
> Bypasses sturdiness (like Slugger)
> Ignores 30% of knockback resistance
> Headshot stun duration of 0.5 seconds
> Torso stun duration of 0.15 seconds
> Body stun duration of 0.15 seconds
> Stun power of 37

`* Adjusted R16 sprint and rest pose (lowered their position)`


`* Changed R16 armor pierce from 25% to 46%`
`* Changed R16 damage from 48 > 25 to 62 > 25`
`* Changed R16 headshot multiplier from 1.75x to 1.5x`
`* Changed R16 torso multiplier from 1.4x to 1.28x`
`* Changed R16 RPM from 575 to 500`
`* R16 can now stun on damage`
> Ignores 11% of knockback resistance
> Headshot stun duration of 0.55 seconds
> Torso stun duration of 0.45 seconds
> Stun power of 38

`* Changed CW5 RPM from 880 to 900`


`* Changed CW5 firing sound`
`* Changed CW5 damage range from 75 > 100 to 80 > 170`
`* Changed CW5 knockback force from 45 to 33`
`* CW5 can now stun on damage`
> Headshot stun duration of 0.4 seconds
> Torso stun duration of 0.3 seconds
> Stun power of 11

`* Changed KRISS Vector SMG knockback force from 28 to 38`


`* Changed KRISS Vector SMG ammo pickup from 80 to 100`
`* Changed UMP45 base speed from 15.5 to 16`
`* Changed UMP45 sprint multiplier from 1.6x to 1.7x`
`* Changed UMP45 damage range from 110 > 160 to 130 > 200`
`* Changed UMP45 torso multiplier from 1.15x to 1.75x`
`* Changed UMP45 headshot multiplier from 1.49x to 2.2x`
`* Changed UMP45 damage from 39 > 15 to 46 > 12`
`* Changed UMP45 CQC multiplier from 2x to 1.5x`
`* Changed UMP45 knockback force from 35 to 44`
`* Changed FAMAS F1K ammo pickup from 150 to 100`
`* Changed FAMAS F1K torso multiplier from 2x to 1x`
`* Changed FAMAS F1K headshot multiplier from 3.5x to 2.6x`
`* Changed FAMAS F1K damage from 34 > 25 to 105 > 26`
`* Changed FAMAS F1K damage range from 150 > 250 to 199 > 317`
`* Changed FAMAS F1K penetration depth from 2.1 studs to 5 studs`
`* Changed AS VAL damage range from 95 > 144 to 150 > 280`
`* Changed SPAS-12 knockback force from 15 to 5`
`* Changed SPAS-12 accuracy from 81% to 88%`
`* Changed SPAS-12 damage from 40 > 14 to 65 > 14`
`* Changed SPAS-12 damage range from 90 > 120 to 160 > 210`
`* Changed Lenn60 requirements`
> From 140,000 EXP to 220,000
> From $125,000 to $850,000

`* Lenn60 now has limited ammo reserve in Zombie Escape of 500`


`* Changed Lenn60 tap fire multiplier from 0.2x to 0.1x`
`* Changed Lenn60 torso multiplier from 2.5x to 5x`
`* Changed Lenn60 headshot multiplier from 10x to 17x`
`* Changed Lenn60 ammo pickup from 35 to 30`
`* Changed Lenn60 armor multiplier from 2.25x to 2.9x`
`* Changed Lenn60 stun power from 60 to 56`
`* Changed Lenn60 penetration depth from 6.5 studs to 21 studs`
`* Changed P90 stun power from 24 to 35`
`* Changed AUG EVO damage from 40 > 25 to 55 > 25`
`* SCAR-H now ignores 44% knockback resistance`
`* Changed SCAR-H headshot multiplier from 2x to 2.5x`
`* Changed SCAR-H torso stun duration from 0.5 seconds to 1.35 seconds`
`* Changed SCAR-H stun power from 25 to 40`
`* Changed AKM-2 headshot multiplier from 2x to 3x`
`* Changed AKM-2 stun power from 24 to 40`
`* Changed AKM-2 headshot stun duration from 0.8 seconds to 2 seconds`
`* Changed TAR-30 headshot stun duration from 0.55 seconds to 0.34 seconds`
`* Changed TAR-30 torso stun duration from 0.35 seconds to 0.11 seconds`
`* Changed TAR-30 body stun duration from 0.2 seconds to 0.11 seconds`
`* Changed TAR-30 stun power from 37 to 253`
`* Heavily reduced TAR-30 general camera recoil`
`* Changed M4A1 headshot multiplier from 1.5x to 2.25x`
`* Changed M4A1 torso multiplier from 1.25x to 1.5x`
`* Changed M4A1 wounding duration from 2 seconds to 4 seconds`
`* Changed M4A1 visual recoil`
`* Toned down G36 ADS vertical visual recoil by over half`
`* Reduced G36 camera ADS vertical recoil`
`* Changed Desert Eagle knockback force from 180 to 100`
`* Desert Eagle now has -1 weight`
`* Glock 17 now has -3.75 weight`
`* M9 Beretta now has -3.75 weight`
`* URP now has -5 weight`
`* R8 Revolver now has -1 weight`
`* M93R now has -3 weight`
`* Changed sprint multiplier of Glock 17, M9 Beretta, and URP from 1.6x to 1.85x`
`* Changed URP RPM from 210 to 300`
`* Changed URP mag size from 12 to 8`
`* Reduced URP camera horizontal recoil`
`* URP can now stun on damage`
> Headshot stun duration of 2 seconds
> Torso stun duration of 1 second
> Body stun duration of 0.5 seconds
> Stun power of 88

`* Changed sprint multiplier of M93R from 1.6x to 1.7x`


`* Changed R8 sprint multiplier from 1.65x to 1.9x`
//
//
//
//
# ATTACHMENTS

## ADDITIONS

`+ Added new muzzle attachment AAC 7.62 Suppressor`


> For the SCAR-H

`+ Added new optic attachment ROMEOT8`


> For the SCAR-H, M4A1, CW5, AS VAL, AKM-2, AUG EVO, UMP45, HK417, KRISS Vector
SMG, M249, P90, G36, Lenn60

`+ Added new barrel attachment "M-LOK Long Barrel" for the SCAR-H`
`+ Added new optic Leupold Mark 8`
> For the Lenn60, AS VAL, HK417, SCAR-H, M4A1

`+ Added the following attachments to the M4A1`


> Added new barrel attachment M-LOK Precision Barrel
> Added new barrel attachment M-LOK Assault Barrel
> Added new stock attachment Sephra Lightweight Stock
> Added new grip attachment Handler Precision Grip
> Added new barrel attachment Tora Pistol Grip

`+ Added new Acceleration Charge attachment Low Power`


> For the Lenn60

`+ Added underbarrels Angled Grip, Block Grip, CQC Grip, Stubby Grip, Tactical
Angled Grip, Tactical Grip to Lenn60`

`+ Added the optics Bugbuster Scope, Coyote Sight, EOTech 552, Kobra Sight, Reflex
Sight, UH GEN to Lenn60`

## CHANGES

`! New Quad-Stack Mag model`


`! New Magpul GEN3 Precision Stock model`
`! Made Tactical Laser model smaller`
`! Changed Compensator mesh color`
`! Changed Razor Brake mesh color`
`! Buckslugs is now labeled as a Tier One attachment`

## STAT CHANGES

`* High Grain Rounds changes on the URP`


> Now has stun power of +112
> Now has headshot stun duration of +1.25 seconds
> Now has torso stun duration of +1 second
> Now has body stun duration of +0.5 seconds

`* Changed High Grain Rounds damage for the FAMAS F1K from +15 > +8 to +88 > +10`
`* Changed High Grain Rounds damage for the AKM-2 from +15 > +8 to +51 > +5`
`* Changed High Grain Rounds damage for the SCAR-H from +15 > +8 to +50 > +30`
`* Changed High Grain Rounds damage for the AS VAL from +15 > +8 to +25 > +5`
`* Changed High Grain Rounds damage for the TAR-30 from +15 > +8 to +105 > +47`
`* Changed High Grain Rounds damage for the CW5 from +15 > +8 to +65 > +4`
`* Changed High Grain Rounds damage for the AUG EVO from +15 > +8 to +39 > +11`
`* Changed High Grain Rounds damage for the SCAR-H from +50 > +30 to +91 > +30`
`* Changed High Grain Rounds damage for the M4A1 from +15 > +8 to +48 > + 5`
`* Changed High Grain Rounds damage for the G36 from +15 > +8 to +40 > +5`
`* Changed High Grain Rounds damage for the M249 from +15 > +8 to +50 > +8`
`* Changed High Grain Rounds damage for the UMP45 from +15 > +8 to +41 > +2`
`* Changed High Grain Rounds damage range for the CW5 from -70 > -80 to -25 > -15`
`* Changed High Grain Rounds knockback force from +24 to +8`
`* Changed High Grain Rounds maximum accuracy from -5% to 0`
`* Changed Hollow Point general weapon level requirement from 15 to 31`
`* Changed Hollow Point weapon level requirement for the AUG EVO from 29 to 38`
`* Changed Hollow Point wounding damage from 20 to 25`
`* Changed Hollow Point damage for the M4A1 from +5 > -13 to +5 > -5`
`* Changed Hollow Point damage range for the M4A1 from -80 > -100 to -10 > -100`
`* Hollow Point now has an armor multiplier of -0.3x`
`* Hollow Point can now make your gun stun enemies`
> Stun power of 50
> Headshot stun duration of 1 second
> Torso stun duration of 0.8 seconds
> Body stun duration of 0.6 seconds

`* Changed G36 Heavy Barrel damage range from +50 > +75 to +110 > + 180`
`* G36 Heavy Barrel now can stun`
> Stun power of 52
> Headshot stun duration of 0.5 seconds
> Torso stun duration of 0.25 seconds
> Body stun duration of 0.1 seconds

`* Changed Muzzle Brake description`


`* Muzzle Brake now has a cash and EXP multiplier of +0.15x`
`* Light Angled Grip now has a proper description`
`* Buffed Light Angled Grip recoil reductions`
`* Light Angled Grip now has a cash and exp multiplier of +0.2x`
`* Changed Handstop Grip description`
`* Handstop Grip horizontal recoil now increases the recoil instead of decreasing`
`* Changed Handstop Grip EXP multiplier from +0.35x to +0.55x`
`* Handstop Grip now has a cash multiplier of +0.4x`
`* Changed Tactical Angled Grip description`
`* Changed Tactical Angled Grip EXP multiplier from +0.25x to +0.37x`
`* Tactical Angled Grip now has a cash multiplier of +0.3x`
`* Tactical Angled Grip now increases more camera vertical recoil`
`* Tactical Angled Grip now decreases visual vertical recoil`
`* Removed max accuracy drawback for the following attachments: Razor Brake,
CrystalTech Compensator`
`* Changed CrystalTech Compensator knockback force from +5 to +2`
`* Changed CrystalTech camera ADS vertical recoil from +50% to +20%`
`* Reduced Mobility Stock ADS visual recoil`
`* Reduced Mobility Stock general recoil increase`
`* Changed Bulldozer Beltfed accuracy from none to -15%`
`* Changed Bulldozer Beltfed weight from +1 to +4.5`
`* Changed Bulldozer Beltfed pellet count from -29 to -4`
`* Changed Low Grain Rounds damage for the Lenn60 from -4 > -4 to -40 > -15`
`* Changed Low Grain Rounds damage for the TAR-30 from -4 > -4 to -101 > -29`
`* Low Grain Rounds on the TAR-30 now has an ammo pickup multiplier of +0.7x`
`* Low Grain Rounds on the TAR-30 now has an ammo reserve of +30`
`* Changed Bulldozer Belt-fed ammo pickup multiplier from 5x to 3.5x`
`* Changed Incendiary Rounds ammo pickup multiplier for the SCAR-H from -0.3x to -
0.2x`
`* Changed Heavy Rifle Armor-Piercing ammo pickup multiplier for the SCAR-H from -
0.175x to -0.125x`
`* Changed Heavy Rifle SLAP ammo pickup multiplier for the SCAR-H from -0.3x to -
0.2x`
`* Changed Beta C-Mag ammo reserve for the Glock 17 from -30 to -60`
`* Changed Beta C-Mag ammo pickup multiplier for the Glock 17 from -0.2x to +0.8x`
`* Changed USC Receiver ammo pickup multiplier from -0.2x to -0.1x`
`* Changed USC Receiver ammo reserve from -200 to 0`
`* Changed MW19 SP description to fix errors`
`* Changed MW19 SP ammo reserve from -300 to -350`
`* Changed MW19 SP torso multiplier from 15x to 5x`
`* Changed MW19 SP stun power from +500 to +240`
`* Changed MW19 SP knockback force from +100 to +28`
`* Changed MW19 SP ammo pickup multiplier from -0.9x to -0.93x`
`* Changed Buckslugs accuracy from -40% to -60%`
`* Changed Buckslugs damage from +85 > +55 to +160 > +30`
`* Removed hidden sprint multiplier on the Knight's Armament Suppressor`
//
//
//
//
# GAMEPLAY

## CHANGES

`! Made survivor dive faster and more responsive to physics`


`! Reduced stunned weapon sway`
`! Tactical mode now decreases recoil and increase RPM for Glock 17, M9 Beretta,
ROBLOX Model 37, and URP`
`! Being in the U.S Army faction now gives guns below high tier tactical mode`
`! Buffed stun power stacking`
`! During free spawn and AI zombies spawning, the game will now ignore certain
objects when considering if survivors are on sight. Main example are the pillars of
Area 51`
> Currently Area 51 has objects excluded ATM.

`! Rework bullet penetration`


> Should work a lot better now and piercing through walls should be more consistent

`! Changed knockback multiplier when shooting the knees from +15% to +39%`
`! Jumping while crouch will now make you jump instead of just standing`
> This is done for more fluid movement and makes it easier to dodge certain things
like lasers

`! Changed jump cooldown from 0.25 seconds to 0.1 seconds`


> Note: Cooldown starts upon landing, not after jumping

`! Fixed an issue where hitting certain parts of a leg or head would not affect
damage multipliers`
> For instance, hitting the upper head will now deal more damage as intended

`! Re-added lifespan to AI zombies`


> 2 minutes and 30 seconds and it dies. Prevents stall maxxing

`! You can now shoot while stunned by War Zombie`


`! Shooting these specific parts of the body now increases stun duration (if the
gun can stun)`
> Shooting the thighs increases stun power and stun duration by 40%. If the body
shot stun duration doesn't exist or is too low after being increased, it's minimum
value is 0.5 seconds.
> Shooting the knees increases stun power by 200% and stun duration by 110%.
Minimum stun duration value is 0.8 seconds.
> Shooting the feet increases stun power and stun duration by 20%. Minimum stun
duration value is 0.3 seconds.
## FIXES

`! Fixed an issue where if both primary and secondary have the same sprint
multiplier, switching weapons would swap the mobility stats while sprinting`
> For example, if you have a UMP45 with a base speed of 15, and Desert Eagle with a
base speed of 16, switching to the Desert Eagle will give the Deagle mobility stats
of the UMP45

`! Fixed an issue where framerate would affect the stamina consumption rate`
`! Fixed an issue where you can time the deploy right before the countdown ends and
spawn in as a zombie nearby survivors and spawn in as a zombie during free spawn`
`! Fixed an issue where AI zombies would revive right after you head blast it at
the right time`
> The same fix for player zombies probably coming soon

`! Fixed an issue where after the zombie corpse lays there for some seconds, its
head cannot be damage and its body cannot be burned`
`! Fixed being unable to sprint during free spawn`
`! Fixed an issue where the 0.35x damage multiplier on XM134 for Zombie Escape
applied to all other guns`
> Because of this, changed the Zombie Escape zombie health multiplier from 25x to
60x
> For zombie players, changed the Zombie Escape health multiplier from 12x to 50x

`! Fixed an issue where one-shotting a zombie with incendiary rounds doesn't set
them on fire`
`! Fixed an issue where players who got infected are unable to take damage for 1
second`
`! Fixed an issue where there would be a delay on being able to damage an enemy
upon them spawning`
`! Fixed an issue where swapping guns while flicking up and jumping would cause you
to accelerate due to the change of mass`
`! Fixed an issue where negative weight does not contribute to weight reduction`
`! Fixed fire-based attacks from zombies not dealing more damage to armor`
//
//
//
//
# ZOMBIES

## ADDITIONS

`+ Added 6 new zombies`


`+ Added new stat Wounding Resistance`
> Take less damage from wounding effects

`+ Added new stat Fire Resistance`


> Take less damage from fire-based attacks

## CHANGES

`! In Area 51 Objective, Gas Splitter is excluded from the zombie roster`


`! In Dummy Deception Facility, changed Patient Zero boss stats`
`! In Dummy Deception Facility, Patient Zero's melee damage now scales with the
amount of survivors that have escaped`
`! In Dummy Deception Facility, Patient Zero boss is immune to limb multipliers`
`! Changed Charged Zombie description`
`! Changed War Zombie description`
`! Changed First Generation Zombie description`
`! Changed Decayed description`
`! War Zombies and Psycons now longer can stun you while sitting`
`! Heavily reduced Slugger's hunch pose, so wallhugging as it wouldn't be as
effective`
`! AI Zombies now do a prone stance when diving`
`! When AI Zombies dive, they now pause for 0.7 seconds in a crouch stance before
diving forward at you (doesn't apply for diving while bob and weaving and diving to
another place during pathfinding`
`! Given Carrier's parasite spit a better hit detection`
`! Made AI zombies respond faster`
`! New Gas Splitter character model`
`! Made AI zombies spawn SIGNIFICANTLY faster`
`! Most zombies now have a unique amount of damage they deal to armor with their
melee attack`
> [REDACTED] now deals 600 damage
> Charged Zombie now deals 75 damage
> Slugger now deals 150 damage
> Psycon now deals 60 damage
> Necromancer now deals 350 damage
> Decayed now deals 60 damage
> Gas Splitter now deals 80 damage
> Host Zombie now deals 85 damage
> War Zombie now deals 60 damage
> Siren now deals 175 damage

`* [REDACTED] now has 98% wounding resistance`


`* [REDACTED] now has 150% fire resistance`

`! Changed AI zombie spawn distance parameters`


> Absolute minimuim distance changed from 20 to 70
> Minimum distance changed from 50 to 90

`! Improved AI zombie pathing`


`! Zombie noise is more frequent the closer they are to a survivor`
`! New Firecaster character model`
`! Fixed Firecaster flamethrower VFX persisting after death`
`! Gave Firecaster an additional VFX for its flamethrower ability`
`! Increase Gas Splitter's gas sizzling sound volume`
`! Reworked Charged Zombie's Super Charge ability`
> Upon activating the ability, the speed boost will ramp up and it'll take approx.
1.5 seconds to get the full speed boost.
> Damaging it reduces the super charge duration
> Changed the way speed multiply is calculated
> Changed super charge duration from 1.75 seconds to 2 seconds
> Changed super charge speed boost increase from 600% to 30%

`! Necromancer now has a cap to the amount of zombies it can revive of 18 zombies`
`! Necromancer when reviving zombies can now tempoarily grant them total immunity
to 3rd dimensional attacks for around 10 seconds`
> Changed Necromancer's description

`! Fixed attack delay on AI zombies not working`


> Turns out I forgot to implement it

`! Changed normal zombie character texture`


> More optimized
`* Carrier now can only use its parasite spit ability 5 times`
> In turn, the speed of the parasite projectile has been increased significantly

`! Psycon no longer has a fixed stun and damage value`


> Reworked into having damage/stun range instead (very much how guns have damage
range)
> Damage: 45 > 1
> Stun Duration: 3 > 0.1
> Range = 11 > 40
> 0.5x Damage multiplier for Zombie Escape (22.5 max damage instead of 18)

`! Decayed's smoke bomb now deals 7.5x armor multiplier`


`! Decayed's smoke bomb no longer pierces through armor`
`! Decayed's melee attack can now actually poison armor`
`! Charged Zombie now deals extra damage to armor when super charged`

## STAT CHANGES

`* Changed Firecaster health from 480 to 1410`


`* Firecaster now has 80% fire resistance`
`* Changed Firecaster burn duration from 4 seconds to 2 seconds`
`* Firecaster's flamethrower ability now has 6 max uses`
`* Firecaster's flamethrower damage tick increased by doubled`
> Firecaster damage twice as slow

`* Using Firecaster's flamethrower ability now causes itself to slow down`


`* Changed Firecaster burn damage from 1 to 2`
`* Changed Slugger health from 4000 to 3000`
`* Changed Slugger armor durability from 1750 to 9200`
`* Changed Slugger armor health protection from 80% to 100%`
`* Changed Slugger armor durability protection from 65% to 0%`
`* Changed Slugger minimum speed from 3 to 6`
`* Changed Slugger sprint multiplier from 1.65x to 1.8x`
`* Slugger now has a fire resistrance of 38%`
`* Slugger now has 60% wounding resistance`
`* Changed Slugger limit from 10 to 50`
`* Changed Host Zombie armor durability from 480 to 1200`
`* Changed Host Zombie armor durability protection from 20% to 0%`
`* Changed Host Zombie limit from 50 to 500`
`* Charged Zombie's Super Charge ability no longer grants it knockback resistance`
`* Changed Charged Zombie armor durability from 850 to 1900`
`* Changed Charged Zombie armor health protection from 140% to 120%`
`* Changed Charged Zombie limit from 6 to 35`
`* Changed Carrier health from 1000 to 770`
`* Changed Carrier armor durability from 600 to 1900`
`* Changed Gas Splitter's health from 1000 to 2210`
`* Gas Splitter's gas spit ability now has 4 max uses`
`* Changed Gas Splitter's gas spit ability cooldown from 45 seconds to 28 seconds`
`* Gas Splitter now has 60% wounding resistance`
`* Host Zombie now has 45% wounding resistance`
`* Changed Decayed health from 500 to 1600`
`* Decayed now has 112% wounding resistance`
`* Decayed now has 40% fire resistance`
`* Decayed zombie now has armor`
> Armor durability of 3500
> Armor health resistance of 110%
`* First Generation Zombie now has fire resistance of 95%`
`* First Generation Zombie now has wounding resistance of 102%`
`* Changed Zombie, and Undead sprint multiplier from 1.65x to 1.75x`
`* Siren now has a wounding resistance of 21%`
`* Siren now has a fire resistance of 39%`
`* Changed Necromancer's armor durability from 4500 to 40000`
`* Changed Necromancer armor health protection from 200% to 600%`
`* Changed Necromancer spawn chance from 0.5% to 2%`

## FIXES

`! Fixed Gas Splitter spitting not working`


`! Fixed scuffed AI zombie pathfinding when it comes to diving from one obstacle to
another`
`! Mostly fixed an issue where War Zombie's stun bomb can go through walls`
`! AI zombies are less likely to spawn right in your face`
`! Fixed an issue where AI zombies would spawn further than intended`
`! Fixed the following issues that allows the zombie player to use their abilities
after death`
> Firecaster's flamethrower
> Carrier's vomit
> Carrier's parasite spit
> Gas Splitter's gas spit
> Charged Zombie's charge ability
> Decayed's smoke bomb
> War Zombie's stun bomb
> Siren's screech ability
> Psycon's stun blast
//
//
//
//
# REWARDS

## CHANGES

`! Experience earned through winning now gives 100% of the EXP earned to weapon
leveling instead of 80%`
`! Changed Area 51 Objective rewards`
> From $12,500 cash to $20,000 cash
> From 11,500 EXP to 18,000 EXP

`! Changed Industrial Dummy Map Objective rewards`


> From $8,000 cash to $14,000 cash

`! Changed survivor win rewards increase per kill`


> Player zombie kill from +3.5% to +4.5%
> AI zombie kill from +2% to +1%

`! Changed extra cash and EXP values depending on where you hit on the body`
> Upper head from (+10 cash | +6 EXP) to (+50 cash | +70 EXP) per hit
> Knees from (+2 cash | +1 EXP) to (+30 cash | +48 EXP) per hit

## FIXES

`! Fixed an issue where round end rewards would give your weapon too much levels if
it was a low level gun`
//
//
//
//
# SETTINGS

## ADDITIONS

`+ Added new HUD setting Max Chat Bubbles`


> Default setting is 3

`+ Re-added Player Accessory Limit option under Graphics`


> This time it actually works now. Default value is 10

`+ Added Proxmity Fade and its setting`


> Set to enabled by default. This makes nearby players transparent for better
visibility

`+ Added new setting "Chat Bubbles"`


> Enabled by default

`+ Added new audio setting Master Volume`


> Default setting is 50%

`+ Added new audio setting Music Volume`


> Default setting is 50%

## FIXES

`! Fixed an issue where the Shadows setting does not save`


//
//
//
//
# USER INTERFACE

## ADDITIONS

`+ Added update logs in-game`


`+ Added new speech bubble UI`
`+ Added character velocity display`
`+ Added tap fire multiplier as a display stat`

## CHANGES

`! Changed the way you switch your loadout in the menu`


> Less buttons to click. The equipment UI was pretty pointless

`! In the menu, the chat will now be present in all pages`


`! Relocated server performance display`
`! When displaying total damage dealt, armor damage now is included`
`! When you spawn, there's less UI popup to make it less overwhelming`
> Expected zombies UI
> Gamemode info UI

`! Changed enemy threat level description of Omega of the amount of survivors it


can take on from 85% to 99% to 85% to 100%`
`! Changed Objective list UI`
`! Ammo display now rounds up numbers`
`! Changed ammo HUD`
`! Implemented new viewport model system`
> This will make weapon models fit into the UI frame a lot better and more
accurately

`! Changed in-game zombie abilities UI`


`! Added Right Click icon for zombie abilities`
`! Reworked hint pop-ups`
> Should be less buggy
> Objective-based hints are displayed with orange icons, whereas contextual-based
tutorial hints are colored in blue
> Instead of hint popups having a duration, it'll now have you press a keybind to
remove the popup

`! Reworked weapon stats UI`


> More stats and more informative

`! Changed weapon list UI`


> Moved the unlock requirements to the weapon buttons

`! The first subtitle now has a background. Past subtitles will have no backgrounds
like before`
> More noticable

## FIXES

`! Fixed an issue where the casualty rating would not display its intended display
when 1 player is left (doesn't count when it's a solo)`
`! Fixed an issue where your crosshair goes missing and still aiming when infected
while aiming`
`! You can no longer see names through walls`
`! Fixed an issue where the customize nodes in the customize menu would be way off
from the intended location of those customizable parts`
//
//
//
//
# OPTIMIZATIONS

`! Attempted to fix lag issue relating to replication`


`! Slightly optimized AI zombie spawn more`
`! Optimized client-side code`
`! Optimized ragdolls`
`! Slightly optimize code relating to hovering over characters to view their names`
`! Optimized character animations`
`! Changed the way bullet pooling is handled`
> Switching guns should no longer lag badly

`! Attempted to optimize Lenn60's firing VFX`


> Also fixed the smoke VFX not shooting on both directions

`! Optimized burning VFX`


`! Optimized Charged Zombie's idle electricity VFX`
`! Optimized Gas Splitter's gas VFX particles`
`! Optimized Decayed's smoke VFX particles`
`! Optimized Carrier's gas VFX particles`

//
//
//
//
# ANIMATIONS

`! Fixed an issue where if you don't spawn in the current round and be moved to the
zombie team, the next round you spawn in as survivor your view model animations
would break`
`! Made view model walking animation have smoother transition`
`! Made character animations smoother`
`! Added viewmodel animation to whenever you stop walking`
> Doesn't apply when ADS/sprinting/resting

`! Fixed a long time issue where zombie character head angles don't change at all`
> Means that something like Speedy's head is facing up correctly

`! Fixed an issue with legs being weirdly animated`


//
//
//
//
# FACTIONS

## ADDITIONS

`+ New U.S Army character model`

## CHANGES

`* Changed U.S Army gas mask filter from 150 to infinite`


`* Changed U.S Army armor durability from 125 to 550`
//
//
//
//
# AUDIO

`+ Added footstep audio to both players and zombies`


> Also based off what you're stepping on

`+ Added extra sounds near countdown`


`! Fixed an issue where loud zombie sounds would play when you load into the game`
`! Changed round start zombie horde noise`
`! Toned down audio for most of the game to proper levels`
`- Removed zombie announcer reverb effect`
//
//
//
//
# MISC

## ADDITIONS

`+ Added more hints`


`+ Added new votekicking method through the menu`
> Press "L" to open it

## CHANGES
`! Made ragdolls more responsive`
`! Improved knockback response`
`! Reworked recoil system`
> With this, horizontal camera recoil is very prevalent
> Vertical camera recoil is generally reduced a bit

`! Reworked viewmodel arms`


> They're no longer rotated weirdly

`! Reworked player appearance loading system`


> This will ignore any accessories that are larger than 7 studs. So no more stupid
wings getting in the way

`! Reworked the way sitting works`


> Less physics buggy

# SERVER BROWSER

## FIXES

`! Fixed an issue where servers would sometimes disappear despite existing after
server restarts`

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