Blood & Flame (Part 1)

Undeadly

THE DEAD RISE - Direct a group of survivors in a turn-based strategy survival game. Use survivor abilities, scavenge for resources, all while navigating a warped reality strewn with inexplicable phenomena. Come nightfall, undead seek the living. Can you survive, UNDEADLY?

[h2]Hi there![/h2] I'm excited to release Part 1 of the first major update to Undeadly. [img]{STEAM_CLAN_IMAGE}/40663423/9c144ee2fd1422f55aab96e1475283fc5bf9c58b.jpg[/img] Let's dive in! [h3][Game] Inferno Zombie[/h3] Inferno zombies are a tough new variant. [img]{STEAM_CLAN_IMAGE}/40663423/462f8c66c5a9b087fe41c12f0f1e44ebc60729fa.jpg[/img] Inferno Zombies leave behind a trail of fire as they move, have increased health and immunity to fire. They rarely spawn during normal gameplay but will have a stronger presence in Part 2. [h3][Game] New Hazards: Bleeding & Puncture[/h3] [img]{STEAM_CLAN_IMAGE}/40663423/fc4ffa08e7789d86c772e2028eaa684fcc32d771.png[/img] [table] [tr] [th]Bleeding[/th] [th]Puncture[/th] [/tr] [tr] [td]Bleeds cause 6 damage every turn and last 9 turns.[/td] [td]This makes the targeted unit move 1 tile less per action point for 5 turns.[/td] [/tr] [tr] [td]Like with fire and toxic gas, a bleeding survivor can spend action points to reduce the bleed timer.[/td] [td]A punctured survivor has no mitigation opportunity.[/td] [/tr] [tr] [td]Some ammo modules, utility modules and weapons now have a chance to cause bleeds.[/td] [td]The new 'Spike' payload gives the puncture hazard.[/td] [/tr] [tr] [td]Some zombies have a chance to give a survivor a bleed when they attack.[/td] [td][/td] [/tr] [/table] [h3][Equipment] New Utility Payload: Spike[/h3] The Spike payload is a nasty improvised explosive that deals a variable amount of damage. [img]{STEAM_CLAN_IMAGE}/40663423/49253e78642c0448df8ed9b9bd97da8e55675f34.png[/img] The spike payload can be attached to mines and grenades. While it deals a low amount of damage, the spike payload causes the new puncture hazard and has a good chance to cause a bleed hazard in targeted zombies. [h3][Equipment] New Ammo Augment: Incendiary[/h3] [img]{STEAM_CLAN_IMAGE}/40663423/e9135d8ce6adf9bd541aab8483a7d0dc3bf777d3.gif[/img] Incendiary ammo has a high chance to set a zombie on fire. Watch out! [h3][Equipment] New Weapons[/h3] Six new weapons have been added. Check them out! [img]{STEAM_CLAN_IMAGE}/40663423/f2dbc707d52b398790e30190908486b4b64a7816.png[/img] [h3][Balance] Weapon Rebalances[/h3] Some weapons have been tuned. [url=https://trello.com/c/DT9AMcCE/34-not-enough-of-a-difference-between-tier-2-3-weapons]link[/url] [table] [tr] [th]Weapon[/th] [th]Changes[/th] [/tr] [tr] [td]Axe[/td] [td]Weight 12.5 => 14 Bleed Chance => 15% (Armour) Armour Damage 60% => 75% (Armour) Penetration Damage 25% => 10% [/td] [/tr] [tr] [td]Bat (wire)[/td] [td]Weight 7.5 => 5 Bleed Chance => 40% (Armour) Ignored Damage 20% => 50% Armour Damage 40% => 30% Penetration Damage 40% => 20%[/td] [/tr] [tr] [td]Machete[/td] [td]Bleed Chance => 40% (Armour) Ignored Damage 15% => 20% (Armour) Penetration Damage 25% => 20% [/td] [/tr] [tr] [td]Deagle[/td] [td]Weight 10 => 9 [/td] [/tr] [tr] [td]M1911[/td] [td]Damage Min 70 => 68[/td] [/tr] [tr] [td]FAL[/td] [td]Range 19.5 => 21[/td] [/tr] [tr] [td]SPAS[/td] [td]Damage Min 90 => 92 Engineering Tier 2 => 3[/td] [/tr] [tr] [td]Trench Gun [/td] [td]Damage Min 92 => 94 Weight 12.5 => 12 Engineering Tier 1 => 2[/td] [/tr] [tr] [td]M700s[/td] [td]Damage Min 105 => 106[/td] [/tr] [tr] [td]SVD[/td] [td]Range 24 => 25 Engineering Tier 3 => 2[/td] [/tr] [/table] [h3][Quality of Life] Moveable Traps[/h3] Survivors can now disarm, pick up and redeploy mines and bear traps. [url=https://trello.com/c/ElJxD747/15-traps-mines-rearm-and-movement]Link[/url] [img]{STEAM_CLAN_IMAGE}/40663423/d3906342222b26aa461174874c56eb15ad0f5c50.jpg[/img] [h3]Patch Notes[/h3] [list] [*] [b][Equipment][/b] Bear traps have a chance to sever zombie legs and instantly make them into a crawler, regardless of health. [*] [b][Balance][/b] Scatter weapons (e.g. a shotgun when using buckshot) have been rebalanced. [url=https://trello.com/c/WSvFBgry/33-buckshot-is-overpowered]link[/url] [list][*] The scatter does not pass through multiple zombies, unless the zombie is a crawler. [*]The damage dealt is divided amongst the number of targets in the scatter. [*]You can also now more freely aim the scatter gun instead of only clicking on zombies (for example, it's closer to how you can throw a grenade).[/list] [*] [b][Balance][/b] Tweaked coverage of the mobile putrid rifts (they will now no longer go through the base). [*] [b][Balance][/b] Decreased the base number of turns taken to study (18 => 14). [*] [b][Equipment][/b] Updated the model for the Glock, M1911 and G36. [*] [b][Equipment][/b] Updated the images for some weapons to be clearer [*] [b][Equipment][/b] Updated the sound effects for some weapons. [*] [b][Quality of Life][/b] Better equipment information display. [url=https://trello.com/c/X4XQoUZX/35-include-ammo-information-wherever-the-ammo-icon-is-shown]Link[/url] [list][*] Melee weapons and ammo now show their armour damage profile in the inventory, equipment wheel. [*]The equipment corner now shows the weapon name and armour damage profile when moused over.[/list] [*] [b][Quality of Life][/b] Improved visibility of hover menus. [url=https://trello.com/c/HS1NSnZZ/24-overlapping-finicky-hud]link[/url] [list][*] These are the menus that float above survivors, zombies and so on. [*]For non-focused hover menus, they have decreased scale, are more transparent and hide some elements. [*]For the focused hover menu, it is now always on top, more opaque and has mouse padding to help usability.[/list] [*] [b][Quality of Life][/b] There is now a friendly fire warning when using AOE equipment such as explosives and scatter guns. [url=https://trello.com/c/GldERckD/27-friendly-fire-warning]Link[/url] [*] [b][Quality of Life][/b] Added a tutorial prompt for the zombie heatmap. This is triggered the first time the player takes damage. [*] [b][Quality of Life][/b] Clicking an ability icon on the HUD opens the library menu and focuses on the ability that was clicked. [*] [b][Quality of Life][/b] Clicking on ammo icons within the inventory info panel will now open that ammo in the ammo crafter menu. [*] [b][Quality of Life][/b] Improved readability of cooldown text in the ability bar. [*] [b][Bug][/b] Fixed a bug where overkill could be activated with a keypress when it should not have. [*] [b][Bug][/b] Fixed a bug where overkill would apply to other weapons in some cases. [*] [b][Bug][/b] Fixed the alignment of some weapon projectile effects. [*] [b][Bug][/b] Fixed bug where ejected shells would appear large for one frame in some cases. [*] [b][Bug][/b] Fixed a bug where the damage hover messages would overlap in some cases. [*] [b][Bug][/b] Fixed a bug where the modifier message in the ammo crafter menu would not display correctly in some cases. [*] [b][Bug][/b] Fixed a bug where placed items would visually duplicate with saving and loading in some cases. [*] [b][Bug][/b] Fixed a bug where the bear trap would look as though it was deployed after loading. [*] [b][Bug][/b] Fixed a bug where hazards were ending one turn too early. [/list] As always, be sure to drop any feedback in the [url=https://discord.gg/2Mq6yPkbDW]Discord server[/url] or the in game feedback tool. There are also some exciting additions coming in Part Two of Blood & Flame. Stay tuned! Thanks, ːsteamthumbsupː Ryan