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