[h2]Hi there![/h2]
Update #21 adds new dangers and opportunities themed around electric damage.
[h3][Game] New Hazard: Electricity[/h3]
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[th]Status[/th]
[th]Description[/th]
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[td][img]{STEAM_CLAN_IMAGE}/40663423/fb6ca1027fdbc8b581fc5cae6b56241c1925344e.png[/img][/td]
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[*] The electric hazard lasts two turns and deals 15 base damage per turn.
[*] Unlike the fire, gas and bleed hazards, there is no way for a survivor to mitigate the electric hazard.
[*] Zombies with armour will take an extra 20% penetration damage when hit with electricity.
[*] This reinforces the gameplay role of electric damage; it is [b]extra effective against armoured zombies[/b].
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[h3][Game] New Mobile Rift: Tesla Rift[/h3]
This new rift acts in a similar way to the mobile Putrid and Inferno Rifts.
[img]{STEAM_CLAN_IMAGE}/40663423/94637cc9ba08a56607d4c1d21ac00d9d718d3a29.gif[/img]
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[*] The Tesla Rift is comparatively larger than the other mobile rifts and moves faster.
[*] This is balanced by the electric hazard being shorter lived, so the 'tail' of hazards left behind is shorter for a Tesla Rift.
[*] These rifts starting appearing close to day 6.
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[h3][Game] New Zombie: Electric Zombie[/h3]
Electric zombies emit a trail of electric hazards, much like putrid zombies and inferno zombies.
[img]{STEAM_CLAN_IMAGE}/40663423/35b59d055a8f62489cc78434bfdac1c7751976e7.gif[/img]
When an electric zombie takes damage or is attacking a survivor, this will trigger a '[b]Shock Arc[/b]'. A shock arc damages a nearby zombie or survivor and then jumps to them. Shock damage is dealt with each subsequent jump, halving until the damage stops. Use this to your advantage to damage clusters of zombies, but beware, melee is not appropriate for fighting electric zombies!
[h3][Equipment] New Utility Payload: Electric[/h3]
Time to turn shock damage against the zombies.
[img]{STEAM_CLAN_IMAGE}/40663423/96d70eb44bdf293222bf4920dc1fca7ad02bd4c1.gif[/img]
[table]
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[th]Payload[/th]
[th]Description[/th]
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[td][img]{STEAM_CLAN_IMAGE}/40663423/4e09b9f936a8eb892f01dd3993458f520210d0fc.png[/img][/td]
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[*] You can now add a shock explosion payload to mines and grenades.
[*] This has a narrower blast radius than a molotov but a greater hazard coverage inside that area of effect.
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[td][img]{STEAM_CLAN_IMAGE}/40663423/023635b52c21e99a5e3aff2b14f1c47062bfd062.png[/img][/td]
[td]
[list]
[*] You can add an electric payload to bear trap blades.
[*] This give a high chance to shock a zombie in addition to the bleed and pinned hazards given by the bear trap.
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[h3][Equipment] New Ammo Augment: Electric[/h3]
[img]{STEAM_CLAN_IMAGE}/40663423/072f58da49b31be74728c5c79659ed0888860daf.gif[/img]
Electric ammo has a high chance to shock a zombie. Watch out!
[h3]Overview Menu Rework & Extension[/h3]
The overview menu has been expanded and new sub-menus have been added. A new dot selector now sits at the top of the menu to help navigation.
[list]
[*] [b]Added the Library Tab[/b] - This offers a simple area to move the camera to the nearest library or open the library menu.
[*] [b]Added the Armoury Tab[/b] - Similarly, this is a simple menu to move the camera or open the base container.
[*] [b]Added the Stats Menu[/b] - A few gameplay statistics are shown here. These are broken down per survivor or globally.
[img]{STEAM_CLAN_IMAGE}/40663423/8201fcb8a3f04274cb344e7c2b4d47a6a8836c9c.png[/img]
[*] [b]Added the Archives Menu[/b] - This holds all of the tutorial prompts shown throughout the game.
[img]{STEAM_CLAN_IMAGE}/40663423/d9648557ec0204977adc5c7acb65e31e395917c5.png[/img]
[/list][h3]Remaining Patch Notes[/h3]
[list]
[*] [b][Quality of Life][/b] Survivor automation will only cancel if there is a zombie that is too close to a survivor and it's in their line of sight. For example, automation would previously cancel with a passive zombie on the other side of a wall, which is not a sufficient threat to cancel automation.
[*] [b][Balance][/b] Zombies on fire will take 20% extra armour damage. This helps make the role of fire damage more consistent; it is extra effective at shredding armour.
[*] [b][Bug][/b] Fixed a nasty bug that could occur when starting a new game after an update.
[*] [b][Bug][/b] Fixed a bug where mobile hazard rifts would not refresh their visibility until the rift turn.
[*] [b][Bug][/b] Fixed a bug where the 'build a facility' quest goal would not load correctly.
[*] [b][Bug][/b] Fixed a bug where hover menus would not operate correctly if you finished the tutorial in an edge case.
[*] [b][Bug][/b] The Mosin was not displaying any attributes in the inventory when it should have been.
[*] [b][Bug][/b] Stopped blood decals occasionally spawning high in the air.
[*] [b][Bug][/b] Fixed a bug where loading a game through the load menu would instead start a new game in an edge case.
[*] [b][Bug][/b] Fixed a visual map issue where the road was overlapping on the western edge of the outskirts district.
[*] [b][Bug][/b] Fixed a visual bug where carried mines would not have the white-coloured highlight when viewed through a wall.
[*] [b][Bug][/b] Fixed an audio bug where some of the mine activation sounds would not trigger.
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I appreciate your time and attention! For reading this far, here is a quick sneak peek - stay tuned for news about Undeadly launching into 1.0 soon!
Thanks, ːsteamthumbsupː
Ryan