The dead have risen and civilization has fallen. Now it's up to you to gather survivors, scavenge for resources and build a community in a post-apocalyptic world – a world where you define what it means to survive in this ultimate zombie survival simulation.
[b]A Collection of Quality of Life Improvements[/b]
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With today's update we are addressing a few issues which have been affecting Players, while also implementing improvements. Here's what we've included:
[list][*][b]Quality of Life Improvements and Tweaks[/b][list][*]You now have the ability to deposit your rucksacks at upgraded outposts (Level 2 or higher).[/*][*]There is now a ‘Take All’ action for Containers, for the survivors that need to grab everything and run![/*][*]There is now a 'Drop Item' action directly from Containers, making it easier to shuffle and transfer personal items around.[list][*]This action has also been added to Vehicle Storage (Trunks)[/*][/list][/*][*]You can now remove weapon attachments from selected ranged weapons in the Supply Locker without needing to equip them first.[/*][*]The Zombie Trappers and The Cannibals enclaves can now appear once per map (instead of once per community).[/*][*]Minor Bloater improvements: The VFX and damage of the gas burst are better matched, so it no longer looks and feels like you were damaged unfairly.[list][*]To compensate the Bloaters will now also try to get slightly closer to your survivor before exploding.[/*][/list][/*][*]Better completion counter on Curveballs with objectives. e.g. Under the Weather and Missing a Few Bolts will now read 0/3 deposits instead of 0/1 three times.[/*][*]A minor change that allows more characters to potentially get the Blood Plague Survivor trait.[/*][*]Expansion of new randomly generated character names and nicknames added to the pool when creating a new survivor.[/*][/list][/*]
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[*][b]Black Heart Curveball Tweaks[/b]
It’s been mentioned that the Black Heart can be too dominating on a community, especially when it rolls early, so we made some adjustments to make it feel more balanced and less punishing.[list][*]The Black Heart Curveball will now only appear after 6 days have passed (or 2 when moving maps)[/*][*]The Black Heart Toxic Miasma effect will stop dealing damage sooner (at a higher health threshold), rather than right down to a slither of health remaining. Damage per tick stays the same.[/*][*]Damage V/O added when taking toxic damage to give additional warning, while also feeling more realistic.[/*][*]Improved VFX for Black Heart Plague Miasma[/*][*]Reduced the fuel drain speed for the Black Heart Thick Miasma effect.[/*][*]Reduced the growth speed for the Black Heart Growing Dominion effect.[/*][*]Balancing changes to the fire resistant Black Heart Zombies (slower, and cause less sickness/plague build-up per attack)[/*][/list][/*]
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[*][b]BUG Fixes[/b][list][*]Trumbull Valley CLEO mission edge case fixed. Previously it was possible to end the mission without getting the CLEO device, and then be subsequently unable to get it.[/*][*]Fix for a crash when attempting to access CachedCommunity after shutdown.[/*][*]Sentinel Mutation Curveball and the Hyper Auditory Mutation Curveball can no longer roll at the same time; it was an awkward combination as they contradict each other.[/*][*]Minor Curveball Journal improvements. Fixed UI clipping, and slight adjustment to automatic font resizing.[/*][*]Miscellaneous text and localization improvements.[/*][/list][/*][/list]
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