Update #7 - Speeding Things Up

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?

Hi there I've made some fixes and quality of life improvements. The quick version here is that AI and survivor turns should now be quicker thanks to these changes. [list][*] Roadmap Item: [b]Faster AI Turns[/b] [list] [*] [b][Quality of Life][/b] Only track AI events in the immediate range of survivors. [url=https://trello.com/c/l1YGUvSH/9-only-track-ai-events-in-the-immediate-range-of-survivors]Link[/url] [*] Added a configurable value (one for day, one for night) that you can set in the options menu. This value determines how close an AI event must be to a survivor so that the camera will focus on it. A lower value will focus only on events close to a survivor. [*] [b][Quality of Life][/b] Use the camera speed up and slow down buttons (shift and control on PC by default) to modify survivor, zombie and rift movement speed. [url=https://trello.com/c/WFpW4OgD/12-speed-up-slow-down-buttons-shift-control-should-modify-the-speed-of-animations-in-the-game]Link[/url] [*] [b][Quality of Life][/b] During the AI turn, a button will sometimes become available in the contextual corner that you can press to skip tracking an AI event. Pressing the toggle select button (space key by default) will also do this. [url=https://trello.com/c/MTvLnkYH/44-add-a-new-button-to-skip-tracking-the-ai-event-or-jump-to-the-end-of-an-animation]Link[/url][img]{STEAM_CLAN_IMAGE}/40663423/f4d49ce835e79e16df0629c29db7c4b42d2d3d5e.png[/img] [*] [b][Quality of Life][/b] Multiple mobile hazard rifts may now move in parallel, speeding things up. [url=https://trello.com/c/xnoXoj0G/10-multiple-mobile-rifts-should-be-able-to-move-at-once-just-like-how-multiple-zombies-move-at-once]Link[/url][/list][*] [b][Bug][/b] Fixed permanent running sound that can occur when frozen zombies are unfrozen. [url=https://trello.com/c/8TAbUvDo/22-permanent-running-sound]Link[/url] [*] [b][Bug][/b] Fixed a bug where crawlers would try to attack from a large distance. [*] [b][Equipment][/b] Tuned the timings of some weapon effects. [*] [b][Equipment][/b] Improved the synchronisation of melee sound effects. [*] [b][Bug][/b] Fixed a bug where the world reset wave would occupy a tile when it should not have. [*] [b][Bug][/b] Fixed a bug where the mobile putrid rifts would not play a sound on load. [/list] Thanks ːsteamthumbsupː Ryan