Fixed several potential locations where zombies could get stuck in EXIBIT.
Implemented a catch all fix for stuck zombies: When a zombie gets in a position from where it can’t reach the target anymore, it is teleported to the closest other zombie. If it is the last zombie alive, it gets killed unceremoniously.
Fixed a bug where zombies didn’t take any damage at all for a while.
Firefighter Zombies hatchets did not collide with player anymore.
Firefighter Zombies now miss a lot less with their hatchets.
Hatchets from Firefighter Zombies now properly attach to the players face instead of “floating” (which isn’t really the main issue when having a hatchet buried in your face, but some people are particular about this sort of thing).
Fixed a memory leak that would occur while pausing the game.
Fixed a bug that made it impossible to save or load loadouts.
Looking through sniper scopes rendered spheres at the feet of zombies which are not supposed to be seen. (What are they for? Why are they there? You will never know!)
Slightly reduced performance impact of ragdolls.
Many more small bug fixes.
Many more bugs added to give me something to do in the coming weeks. The bugs are well hidden, even I don’t know where they are yet.
All weapons had their damage re-evaluated. Notable changes:
Most weapons have received a damage buff to make them more inline with the more powerful guns.
Reduced the Vampyrs recoil to make it a more viable alternative to the LDHP.50.
Increased damage of launchers.
Increased FMJ damage.
Slightly reduced shotgun damage.
Increased handgun damage. Having said that, handguns at the moment mostly serve the purpose of having a dedicated “cash pickup” gun. We might give handgun additional benefits in the future.
All turrets had their damage re-evaluated. Notable changes:
Nailgun is more powerful (Yay!).
Tesla, Missile, Cannon and Flamethrower are a lot less powerful (Boo!).
Other turrets are tweaked a little bit.
Almost all traps are substantially cheaper.
Reduced usage cost of the following equipment abilities:
Decoy hologram grenade
Tremor boots (double jump)
Tremor boots now stun enemies in range for 5 seconds (before: knocked them back for 1.5 seconds).
In later phases, some zombies are stronger. You can tell by the color of their eyes:
Red: They deal more damage.
Blue: They are resistant against electricity. Tesla turrets and holo explosions deal less damage. Teslas don’t slow them. Stuns are less effective.
Yellow: They are resistant against fire and explosions and therefore take less damage from Flamethrowers, incendiary bullets and explosions in general.
Martyr and Maniac zombies (the two types that blow up) have had their aggro range increased.
There is now an automatic save/load system:
Your progress while in a game is now automatically saved at the beginning of each construction and combat phase.
If you exit the game while you’re in a level, or the game crashes, this state is loaded automatically next time you start the game.
When you exit a level by “going home”, the progress is not saved.
If you load a game this way, global high scores are no longer submitted.
All turrets that deal damage now record their damage dealt. You can see exactly how much damage the dealt in the last wave as well as in total.
Very slow moving zombies (Old Folks, Martyrs and Roadworkers) are terrified of being left behind. When there are no faster moving zombies nearby, these zombies now move at amazing speeds.
Areas of effect for the turrets are now shown as an outline as well on the minimap, making it easier read.
Shotgun now also supports tactical reload (if you have a bullet of your current ammo in the chamber, you can fit an extra bullet in the gun, bringing the total up to 8)
Added coyote time to the player controller.