Message : Quests
One quest has been added to continue the story.
Dynamic environment modification for some quests has been implemented. But the map will return to normal when the quest is done.
With those two new quests come two new cinematics!
- New "Mall" map soon
- Weapons and foods have been re-balanced
- Two walk animations for the zombies have been added
- We worked on a reveal trailer which will come out soon
- Maps have been optimized for lags
- Excalibourre, the admin weapon that can instantly kill zombies
- Ugo has joined the Dead Maze project as a Game Designer!
Message : Zombies
We've added some new special zombies, and a "beach" skin zombie.
The different areas of a map are more and more thematic, with bikini zombies on a beach, or nurses on medical areas, hippy zombies, gothic ones, athletes ones etc... (some are already here, but there will be a bunch of new themed zombies in the future). Those themed zombies have the particularity to drop a unique reward, increasing the replayability of the maps. (well, at least that's the plan)
Zombies added are called "special". Those are enemies who will force you to change the way you engage the fight (you had a glimpse of one of them with the "dog", but the system has changed a lot). This will allow us to have epic multiplayer boss fights in the future.
When spawning the zombies, we indicate their spawn areas and their path. We can now specify a difficulty for that path, so those zombies will be more or less difficult to fight.
We're talking about "encounters" now, as we do not specify ONE zombie for the path, but a pack of them that the server catches randomly following a difficulty pattern. It's a marriage between random and control that we're hoping will be a happy one!
Items and zombies loots that are in a high difficulty path will have a chance to drop better quality items than the ones who are on low difficulty paths.
Testers, please pay attention to the rewards you drop when fighting. Do you feel it was worth the fight?
Message : Survival
Some extinguished firecamps have been added on each map. You'll have to light it up and supply it with items in order to rest. To supply it, just click on it and choose any item of your inventory. Based on the item quality, the life bar of the fire will grow more or less. Feeding slots will unlock one by one after a certain threshold of feeding the fire. Firecamp is common to everyone.
You'll be able to set a wildfire by yourself anywhere on the map, in order to rest when you need to. You'll need the item in your inventory.
Rain is a weakness for the campfires: everything will consume more slowly.
Meds and illness
Other symptoms can affect your health (as the drug addiction my favorite). New symptoms equal new meds. You will be able to heal yourself with vitamins or medicinal herbs.
Testers, please be vigilant on the meds. Thanks!
Message : Loot
The loot interface changed. A colored pad on the right indicates the object quality. Statistics are detailed and picking up an item now has a cost (costs 6 of tiredness to pick it). A bad quality object cannot be recycled.
Some containers can now randomly be closed. You can choose between different options to open it. Consequences can either be successful, neutral or detrimental.
Containers will now adapt to the environment they are put into. For example, a container near a pool will have the "pool" list of items and will have better chance to drop "pool" themed items.
Testers, balancing this feature demands a lot of work, we would really appreciate your opinion about it, especially on the cost.
Message : Hello all!
Today we're gonna talk about a lot of new features, overhaul and balancing, here is a short list on this first post. The next posts will detail those aspects.
Players' XP won't reset with this patch.
UPDATE - 01/08/2017
MISE A JOUR - 01/08/2017
Correction des bugs :
ATUALIZAÇÃO - 01/08/2017
ACTUALIZACIÓN - 01/08/2017
GÜNCELLEME - 01/08/2017
ACTUALIZARE - 01/08/2017
1501583340000 , Galaktine
UPDATE - 28/07/2017
MISE A JOUR- 28/07/2017
ACTUALIZARE - 28/07/2017
1501581600000 , Streaxx
Message : You don't get consumables for bringing back water because the bridge doesn't need water to be built! You'll need water later.
We've patched the game so when the Shaman dies the timer is not set to 20 seconds, and a couple more underground fixes.
1501319880000 , Melibellule
Omgawannabe a dit :
Yep, you'll need wood for many other things after the bridge is built, don't worry :3
1501316580000 , Melibellule
Niquettes a dit :
En plus je suis jamais allée dans le Sud-Ouest, ça peut être sympa ! De toute manière je finirai par explorer toute la France ! Merci :)
1501249980000 , Adrazaelle
Niquettes a dit :
Une petite ville du Nord de la France, pardon : des Hauts-de-France !
Ici le temps est couvert depuis deux semaines, si on attend une éclaircie pour faire des trucs, on a pas fini !
Et merci d'égayer ma journée^^
1501249680000 , Adrazaelle