Made Impact mines beam thinner, reduced model size and added a message when you pick them up.
Changed explosives ammo model.
Fixed trinket icons not working.
Fixed upgrading or disassembling a weapon in the remantler removing the clip of the weapon.
Fixed lua error when opening the options menu.
Last update notes before next publish, of what has happened since then.
Added a new tier 1 melee - Ladel. Counts as a culinary weapon. Fairly fast melee weapon.
Added a new tier 1 melee - Glass Bottle. A melee weapon that breaks after to you use it twice.
Added a new tier 2 melee - Broom. Faster weapon with decent knockback and range.
Added a new tier 3 melee - Meat Tenderizer. Considered a culinary weapon. Has considerable knockback.
Added new skill - Master Chef. Master Chef grants you a chance to generate food with culinary melee weapon kills.
Added new skill - Sugar Rush. Allows you to gain a small speed boost from soda instead of health.
Added new skill - Strength Shot Medic Gun. Gives the target a temporary boost to melee damage, but does not heal or make them faster. Can purchased for worth or points once unlocked.
Added new skill - Lightweight. Grants +6 movement speed with a melee weapon equipped at the cost of -20% melee damage.
Added new skill - Agile. Brings back a smaller jumping height bonus from Acrobat but has much harsher penalties, including increased fall damage and reduced movement speed.
New Arsenal Menu - Reworked the arsenal menu. You now select guns on the left side and it shows the stats and the ability to purchase them on the right side. You can right click on items to quickly buy them.
Re-enabled the Nova Colt for purchase at Tier 5. Now reworked into a simpler weapon that has fairly high fire rate and damage resulting in good burst damage, but a significant reload time. Has a new model.
Added new fast headcrab variant: Bloodsucker Headcrab. Has more health and is overall slower but has a bleed bite that heals a small amount of health.
Added a new console command: zs_quickbuyammo. This quickly buys ammo based on your current resupply ammo type. Since your resupply ammo type defaults based on whatever weapon you’re holding, it can be used as a quick way to instantly buy ammo for the weapon you’re using without ever opening an arsenal crate.
Added the Wild Poison Zombie variant. Can throw more poison but at the cost of its own health. Slower, slightly more durable.
Added new Ghoul variant - Frigid Ghoul. Replaces poison and goop slow with frost touch and frost balls.
Added a new butcher variant - The Grave Digger. Slower, but carries around a grave shovel, which has a decent range and damage. The grave shovel can drop (it is markedly different from a regular shovel).
You now receive a commission like remantling does for upgrading if someone constructs a trinket with scrap.
Phaser now carries a 15% penalty to sigil teleportation times.
Ammo Usage: 2 -> 3
Damage: 46 -> 55.5
Shade will always inflict damage to drones and manhacks when launched at the world no matter if they have Stable Hull or not.
Buckshot turret spread reduced to 4 from 5, maximum ammo in buckshots turrets increased to 200.
Shadow Child deals 2 damage instead of 1.
Made Hammer Discipline reflect what it is supposed to do properly and changed the description. It was intended to give +25% swing speed with the Hammer, so it now does this in gameplay terms of reducing swing delay, which reduces the power of it slightly. The description has been changed to show the reduction in swing delay.
Taking damage will now always reset your blood armor regeneration delay. Previously this only happened if you lost at least 1 blood armor.
Added Blood Transfusion Pack to worth menu.
Ghoul Touch now properly gives the extra damage to the zombie who previously ghoul touched a human last. It was bugged before and simply giving it to the attacker twice in terms of attribution.
Shadow Walker speed raised to be the same as regular zombies.
Skeletal Lurkers speed reduced from 160 to 155, keeping with the slower skeleton theme.
Improved the performance of Vile Bloated Zombies slightly.
Petrified Wraiths can now attack from Stone Form. If they do this, they will break out of it and gain a burst of speed for a very short duration, but slow down significantly after it expires. Very good for lunging style attacks.
Movement speed of the Reaper increased to Tier 0 from Tier -1.
Movement speed of the Crossbow decreased to Tier -2 from Tier -1.
Remade the Artemis.
Now uses the player models hands and looks less like electric crossbows (of which they were previously intended in concept) and appears far more mechanical, and larger. Also has a proper reload animation.
The fire rate of the Artemis has been doubled but the reload time is roughly twice as long, giving it more of a focus on burst fire.
Reverted the fire rate on the Glock from 0.35 to 0.3, but reduced the damage per pellet from 16.5 to 15.4, which keeps the DPS the same but reduces the ammo effectiveness.
Annabelle damage increased from 68.5 to 70.5.
Hunter damage decreased from 115 to 107.5. Did a bit too much damage for how fast you can potentially make it reload.
Long Arm damage decreased from 119 to 114. Minimum accuracy reduced from 1.5 to 1.65.
Quasar damage increased from 95 to 99.
Pipe and hook are now cheaper in worth.
Increased throwing delay of babies for the Giga Shadow Child.
The resupply value on crossbow bolts has been increased from 7 to 8, increasing how much you can start with worth also.
Artemis and the Impaler have had their damage decreased to keep the same resupply damage total as they had before (so they don’t gain any profitablity, they lose a bit of DPS.)
This should boost the power of lower tier crossbow weapons slightly.
Zeus remains unchanged (you’ll always resupply 4 shots of Zeus instead of 3.5 now, since it uses 2 ammo).
Swapped the worth values of the Peashooter and the Z9000.
Increased the reload speed on the Slinger by roughly 10%.
Increased the damage of the Crackler from 15 -> 15.25.
Removed recoil from the Oberon.
Renamed Targeting Locus trinket to Targeting Assist, and the trinket now shows an indicator of the zombie health if you’re looking at the zombie, above their heads. Does not work on Wraiths.
Glass Bottles and Ladels on maps are now usable weapons, if a little makeshift.
The Medic gun now displays a warning if dart healing is blocked by the Frail debuff.
Fixed being able to pick up objects with a temporary owner (like meathooks).
Added a 2nd “body text” font to ZS - Remington Noiseless, used in several large body texts. Class descriptions in F3 for zombies use it, as well as the new arsenal menu.
Compressed zombie volunteer listing.
Split off Reinforced Hull into a new skill called Stable Hull. Stable Hull has the protection against controllables from having high speed impacts, whilst Reinforced Hull no longer has this. Stable Hull carries a 20% penalty to controllable speed. It is connected to the Drone unlock skill and Reinforced Hull.
Disabled the deletion of brushes that set health to silly values, this can be handled by a map manager, to ensure maps work.
Made the side menu scale better to differing screenscales.
Made the damage resistance font a bit bigger since it’s a significant factor in gameplay.
Grenades and flash bombs no longer collide with zombies.
Made it so Chem Burster auras aren’t quite as opaque, moved up the position of the gas particles slightly.
Chem Burster auras won’t show when they have spawn protection.
Added a Slinger random loadout.
Added Ladle, Pot and Frying Pan to the arsenal crate.
Aura ranges are now constant in ZE, and larger so the zombies always know where the humans are in that case.
Added a notification for when a boss is defeated/slain with a sound.
The notification for a boss spawning now uses the class kill icon.
Added some slight randomisation on the boss spawning sound.
Various weapon descriptions added.
Added scaling to scoreboard. The scoreboard now appears faster upon pressing tab.
Reworked the variant selection system. A small variant indicator appears showing the variant below the class. Clicking it will instantly rotate the class selector above it, with a very quick animation. Should be less clunky than before.
Petrified Wraith no longer forces third person in stone form.
Changing interface size now rescales scoreboard.
Fixed zombie claw double hitting bug.
Removed unnecessary skill triangles in the skill tree.
Fixed fists and fist weapons not working with glass weapons or last stand.
Potentially fixed cases where players would get a random loadout when connecting instead of their default cart.
Fixed manhack mode not allowing you to see other players target IDs.
Fixed melee weapons with high damage having really high blood splat force.
Fixed medical guns not being affected by the Frost status.
Fixed Cool Wisp not giving points.
Fixed weapons with custom view model bone adjustments causing weapons switched to later without bone adjustments to not have these reset.
Fixed a bug with ghoul touch damage credits in the post game.
Fixed resupply cache issue.
Increased the delay between remantler presses and potentially fixed issues where two remantler windows could appear - one being unclosable.
Fixed unethical ghoul touch double dipping.
Fixed the blaster not doing the pump animation.
Tabulated the remantler and added a 2nd tab to the remantler, trinkets. You can now construct trinkets from scrap at roughly the same ratio of points to scrap.
New formula for receiving scrap as commission if you’re the owner of a remantler: you now get about 12% of the scrap cost used to upgrade a weapon. Should make it more worthwhile to own one.
Doubled the amount of scrap you can resupply.
Allowed most melee weapons to be disassembled now. The most common ones (Lamps and Keyboards) give you virtually no scrap.
Allowed craftable melee weapons to be upgraded, now that they can be assigned some “tiers”.
Lacerators now ignore leg damage, as it is too easy to slow them with it.
Lacerators are now worth 6 -> 7 points.
Impact mines now silently remove after 15 minutes instead of 7.5 minutes.
Gluon range and venting speed decreased slightly.
Hemophilia has been made a bit stronger in penalty again.
Akbar reload speed: 1 -> 0.95 (The firerate reduction will be reverted).
Eraser sound reduced slightly.
Made Impaler bolts look a bit more noticeable with a new impact effect, making them a bit more similar to other crossbow bolts now.
Made dropped quality weapons have their kill icon color apply to their glow effect.
All dropped weapons with custom models should now have their corresponding glow effect.
Remantling interface now shows the percentage change in particular stat for Honed secondary bonus stats (so for example, the % reload speed increase), if it is relevant to display it this way.
You can now mark a prop_weapon with the restrained keyvalue in order to freeze it in place.
Changed the models of scrap ammo.
Remantle costs now show in red if you don’t have enough scrap.
Disassembling weapons is now audible to other players.
You no longer need a weapon to open the remantler menu. Obviously the Remantling tab will be no use to you in this state, but in the other tab you can still construct trinkets with any scrap you have if you don’t have a weapon inside.
Fixed flashlight not working in third person correctly.
Fixed cases where killing the entire zombie team with a trigger_hurt ZE weapon potentially allowing you to win a game.
Fixed the overly large board ammo models.
Fixed and adjusted screen scaling on the remantler interface.
Shade shield was a bit too restrictive in terms of the shade not being able to move, so for next update the Shade can move slowly while channeling the shield. It’s also much much faster to create. He can also throw rocks a bit faster than before.
Added a new boss class - Red Marrow - After each bout of 200 damage, the Red Marrow will form a blood shield for 4 seconds and become immune to damage, but cannot attack during this time. It effectively acts as a damage tank or distraction zombie. (Darker One)
Added a new Tier 5 assault rifle for 200 points - ‘Terminus’ SCAR-L - Nothing fancy or unique, just raw fire power. (Darker One)
Moved the Deagle to Tier 3. Increased the damage from 47 -> 53. There was a lack of pistols in Tier 3, and a general majority saw it as being a very powerful pistol for the tier, so much so to adjust the power level of said tier. Moving it to Tier 3 solves the problem of pistol clutter in Tier 2.
Adjustments like piercing bullets could be discussed for later balance.
Reworked the Gluon heavily.
Now uses a short and long term heat system. Short term heat decays quickly over time, but long term heat does not.
Reaching 100% total combined heat will force you to vent the Gluon. You can manually vent by pressing R. Venting is the only way to remove long term heat.
Reduced the maximum range of the Gluon by 30%. (1280 -> 896).
Made the Gluon use a hull size of 4. This means it can’t shoot through small gaps.
The damage properties of the weapon remain the same.
Changed the beam effect additionally, made it more responsive to time.
The Gluon now pulls from all your ammo sources and it doesn’t need to be “reloaded”. You should be able to give a Gluon to other players without issues.
Changed and reworked Wide Load. Instead of completely stopping you from phasing, now limits your phasing speed to 1 for the first 6 seconds of phasing. This applies to manual phasing and phasing when going through sigils.
Holding a repair field or zapper deployable now allows you to resupply pulse.
You can’t empty the clip of items like stones, grenades and other deployable items anymore.
Reduced the door glow effect some more, and decreased the distance in which it starts to apply the effect.
Added a maximum distance of viewing nail HP.
Added a flash bomb kill icon/arsenal upgrade icon.
New zombie class/kill icons added missing icons and adjusted a few existing ones (Darker One)
Fixed suiciding or being killed by a non player allowing you to become a torso/legs instead.
Fixed a rare bug where the Inquisitor would split more than once, and refactored the projectile code in general.
Fixed Inquisitor crossbow bolts being destroyed when they shouldn’t be on things like props.
Fixed nail HP being visible through walls.
Fixed zombies getting 2nd wind from a non player attacker. A normal zombie could revive constantly from a source like a trigger_hurt.
Fixed transparency radius not culling custom weapon models/attachments.
Zombies can no longer use human custom weapons in ZE. (Benjy)
Stopped props from pushing you in ghost mode while you’re phasing.
Stopped being able to push zombies with Critical Knuckle while they have spawn protection.
Ammo pickups that require you to have a weapon that uses the ammo will take into account weapons that resupply with that ammo.
Map placed items like stones and grenades should now come with ammo if picked up.
Blast turrets don’t grant additional ammo when bought from arsenals anymore, as regular turrets no longer do this.
I unlocked the drone recently only to realise it’s still a useless piece of shit, the drone bullets still avoids the nest, the fix didn’t work.