- Patch Notes 10.04.2023
- Extra score for RV health, wave# in high scores
- Hello there,
- It has been a while since the last update. It's another relatively small patch, but I hope it will make the game a wee bit better nonetheless.
- Features & other changes
- Highscores now display the wave that players reached (this only works for highscores recorded with this and future versions of the game).
- There is now extra score awarded at the end of each combat phase, based on how much health your base has left.
- The score you receive is 10 * [Current Wave Number] * [Base Health in %]. A few examples:
- If your base has 87% health left at the end of the 5th wave, you get 4’350 extra score.
- Over 10 waves, you can gain a maximum of 55k extra score.
- Over 20 waves, you can gain a maximum of 210k extra score.
- Over 30 waves, you can gain a maximum of 465k extra score.
- The score is awarded right when the last zombie dies and the 10 second grace period starts.
- The score is added directly to your total score and is not subject to a multiplier.
- New health bars (better looking, not as cluttery, smaller performance impact).
- Bug fixes
- When changing languages, the “Exit game†button did not change its caption (until the settings menu was closed).
- The collider on the maniac (punk) zombies bomb was bigger than intended when hitting it from certain angles.
- When you shot at the foundation underneath an ATM with the cash attachment enabled, it didn’t register as a hit against the ATM and didn’t result in depositing cash. This is semi-intended, the foundation isn’t actually part of the ATM. But it’s not very intuitive, so now shooting the foundation results in deposits as well.
- Cash bullets now are no longer stopped when hitting a hologram decoy.
- Fixed overkill damage. The damage reported (both visually by the damage numbers and internally for scoring) is now capped to the actual health the enemy has left.
- Fixed issues with floor textures/models in LAB.
- Vanguards, when slowed down significantly, were no longer animated (technically they were animated, but the speed was so low that they looked static).
- When switching from combat phase to construction phase while zoomed in on the MPV or the HURT-H, the FOV did not revert back.
- A few (smaller) performance tweaks.
- It was not possible to cancel the credits or speed up the text in story mode by controller.
- Balancing
- The exploding zombies with grenades in their mouth are now easier to blow up (the grenade is easier to hit).
- If you encounter a bug, please report it straight away ingame by pressing F1 and describing the issue. This makes it a lot easier for me to replicate and fix it. If you would like any direct feedback, don't forget to include your email address.
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