Greetings and salutations survivors! We’re back again with another monster of an update! (No pun intended) This time around we’ve got major bugs fixed, gameplay updates, and new content, so without further delay let’s get right to it!
First we would like to announce that as of this writing, all known critical bugs are hereby fixed! This includes the ever annoying toggle grip related bugs that were numerous and often revealed its ugly head at the most inopportune times. No longer will objects get stuck in your hands preventing you from being able to drop them. If anyone should still experience this or anything similar with toggle drip, please let us know but after a week of constant testing, we’re confident that bug has finally been squashed after the code was entirely re-written. One other not so exciting but significant part of this update is that we have optimized well over an excess of 1,000 textures, so users should see an increase in performance with this update.
Next up we’d like to also talk about gun mechanics, and zombies! Specifically the balance of the two and how they coexist. After much work and iteration, we’ve significantly changed the balance of that relationship. Zombie health has had a bit of a rework and as you will soon notice, you are able to knock down zombies with a well placed smack from a melee weapon, or a blast from a shotgun. Not only did we rework zombie movement, but now all weapons are capable of staggering zombies, as well as knocking them down. All weapons in the game have been re-tuned and rebalanced. Our hope is that the weapons in the game meet player expectations of how effective they should be versus zombies. So please, jump in and give it a try and let us know what you think!
A little more than a week ago, we reached out via our discord channel and on social media with a poll regarding free roam mode. We’ve gone over the results and after some internal discussions with the team, we’ve begun the process of restarting that mode from the ground up. We are still working in parallel with creating our next single player mission while also making rapid progress on breathing new life into free roam mode. We’ll have much more to talk about this in future dev blogs and releases. In the meantime, we’ve reworked the original Dustbowl map for free roam and are releasing a new map we call Bunker. Both maps are accessible as part of this update.
New Map Bunker (Free Roam)
But wait!.. in safety, as now if you open the menu in game, open the Oculus Universal Menu on Rift, or just take off your VR Headset the game will pause, keeping you safe while you take a break. No more getting killed just because the pizza arrived while you were mid-game.
Also - Oculus users can now toggle the ingame menu with the left hand menu button, and enjoy the now fully dash-supported transition when they press the right one.
On top of adding a new map, we’ve also been working hard on getting lots and lots of new weapons into the game. As of right now, we have a total of 30 firearms total in our arsenal. As for melee weapons, we have a total of 13 with another 10 waiting to be added to the game. While the bulk of these are not yet in public release, we’ll be adding more weapons each new update starting right now. New in this update are the following…
M-11 silenced machine pistol
Desert Eagle pistol
Gruber pistol AP-85 pistol AK-74 rifle
As we continue adding content and improving on the fundamentals of the game, we are also continuing to work on update 6 which will feature our next single player campaign. We have some truly special surprises in store waiting for you in that update but in the meantime in case you missed it, here is a current screenshot from mission 3, enjoy!
Mission 3 Preview
From all of us at Monochrome, we thank you for the continuous support, we’ll see you next update!
https://discord.gg/monochrome
Update 5.3 Changelog
New Additions New Map “Bunker” (Free Roam)
New Firearm M-11
New Firearm Desert Eagle
New Firearm Gruber
New Firearm AP-85
New Firearm AK-74
Zombie knockdown system
General Updates Free Roam Redux Version 1.0
Dustbowl (Free Roam Redux)
Firearms rebalanced
Zombie AI rebalanced
Zombie audio reworked
Riot Boss audio updated
Multiple firearm audio updates
Hand pose grip animation smoothing
Enhanced UX throughout project
Pause system
Teleport range increased
Riot boss damage feedback
Airdrops added to free roam
Extraction event added to free roam
Credits updated
1000+ textures optimized
Tutorial scripting improved
Free roam objective markers
Removed crafting (for now)
Moved Biotec crashed vehicle in Outbreak
Removed Biotec card from garage in Outbreak
Bug Fixes Toggle grip (Rejoice!)
Shotgun ammo stuck in hand
Objects stuck in hand
Icons rendering in 1 eye
Weapon reloading
Crossbow
Known Critical Issues None!
2019 Devblog #2
Jason
This week I’ve been working on a final script for the next mission, which I am happy to report is 95% complete! I’ve also been back working in the level for mission 3, tidying up and working on final lighting and gameplay support areas, ensuring navigation is solid. I’ve also decided on a winter setting, while it doesn’t fully look like it yet, I’ve added in falling snow particles, and will be next doing a texture update to give the outdoors areas a bit of snow coverage.
I’ve also been going over the results of our public poll regarding free roam, and working with Alex on solidifying a design on that front moving forward. To see the results of that poll check out the bottom of this blog post.
While we will not be releasing a public update this week, next week our goal is to do so with much of what we’re all talking about in this weeks blog. Before then, I’ll be rebalancing all of the weapons and zombies in the game now that Paul is finishing up the new knock-down logic which he’ll be talking about in his blog, stay tuned!
Alex
The major thing this week has been the reworking of the existing tutorial tooltip stuff in aid of releasing the game on other platforms that have requirements on what headset/controllers can be shown in-game. We now have an in-game system to globally set what VR Environment we're building a package for and anything in the game (ie the tooltip system) can check that and display appropriate stuff. Not super exciting, but something that should hopefully pay off when we're ready to release on other platforms.
I've also set up a slightly different (read: better!) system in the firearms as per Brian's specification that uses a single shot, multishot (ie rapid fire) and ending sound, arranged dynamically depending on how fast you pull the trigger, or if you're shooting a full auto gun.
Brian
This week I have been reworking sounds for all our remaining stockpile of guns so we can hopefully very soon get some new boomsticks in the game for you all to enjoy. Some of the existing weapon sounds that didn't fit or weren't all they could be have either been reworked, or replaced with better SFX to increase player satisfaction. As well as this, I have gone through some of the upcoming Free Roam maps and started building up the WWISE setup in the level, and building ambiences to make the levels feel real
Lawrence
This week I have been focused on setting up the framework we need for scripting the AI of the new missions, and in doing so found a way to substantially improve the responsiveness of the zombies to gaining and losing targets while at the same time saving performance. Also I put in a fix for the bug of dropping magazines on vive, finally caught that one. Been working on the sticky grips issue too, fingers crossed can get a fix in for that one to you all next week. Lastly, the save system we put into place last week seems to be solid too, which is nice!
Paul
This week I have been reworking the animation side of the zombies to allow them to do what we need for the upcoming missions. They can now not only be cut down by removing the legs, but also I have put into place a critical-hit or custom event driven knockdown framework so zombies can be disabled for a more lengthy amount of time. Combined with tougher zombies, this will allow a more “horror-ey” experience due to the increased perceived strength of the enemies relative to the player.
Hey everyone, so a couple things, firstly we had a community talk on discord asking players what they would like to see in Free Roam. The following options are from players, if you’d like to make your own submissions in future polls please join us on our discord!
Secondly, we’ve received notices from youtubers that some the music ingame is claiming copyrights. If this happens to you please let us know so we can dispute it for you. Keep in mind it may take up 5 days. If we do have issues, we will be sure to let you know.
Hello everyone, it’s that time again, another update we’re ready to release to the masses.
We’d like to thank everyone for hanging in there while we redo our checkpoint and save system, but after the long wait we think everyone will agree it’s definitely worth it. We’ve replaced the old system which required users to manually save at designated locations, in favor of a less complicated system that automatically saves your progress at the most logical points during the campaign.
When a checkpoint is reached, the player inventory is saved which includes everything in your hands, backpack, and socketed to your body. Should the player die after that checkpoint location and before saving at another, the player automatically gets respawned back at that checkpoint with everything they previously had in their inventory, in their hands, and inside their backpack, at the same exact location when it was saved.
We have always wanted to deliver a punishing zombie shooter, and have held back a bit in tuning the game to match the original vision due to lacking a good save system. We believe a hard and challenging zombie game makes for the most fun, so long as players have a way to restart from their last checkpoint and rethink their last plan which failed them. That said, in another update in the not so distant future, we’ll be updating a significant portion of the overall difficulty with the core mechanics of the game and zombie rebalance.
Along with adding new content to the game, we’ve also updated and polished some important gameplay player feedback systems we think everyone will enjoy. Waypoints, updated objectives, and save points have a new visual treatment that not only look good, but should help out players keep track of objectives and navigate the levels.
While waypoint markers may not excite you terribly, we find it hard to believe our new bolt action sniper rifle and chainsaw won’t! We’ve replaced the scoped M-16 rifle on the rooftop in mission 1 with the S96 bolt action sniper rifle. It has a scope which if interacted with can change to 3 different levels of magnification. After each shot, you’ll need to work the bolt up and back then forward to chamber the next round from the magazine. What it lacks in capacity size for the magazine it makes up for it with raw stopping power.
We’ve also updated durability of all melee weapons, roughly able to deal twice as much damage before breaking as requested by various players. Firearms also now can trigger zombies to stagger and stumble which we all agree makes the guns that much more satisfying to shoot.
With the checkpoint system finally released to the public, we will now be shifting our focus back to working on campaign mission 3. Updates for existing and new bugs with this update will continue being a priority for all of us to ensure our supporters get the features they want and important bugs fixed as quickly as possible.
From all of us at Monochrome, we thank you for the continuous support, we’ll see you next update!
New Additions New checkpoint save system
New weapon: S96 Bolt action sniper rifle
General Updates New checkpoint notifiers
New save notifiers
New objective prompt system
Multiple weapons reworked audio
General zombie balance changes
Melee durability changes
Tweaked player socket positions slightly
Bug Fixes Oculus interactor fixed
Eject firearm magazine on pad press fixed
Objects rendering in one eye fixed
Ken dying to ground attack zombie but getting up fixed
Too many to list!
Known Issues Toggle-grip randomly locks item in hand
Toggle-grip sometimes drops items on first attempt
2019 Devblog #1
Jason and Alex
This week I’ve been sick (boooo). Today however I’m feeling much better (yayyyyy). There is some quite exciting news to share, we are very close to releasing the next update which will include our new checkpoint system. We would like to thank everyone for being so patient while we worked on this important addition to the game. We’ve always wanted to deliver a challenging game, but without a proper working save system the game was too punishing and a source of a lot of frustration to anyone who perished to a pack of zombies. We hope to have the checkpoint system live as early as next week, it’s currently in testing.
We’ve updated mission 1 “Outbreak” and added in a new weapon to the game. It’s the first true bolt action sniper rifle, and you’ll find it on the roof in place of the m16 that used to be there. It works just how you would expect, after every shot you’ll need to work the bolt action to chamber the next round. Additionally, you can change the magnification by interacting with the scope, there are 3 levels of magnifications so it’s a viable option at shorter or longer distances.
Brian
I’ve been working on creating low, med, mech, and tail layers for all of our weapons to give it that AAA touch. After organizing my tools, setting up presets, and base weapons you will all hear new audio when it comes to our firearms. This also means you should all be seeing quite a few new firearms in-game. Lastly I touched up quite a bit of audio after doing a quick Unreal Engine 4.21 pass that I will do a more meticulous pass on here shortly.
Lawrence & Paul
This week we have been building and putting into place a brand new, bespoke save system to replace the buggy original implementation which will ease some of the frustration of dying during the current campaigns. We have been further refining the checkpoint and waypoint system to improve the user experience. Also, more polish has gone into the death sequence.
We haven’t forgotten about the Sticky Grip Control bug, it is next in our priority bug fix, and will start on it after the save system is live. Thanks again for your patience. We are so close!
Update 5.1 - now released!
Greetings everyone we hope you all enjoyed the holidays as much as we did! We’ve been working hard to try and get this important update out so let’s get to it!
First off, we hope that everyone has been enjoying the previous update which featured mission 2 “Vacancy”. Since the beginning of the new year, we have been working hard on a number of important issues based on feedback we’ve been receiving from the community. First up, we have updated the version of the engine to 4.21.1. This change while largely beneficial has introduced a number of bugs which we have been working on in order to release todays update. We’ve also fixed a critical bug that’s been affecting Oculus users where some control bindings were being doubled up causing movement to eject magazines from weapons and other oddities.
A significant change worth mentioning is that we’ve replaced auto-lift with grab helper. Grab helper is enabled by default, and will let you more easily pick things up in the game. Just point at whatever it is you want to pick up and when the item glows blue, you can press grab to snap it into your hand. It’s still in beta, with some additional polish coming later but we felt it was definitely ready for public consumption, enjoy!
Grab Helper
Many users understandably have been frustrated by the lack of a save system since our previous one was removed due to the overwhelming number of bugs associated with it. We’re happy to announce that work on the new checkpoint system has started and we will be moving it into beta branch soon! Beta branch is currently available to our testers only, but we may re-introduce a public beta branch so that when important changes are made we can get public access and feedback before it goes live on main branch.
It’s been a long time coming, but we decided it was time to add a chainsaw to the game. Currently it only exists inside day 2 of Vacancy. You can find it down at the trailer park on top of a table just waiting to be put to good use. We have been getting numerous complaints from zombies that this is an unfair and unbalanced addition to the game, all we have to say is you had it coming!
Chainsaw Preview
Zombies are retaliating and have called in for some reinforcements, along with the new runner that went in last update, we’ve been seeing a new beefier version of the standard zombie we call the “Thug” for reasons you’ll discover for yourself. Lastly we’ve also been layering in some polish, mission objectives in particular got a nice update. In any mission, when your objectives are displayed, you’ll see a nice pop up that should help a bit with some confusion players have been experiencing.
From all of us at Monochrome, we thank you for the continuous support, we’ll see you next update!
https://discord.gg/monochrome
Update 5 Changelog
New Additions
New weapon: Chainsaw
New zombie archetype: Thug
New grab helper, replacing the previous auto-lift
New objective marker with description
Level transition system added
General Updates
Updated Unreal Engine 4.21.1
Several weapons have new audio
Updated collision audio for items and weapons
Updated auto-ducking on dialog
General polish of all audio volumes, attenuation, and more…
Runner zombie female variant
Zombus windows can be shot out
General campaign scripting updates
Re-enabled showing hands when holding melee
Fuse box better feedback support
Bug Fixes
Oculus control scheme fixed
Crossbow fixed
Toggle grip improvements
Tutorial scripting fixed
Outbreak mission finale scripting improved
Items incorrectly scaled in backpack fixed
Manuel (bad ending mission 1) scripting fixed
Overlapping dialogue mission 2 zombus fixed
Known Issues
Toggle-grip randomly locks item in hand
Objective marker only displays in one eye
Update 5 - Mission 2 Live!
Greetings! First off we want to wish everyone an early Merry Christmas and a happy holidays! Thank you all for being so patient while waiting for the next major update which we are happy to announce is coming out… NOW!
First off, we would like to officially announce that we have promoted Lawrence to lead programmer on the project. Lawrence is moving up the ranks to fill in for Victor who decided he wanted to take a break and work on his own project. While we are always sorry to see someone leave the team, we are already seeing Lawrence step up and prove he’s not just able to fill those shoes but making huge strides which means good things are coming!
When we first started working on Outbreak, we had set a very high bar for ourselves and the game, but with the realization that we are a small team of just 6 full time developers, we have made the decision to down scope some of the previously planned features. While we expect there to be some disappointed faces out there, we believe this decision will allow us to deliver a much better, less buggy, and more satisfying game to you, our amazing supporters.
Without a doubt you are wondering what will be getting shelved. First before we get to that, we want to make it very clear that nothing is for certain being permanently shelved, but instead put on hold for the short term until such time that it is feasible to resume working on them again. That said, the following will be put on hold until such time as the core aspects of the game are less buggy, and we have more playable missions delivered.
The following are being set aside for the time being while we focus on bug fixing, and new playable missions.
Multiplayer
Crafting
Free Roam
Shooting Range
In the near future, we will be re-releasing an updated version of our public roadmap that reflects the shifting of priorities amongst the team, and how that will positively impact the overall quality and increase the amount of playable content in the game. Rest assured that those who have been patiently awaiting news about a Playstation 4 version of the game, we will also be able to inform you on the happenings therin, stay tuned!
Regarding the save load system, the current implementation has had more than its share of problems, so much in fact that it’s been slowing progress in other areas of the game and thus we decided unanimously amongst the team to scrap the current one and start a new, less complex iteration. No longer will players need to manually choose when to save by using candles, instead the new system will be checkpoints that are saved automatically at key points of the campaign. The difference with this new checkpoint system once implemented, will be that you will no longer be able to manually load up a save point in a level, however this brings us to our next important change to the game which is also now live in this update, which is our revised and upgraded menu.
Players can now from the main menu room, load into individual portions of each single player campaign. For example, if you want to start playing from the moment you enter the apartment in mission 1 and bypass the starting garage and lobby you can do so! Or if you want to play through the city portion of Outbreak, you can do so directly from the main menu level! We felt this change was necessary in order to compensate for removing the save load system, and starting a new one. This change is live effective immediately, enjoy!
Now for the really good stuff! We are proud to present to you, mission 2 which is simply called Vacancy. Without giving too much away, mission 2 takes place in a familiar area to anyone whos actually played multiplayer on the map called Dustbowl. Vacancy uses this location to tell it’s story of what happened, before things went so horribly wrong. We’re proud of the work we put into this mission, and hope you enjoy playing it as much as we have enjoyed working on it!
Also included in this update is the addition of a new zombie archetype simply called the runner. Runners are exactly what the name implies, if they spot you, they charge at you much faster than other zombies. They also have the ability to navigate in ways that make them more nimble and able to vault over obstacles instead of needing to run around them. If you see one, we recommend you deal with it swiftly as you won’t be outrunning them we assure you!
For everyone who has supported us by purchasing the game, taken the time to leave us a review, or given feedback about how we’re doing, we want to give you a big shout out and say thanks! It really does make all the difference in the world for us to constantly be getting fresh points of view about the game, it really does. So on that note, we hope everyone who’s taking some time off for the holidays (just like we are planning to do!), spends a little time checking out this update and updating their reviews, or posting a new one to let us know what you think of the game in its current iteration. As always, please come visit us on Discord and say hello! We are always happy to see new faces, and it’s a great way to stay on top of news related to the game and ask us questions directly! From all of us at Monochrome, we wish you a Merry Christmas and a happy holidays, we’ll see you next update!
https://discord.gg/monochrome
Update 5 Changelog
New Additions
Mission: Vacancy
Zombie Archetype: Runner
Zombie Archetype : Riot Boss
Firearm: Glock22
Firearm: 590A1 (Pump Shotgun)
Explosive: Propane Tank (Carryable)
NPC: Survivors (Escort and extract)
Gameplay: Defense (Prison Bus)
Updated Content
Phone now has flashlight (reload toggle on/off)
Main Menu (Load Direct Level Support)
Mission Outbreak: Reworked Finale
Replaced all UE4 audio with WWise audio
Refactor Dialogue System
Refactor Scripting Manager
Optimize Level Art (ongoing)
Removed Save Load System (Checkpoints coming soon!)
Removed Subtitle System (Being rewritten)
Bug Fixes
Save Load Issues! (no more save load!)
New checkpoint system will be online soon!
Outbreak Mission
Missing/Incorrect chained dialogues fixed
Missing music events fixed
Wife floating in street fixed
Finale good ending scripting fixed
Various floating art props fixed
Incorrect attenuated audio fixed
Script locking player in apartment fixed
Script locking player in clean apartment fixed
Wife car defense spawning zombies fixed
Parking deck cinematic event not playing fixed
Dying loads player into wrong level fixed
Turret accidentally killing player fixed
Tutorial
Script breaking entering garage fixed
General Bug Fixes
Incorrectly scaled items in backpack fixed
Incorrect magazine ammo counts fixed
Many many more fixed
Weekly Devblog December Week 2!
Jason
Hello again! This week the entire team has been working extra hard as we head down the final stretch of getting mission 2 launched. We’ve completed scripting start to finish, and have been cranking away on polish and of course bug fixing. I’ve also been doing some final art passes as well as adding some special effects. Balancing has been ongoing but I’m happy to say I feel it’s nearly where it needs to be so it offers a serious challenge to players of all skill levels (I hope!). Dialogue has been locked down and we’re going to be sending it off to professional voice actors soon, if all goes well we intend on having mission 2 out before Christmas!
Alex
We’re pretty far along with Vacancy, so my task this week was to replace the temporary character models with the ones we plan on using for release. Definitely makes the game feel a little more complete! Lots of fiddling importing and tweaking of models/textures.
On top of that, we wanted to add a new feature to the game: the exploding barrel propane tank! Pretty simple, does what it says on the tin. You shoot it enough, it explodes. You can also throw them...as they catch fire. Good luck and godspeed.
https://giant.gfycat.com/WillingQuerulousCavy.gif
Brian
Dear Community,
This week I spent a large amount of time sitting at my desk staring into space, wondering if Lawrence would do my dev blog for me. He didn’t.
Best,
--
Brian Comer | President
Monochrome, Inc
http://www.monochrome-games.com
brian.comer@monochrome-games.com
Lawrence & Paul
This week we have been crunching getting vacancy (mission 2) to a release-ready state. So many bugs fixed, so much tightening up of all the events, adding new functionality to our tools to allow us to better get this level to be what it can with the release date drawing ever closer. We are also drawing on feedback from testers, and are getting aspects of the gameplay more dialled in.
We are particularly happy with the second phase of the new content, it’s turning into a really enjoyable rampage through the apocalypse.
Weekly Devblog December Week 1!
Jason
Greetings and salutations! Progress on Vacancy is moving right along, with some new and exciting additions coming into play which Alex will likely talk about in his update regarding a new pump action shotgun. The riot boss zombie is in, and packs a wallop if you aren’t careful to stay out of his way! Having completed an initial balance pass and gameplay review of his current state, we are well on our way to finish him off and get him released along with mission 2 very very soon!
Alex
Better late than never! The pump shotguns are confirmed in for the mission 2 update, working even better than they did in the demo. There's still some polish left to do, but overall they're feeling very fun to use. In the process of getting the pump action off the ground, I also fixed some long standing weirdness with the way the automatic shotgun was behaving; you no longer have to have the bolt fully retracted to add ammo, and the bolt itself is now properly springy, behaving much more closer to its real life counterpart. There are still some lingering bugs with the ammo system with-regard-to grabbing ammo from the belt (not due to the new weapon features, it’s just extra visible now that we're using it this way) but the shotguns are otherwise in pretty great shape.
I also tracked down and fixed a bug related to a new keypad door locking mechanic (it was expecting the wrong password due to a race condition) that had been giving us some issue for the past few weeks.
Also, I recorded this while getting the shotgun footage. Can't confirm or deny that boxing zombies is in the game, but you can punch targets in my test map...
This week I have been working on the dialog audio for the new mission, optimising audio thread usage by taking advantage of some of the new features of WWISE, as well as working with Lawrence to get to the bottom of the audio crashes that were pushing back release of the new content.
Lawrence & Paul
This week we have been getting the vacancy l2 level ready for testers, hooking up dialogues and getting scripting locked down for the encounters in the mission. It's going to be action-packed for sure, hopefully it won’t be too punishing for the test team ;)
Also we got to the bottom of the audio crashes that were hampering development with the creation of a far easier to use and more robust dialog scripting tool.
Weekly Dev Blog November Week 4!
Jason
We’re getting really close to being able to wrap up mission 2, the whole of scripting is completed and now it’s time for balancing. Also we’ll be making sure all the dialogue is locked in so we can get some professional voice actors to record and replace the existing dialogue with new. I’ve been talking with some members of the team about some of the next mission (mission 3) and making sure we can hit the ground running as soon as Vacancy is released. Our goal is to be able to release mission 3 in significantly less time than it took for mission 2. No screenshots from me this week as we hope to have Vacancy out to the public before long, stay tuned!
Victor
My last few weeks were mainly focused on polishing up Vacancy Day 1 and putting together a turn-over for Lawrence. I’ve also added a few little easter eggs and cleaned up random code.
It’s been a pleasure working on this project and also interacting with the community. I wish the team and the project great success. While no game will be able to satisfy every single player out there, I hope that the majority will enjoy the final project. I very much look forward to it!
Peace out.
Alex
I was out of town the week leading up to this week, and most of this last week has been dedicated to some behind the scenes businessy stuff. But! I have been working on some art for the molotov cocktail and doing some light research into the best way to simulate the liquid inside without breaking all the budgets.
I’m also taking some time to finally learn Substance Painter so i can finally ditch (or at least expand past) my old photoshop/xnormal workflow. Looking forward to the time savings when I get up to speed with Painter.
Brian
This week I have been going full-out designing the audio for Vacancy, the map is huge and is therefore a lot of work to keep it sounding not only real, but also varied as you traverse around it. I have also added new sound events that are being implemented into our thrown weaponry, which many of you have noticed was a bit rough around the edges in places. All this, as well as resolving a few bugs we’ve had with WWISE.
Lawrence & Paul
This week we have been fleshing out the existing framework of the Vacancy: Day level and iterating on our existing level scripting to make this level all that it can be, and adding animations to our characters. Most notable is the new system put in place so zombies can treat other AI as players too, which was most definitely needed for some of the challenges you will soon face!