The Alpha 1.16 patch is finally here! We’re excited to add two new missions to the game, a new and dangerous human weapon type: the machine gun turret, and a whole new section of the Mission Select screen to make room for the new missions. The usual complement of bug fixes and smaller improvements, as well.
Mission04 (“Night Terrors”) is our first nighttime mission, and takes place in the Small Town map, after the initial outbreak, when the human military first confronts your growing zombie infestation. The boots of heavily armed soldiers echo through the shadows, pools of light emanate from street lamps and spill from the brightly lit shop windows. Some citizens seem to be easy prey, but many are now armed. Hey, what zombie doesn't enjoy the night?
Mission05 (“Breakthrough”) introduces the Tank Zombie to the story, as well as a new destructible that requires the use of a Tank Zombie to successfully complete the mission (we’ll leave it up to you to discover that particular destructible). Okay, actually, it is possible to brute force your way through the mission without taking advantage of the new destructible, but it’s waaaay harder, and not really recommended. This is the first mission map to use the Warehouse District set of graphics, much of which will be familiar to those who have already played the skirmish maps. The Warehouse District maps are neither night nor day, but instead are set in a kind of eternal post-apocalyptic gloom - the kind of thing that drives human survivors slowly insane for lack of a proper day/night cycle.
Another update is out, featuring four new achievements, lots of bug fixes, some optimizations, and a bunch of cool audio upgrades - new music, new radio audio, new audio for human and undead bases, improved footstep sound logic, and more . . .
Alpha1.15 (12/8/2014)
New
Four new achievements + support for Steam stats and achievement progress
New music for Skirmish 02
New radio play for Skirmish 02 on the Mission Select screen
Improved audio for gas pump explosions
Improvements to footstep sound logic
”Breathing” sound for the undead EyePod + groaning sound when under attack
Damage sounds for military tents
More props and improved lighting for Skirmish 02
Optimizations to the animation system
Tuning
Increased search range for EMTs in Mission 02
Fixes
Fixed bug with targeting human bases
Fixed missing collisions for walls and shelves in grocery store in Mission 03
Fixed mind controlled humans continuing to implement their wander behavior rather than obeying their Undead Overlord
Fixed missing icons for mind controlled humans
Audio for the radio in Mission Select is no longer controlled by the Music options setting
Fixed glitches in music for stats screen
Fixed injured goats sliding around the map
Fixed hint nodes obstructing clicks - and therefore sometimes preventing commands from working properly
Fixed center-on-event script not always working in Mission 03
Alpha1.14
Happy Halloween! Alpha 1.14 is here, and this latest update means more zombie chaos coming your way from Dimension Z. Tuning passes for Mission03 and Skirmish01, and a whole new Skirmish02 map lead the way, but new art, new sounds, new hotkeys, a new destructible, gameplay improvements and a bunch of squashed bugs round out the patch.
Undead Overlord is also part of the Steam Halloween sale, and the game is 15% off for the weekend. That means now is a great time to pick up a copy or infect, er, that is - tell that zombie-wannabe friend!
Still on the roadmap coming up we’ve got new missions, a more powerful sandbox mode, engine upgrades, and more meat sacks to munch! We hope you enjoy, and as always, thanks for being on this Early Access ride alongside us.
“My horde attacking the poor waiter at this fine establishment” - by The-Skull-Will-Conquer
Alpha1.13
“Remember, no matter where you go - there you are.” - Buckaroo Bonzai
After having survived visits to the ER (don’t ask), and travelled to distant Seattle to grow our brains by attending Unite 2014 (and PAX!), the Undead Overlord team is excited to bring you our third update since launching the game on Early Access. We’ve listened to what you, the community, have had to say - and we’ve responded with some key additions. We’re also continuing to explore the world of zombie chaos, of course, with ongoing iterative and experimental tuning.
The big addition is a brand spanking new minimap to help you keep track of where you are in the map, and to help you hunt down those pesky hidden humans with the tingling of your “zombie spider sense”. Just seeing all those tasty human units light up on the minimap would make our mouths water - if we had any saliva left in our shriveled, desiccated maws . . .
“first step for the beginning of the Zombie age” - by Overlord Nekator
Humans will now lose stamina over time when running, and will regain it otherwise. They’ll even start limping away in desperation after enough abuse - making them much easier to catch and kill, especially the civilians. Zombies are also more resistant to gunfire, and only high caliber rounds will be able to stop your Grunt Zombie units in their tracks.
Another addition, and a direct request from the forums - you are now a more powerful Undead Overlord. That is - you can now exert more control over your zombie minions. Want them to stay put, no matter what? Use the new Hold command by pressing the hotkey “H”. Want your zombies to attack anyone that they might encounter on the way to where they’re headed? Just use the new Attack-Move command by holding down the left-ALT key when issuing your regular move command with the right mouse button. Your horde, assuming they survive, will still go where you direct them - but they just might diverge from the path for a tasty snack (or to make some new friends!) along the way.
Last major change - the map for Mission02 has been doubled in size, filled up with a bunch more tasty meat sacks, and that whole mission design has been retuned appropriately.
And, of course, there are some smaller additions, and some additional tuning - and a whole batch of bugs got squashed, too. Check out the forums for the complete release notes.
Thanks for playing!
- The Undead Overlord Team
Alpha1.12
One week into Early Access and we’ve got a second update for you. This one is mostly filled with bug fixes (tons!) and tuning - highlights include a kinder, gentler Mission 02 (slightly), and more responsive zombies (less affected by gunfire). We’ve also cooked up some gooey new art for the the Speed Zombie’s special attack, installed a vortex to Dimension Z, totally reworked the way special attacks work with more than one unit selected, and added new audio to the stats screen and a few other spots.
In case you missed it - Undead Overlord is now on Steam Early Access!
Our first public alpha went live on Friday, and we’ve just published our first patch (of many!) If you’re interested in trying out some of the game so far, and contributing to its future direction and development, check out our page on Steam.
Our launch sale of 15% off will run until this Friday.
The Last Stand, by user diggergig (alphaTest/sandbox mode)
Letting our undead baby out into the wild has been exciting, a little terrifying, and most of all amazing as we watch players come up with creative strategies or crazy antics in the alphaTest map. We’re also taking feedback of all stripes to heart!
Current Features List
> 3 Missions + 1 Skirmish Map
> Mutations: 3 Boss Zombies, each with its own Special Ability
> 8 Destructible Vehicles
> 10+ Human Types
> 15+ Destructible Object Types
> 6 Human Weapon Types - Baseball Bat, Pistol, Assault Rifle, Shotgun, Grenade, Land Mines
> Bonus: alphaTest map (a zombie sandbox)
Thanks for your support - see you in Dimension Z!
- The Undead Overlord Team
http://store.steampowered.com/app/291370
Community Hub is undead! Now with extra artwork . . .
Our concept artist Dave Reyes is posting some of his cool concept art in the Undead Overlord community hub today - come on by to check it out and say hi!