Update #18 brings a few technical changes and some quality of life improvements to coincide with the Steam Spring Sale.
New Game Menu
The New Game Menu has been reworked.
This is ready to support difficulties and different game modes, which will be a part of the 1.0 release.
Custom Game Menu
The first version of the Custom Game Menu has been added.
The first version of the Custom Game Menu offers a basic variety of options to create modified gameplay experiences. For example, there are options available to change the survivor spawn count, the number of initial zombies, the zombie spawn frequency and so on. If you wish to customise your game further, there are more options that can be found following this guide here.
Unit Hover Menu Improvements
The hover menu has been improved for survivors and zombies.
The changes were made especially to improve readability when zombies are close together. Thanks for the feedback in this regard - more criticisms here are encouraged.
The changes:
Added an option to disable health/armour sliders in the HUD unless mouse is focusing on the element.
This setting can be toggled in the options menu under 'Options => Accessibility => Always Show Zombie Health Bars'
And 'Options => Accessibility => Always Show Survivor Health Bars'
Tweaked the colouring and added new tooltips.
Survivor abilities will now show in the expanded version of the survivor hover menu.
Reload Preview
When you mouse over the reload button, the amount that will be reloaded is now previewed on the ammo bar.
New Status: Obliteration
[table] [tr] [th]Status[/th] [th]Description[/th] [/tr] [tr] [td][/td] [td]Obliteration - If you attack a zombie with high-trauma ammunition like buckshot or slugs, there is a chance that the zombie will be obliterated, killing the zombie instantly.[/td] [/tr] [/table]
Remaining Patch Notes
[Bug] Fixed a bug where the damage text appeared small in some cases.
[Bug] Some typos fixed in menus.
[Bug] Fixed a bug where the hover menu for molotov mines and flare mines remained after the mines were activated.
[Bug] Fixed a bug where the highlight effect would remain on activated mines with fuses.
As always, be sure to drop any feedback in the Discord server or the in game feedback tool.
I appreciate your time and attention!
Thanks, ːsteamthumbsupː Ryan
Patch 17th February 2024
Hi there
I've released a small patch to fix an issue.
[Bug] Fixed a bug where deploying a utility item like a mine would not work in some cases.
Thanks ːsteamthumbsupː Ryan
Update #17 - Holiday Update
Hi there!
I'm excited to release an update that adds a new area to the map and brings several quality of life features.
[Map] Outskirts
The Outskirts District is a new area west of the Residential District.
Here you will find a burger restaurant, supermarket, ambulance and a military area. Have fun exploring and looting!
[Game] Clearable Barricades
These are items in the map that take time to remove.
Once they are cleared, you can access previously blocked off areas.
The salvage faster ability also increases the speed a survivor will clear objects.
[Quality of Life] Automated Actions
Survivors will automatically progress actions to completion when scavenging, salvaging, or clearing objects.
You can see that a survivor is automated as they have different action point icons.
You can cancel the automation by moving the survivor or by using equipment.
You will still see all regular camera events while automated, so for example, if a zombie gets too close, you can move away or attack it as you normally would.
This setting can be disabled in the options menu under 'Options => Game => Automate Survivor Actions'
In future updates, this will also be applied to healing in the Medical Bay and completing tasks in the Workshop.
Patch Notes
[Audio] Added sound effects to looting.
[Audio] Added a new night-time music track 'Shadows and Dust' from Scott Buckley.
[Quality of Life] The inventory menu will automatically open when a survivor has finished scavenging or salvaging a container and it is still their turn.
[Quality of Life] Added a warning when loading saves which are potentially too old for the current version of the game.
[Balance] Reduced the spawn rate of putrid zombies outside of the Putrid Den. (12% => 8%)
[Bug] Fixed a bug where salvage faster would not apply its benefit in some cases.
[Bug] Fixed a bug where multiple hazards of the same type could incorrectly be added to a unit in some cases.
As always, be sure to drop any feedback in the Discord server or the in game feedback tool.
I appreciate your time and attention!
Thanks, ːsteamthumbsupː Ryan
Update #16 - Halloween
Hi there!
I'm excited to release an update that focuses on extending the melee system by adding new status effects and new weapons.
Let's dive in!
[Game] Melee Extensions
[table] [tr] [th]Status[/th] [th]Description[/th] [/tr] [tr] [td][/td] [td]Stun - Zombies that are stunned cannot move. Blunt melee weapons have a moderate chance to stun.[/td] [/tr] [tr] [td][/td] [td]Decapitation - When attacking a zombie with a headshot, there is a chance the zombie will be decapitated. Bladed weapons are most suited to this task.[/td] [/tr] [tr] [td][/td] [td]Kneecapping - A zombie that is kneecapped will instantly become a crawler regardless of remaining health. Some blunt melee weapons have a moderate chance to kneecap zombies.[/td] [/tr] [/table]
[Equipment] New Weapons
Three new weapons have been added. Check them out!
[Balance] Weapon Rebalances
Existing melee weapons have had decapitation and kneecapping chances added where applicable. Some weapons have been tuned.
[Input] You can now drag-pan the game camera by holding the middle mouse button and moving the mouse. Link
You can invert the movement in the options menu under 'Options => Controls => Invert Camera Drag-Pan'
You can adjust the sensitivity under 'Options => Controls => Camera Drag-Pan Sensitivity'
[Quality of Life] Weapon information screens such as in the inventory or weapon crafter now display chances for decapitation, kneecapping and base headshot values for applicable weapons.
[Bug] Fixed a bug where cancelling studying would not revert the number of times studied.
[Bug] Fixed a bug where cancelling studying after pausing would not remove the paused session.
[Bug] Fixed a bug where the time dial would occasionally be stuck on the screen.
[Bug] Fixed a regression where grenade explosions had stopped interacting with physics objects.
[Bug] Fixed a bug where rebinding an input action using a controller would fail in some cases.
[Bug] Fixed a bug where scrolling during the rebinding operation would break the timeout.
As always, be sure to drop any feedback in the Discord server or the in game feedback tool.
I appreciate your time and attention!
Thanks, ːsteamthumbsupː Ryan
Update #15
Hi there
I've made some fixes and improvements based on community feedback.
[Quality of Life] Survivors can now pause and resume study inside the library.
[Balance] Survivors are now equipped with mostly tier 1 items when starting a new game.
[Bug] Fixed a bug where cancelling a study session would not correctly restore survivor abilities in some cases.
[Bug] Fixed a bug where loading a study session would not correctly restore survivor abilities in some cases.
[Input] Updated controller support status on Steam to show that Undeadly supports DualShock and DualSense PlayStation controllers.
[Input] Added controller rumble when using guns, grenades and melee weapons. The option to toggle this feature can be found under 'Options => Controls => Controller Rumble'
[Input] Added a setting in the options menu to automatically change controller icons based on the type of controller used. This can be overridden with the existing controller icon dropdown.
[Input] Left and right triggers on controllers now cycle tabs alongside left and right bumpers.
[Input] Increased the max speed of the controller cursor.
[Input] Prevented the mouse from highlighting items when navigating using directional buttons. This previously caused navigation issues in some menus.
Thanks ːsteamthumbsupː Ryan
Update #14 - Steam Strategy Fest
Hi there
I've made some fixes and improvements based on community feedback.
[Quality of Life] New feature - Long Range Movement
This is a mode that makes it more convenient to move survivors across large distances. You can activate this mode by holding the 'Control' key and left clicking on a distant tile.
The survivor will move towards this tile every turn.
[Quality of Life] The following elements now scale with modified game speed:
The camera zoom-out motion that happens when fitting multiple subjects in the frame.
Animations for the void ship disappearing/appearing.
[Game] New feature - Survivor Recruitment
You are now able to recruit new survivors in game. Do this by discovering and approaching the survivor recruitment board, found somewhere in the map.
Survivors take different amounts of turns to be recruited, and some will require scrap or meds. The recruitment board refreshes every few days. The board will only appear in new save games.
[Balance] Reduced the number of starting survivors from 6 to 4.
[Balance] Reduced the number of zombies that start active on the map from 50 to 35.
[Bug] Fixed a bug where the camera could go outside of bounds after loading in some cases.
[Bug] Fixed a bug where loot would not appear on the void ship.
[Bug] Fixed a bug where the friendly fire warning would not show in some cases.
[Bug] Fixed a bug where engarde would not trigger if the last player to move in a turn activated engarde.
[Bug] Fixed a bug where a sequence error could occur at the start of the tutorial.
Thanks ːsteamthumbsupː Ryan
Upcoming Sale & Update: Steam Strategy Fest
Hi there!
I'm excited to share that a Undeadly is about to receive an update to coincide with the Steam Strategy Fest.
The update is set to include a new quality of life feature, Long Range Movement, which will help speed things up when moving survivors over long distances, and Survivor Recruitment, which will allow you to grow and replenish your survivor group.
Thanks, ːsteamthumbsupː Ryan
Update #13 - Patch 21st July 2023
Hi there
I've made some fixes and improvements.
[Quality of Life] Slightly reduced the size of some elements on the HUD.
[Quality of Life] Added input icons inside the tooltips for the buttons in the contextual panel.
[Bug] Fixed a regression where the action point preview on the HUD no longer worked.
[Bug] Fixed a regression where survivors returning from the medical bay or the library would stand inside an obstacle.
[Bug] Fixed a bug that would occur if a survivor was admitted to the medical bay or started studying in the library while still moving to position.
Thanks ːsteamthumbsupː Ryan
Blood & Flame (Part 2)
Hi there!
I'm excited to release Part 2 of the first major update to Undeadly.
[Game] Inferno Rift
This mobile rift moves around in a zig-zag pattern, is able to phase through walls and leaves behind a dense trail of fire.
[Game] New Event: Inferno Beam
A random Flux Beam will now have a chance to turn into an Inferno Beam.
This beam will spawn inferno zombies and inferno rifts.
An Inferno Beam can only be disabled if all the fiery beacons surrounding it are destroyed.
[Map] Residential District Expansion
The Residential District has been expanded westwards.
There are some news areas to loot.
[Game] New Survivor Ability: Mitigate Hazards Faster
This ability doubles the rate of hazard mitigation (e.g. stopping bleeds) for a survivor and any nearby survivors.
'Mitigate Hazards Faster' costs 1 ability token and can be accessed towards the bottom of the doctor ability category. This has shifted 'Cheaper Healing' and 'Faster Healing' upwards in the ability tree.
[Balance] Increased the day length by 2 turns (18=>20).
[Balance] Increased the active/inactive durations of flux beams from (9-12) to (11-16).
[Quality of Life] Added a requested feature to turn off the camera rotation in the main menu. This can be found under 'Options => Accessibility => Main Menu Rotates'
[Quality of Life] You can now cycle slots in the equipment wheel by scrolling the mouse wheel.
[Quality of Life] Made the outline effect for looting and interactable objects much more obvious.
[Quality of Life] Added an option to not play the introduction sequence when starting a new game. This can be found under 'Options => General => Show Intro Sequence'
[Quality of Life] Added an option to hide the Discord button. This can be found under 'Options => General => Show Discord Button'
As always, be sure to drop any feedback in the Discord server or the in game feedback tool.
Thanks for the feedback, feature requests and bug reports that have been coming in. Much appreciated!
Thanks, ːsteamthumbsupː Ryan
Blood & Flame (Part 1)
Hi there!
I'm excited to release Part 1 of the first major update to Undeadly.
Let's dive in!
[Game] Inferno Zombie
Inferno zombies are a tough new variant.
Inferno Zombies leave behind a trail of fire as they move, have increased health and immunity to fire. They rarely spawn during normal gameplay but will have a stronger presence in Part 2.
[Game] New Hazards: Bleeding & Puncture
[table] [tr] [th]Bleeding[/th] [th]Puncture[/th] [/tr] [tr] [td]Bleeds cause 6 damage every turn and last 9 turns.[/td] [td]This makes the targeted unit move 1 tile less per action point for 5 turns.[/td] [/tr] [tr] [td]Like with fire and toxic gas, a bleeding survivor can spend action points to reduce the bleed timer.[/td] [td]A punctured survivor has no mitigation opportunity.[/td] [/tr] [tr] [td]Some ammo modules, utility modules and weapons now have a chance to cause bleeds.[/td] [td]The new 'Spike' payload gives the puncture hazard.[/td] [/tr] [tr] [td]Some zombies have a chance to give a survivor a bleed when they attack.[/td] [td] [/tr] [/table]
[Equipment] New Utility Payload: Spike
The Spike payload is a nasty improvised explosive that deals a variable amount of damage. The spike payload can be attached to mines and grenades. While it deals a low amount of damage, the spike payload causes the new puncture hazard and has a good chance to cause a bleed hazard in targeted zombies.
[Equipment] New Ammo Augment: Incendiary
Incendiary ammo has a high chance to set a zombie on fire. Watch out!