Below you can find and discuss the latest changes to the game. Z. Year One is currently under heavy development and will continue to be tweaked and improved throughout the Early Access period.
Please make sure to read the Early Access launch FAQ!
Version 0.12.2 is our biggest update yet, with a lot of substantial content and changes added just in time for the Early Access launch.
Survival Mode
- New Challenges added for both factions
- Survival Mode added to Main Menu options
- Survivor Challenges require a Survivor deck to start, and likewise for the Fallen
Survival Mode tasks the player with surviving as long as they can against a severely OP enemy AI. Winning is (or at least, should be) impossible since the enemy base has 999 SV.
Each challenge has unique effects which usually revolve around a certain type of enemy unit coming into play each turn. Combined with specific bases, all enemy units having Rush, and Survivor AI having auto-Supplies (which works similar to Fallen Aggro), going in unprepared means your defeat will be swift.
That said, the Challenges should strike a good balance between being weird and unique, and extremely challenging, and so some of them are still feeling a little too easy. Any feedback you have on this mode or ideas for potential Challenges is welcomed.
In the final game, each Challenge will provide rewards depending on how long you can survive for.
Bases
- Added a large number of unique Bases to the game
- Bases can be selected during Deckbuilding by clicking the Base button
- In Versus matches, the AI will have a random Base
Bases give your deck a thematic foundation to build around. This is the first pass and so you can expect some changes to be made to the system overall (including how it all appears in the Deckbuilder). As a reminder, not all content currently available in the game will be immediately accessible in the final game.
Locations
- Added Visitor’s Center and Camp Site backgrounds to map rotation/options
- Added new Location cards to new Locations
- Added moonlight variant to the Lumber Yard Location
- Triggering Car Bomb will now change the lighting of the Lumber Yard background
- Backgrounds are randomly flipped each match so you’re not always playing from the same side, visually
There will be six Locations in the final game, each with their own unique cards and 3D backgrounds. Right now we have one complete Location deck (Lumber Yard), and three 3D backgrounds. The other locations mainly use the Lumber Yard deck with a few exceptions, but getting the complete Location Decks and all of the final 3D backgrounds into the game is a top priority as Locations are one of the most unique aspects to Z.
The Visitor Center background will likely get an overhaul since it’s a little... *tricky* on the eyes.
Card Changes
- Backpack cost increased to 2
- Ladee’s SV decreased
- LT / Reggie SV increased
- Dodge & Counter cost increased to 2
- We’ve started to transition placeholder imagery out and final images in, especially for Equipment and Location cards, but it’s still a WIP
General
- Instants can only be played during your Action phase now
- Configuration Menu added (press TAB)
- Enhanced the Main Menu (MM)
- General improvements to AI (still very much a WIP)
- General improvements to text when playing certain cards
- Adjusted DB layout so assets are better spaced out
- There are now separate “Submit Feedback” and “Report an Issue” buttons on the MM
- Added “New Deck” options to any empty custom deck slots on the MM
- Disabled turn timer in all SP modes
- New Traits added to the Fallen Trait pool (such as Treacherous and Heavily Armored)
- Wooden Baseball Bats no longer provide Supplies when Salvaged
- Melee Weapons are less dependable now
Bug Fixes
- Dead End will now properly prevent Survivors from searching on the same turn
- Barricades can not be used to play Tactics
- Glass Bottle and Brick will now properly use a unit’s turn
- Safeguard Hideout will not give Barricades armor
- Fallen player will see proper Area cover images
- Bases can now be selected before decklist is full
- Marksman will now be properly applied to SMGs and ARs
- Loot dropped on the Fallen’s turn will automatically be added to the Survivor’s Inventory
- Multiple loot drops will now queue properly
- Multiple Walkie Talkies will now queue properly
- Fixed a bug where Danger Ahead could soft lock the game if there weren’t three cards left
- Instants should only highlight as playable on the Action Phase
- Triggering Backfire during a counterattack will properly remove the weapon now
- Fallen can now reveal the Climax card by roaming the final Location card
Major Known Issues
- Game cannot be played while Steam is offline (even if you are online)
- Resolving non-combat Events like Generator are causing the Survivor to attack.
- Missing audio during certain UI and in-match actions (this is a top priority!)
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