Zombasite cover
Zombasite screenshot
Linux PC Mac Steam Gog
Genre: Role-playing (RPG), Indie

Zombasite

Zombasite Anniversary Sale!

To celebrate Zombasite's 3rd anniversary, we have released a huge patch AND Zombasite and Zombasite: Orc Schism are both 75% off for the next week on Steam!

Zombasite patch 1.023

This huge patch improves graphics a lot by adding shadow mapping, adds Steam cloud support, increases performance quite a bit, fixes several crashes, and fixes a ton of other more minor issues (more than 200 changes).

1.023 change list:


  • added shadow mapping
  • added Steam Cloud support
  • fixed a possible crash when loading if build a level and then free the level before the end of the game setup
  • hopefully fixed a crash in generateBlendedTileGeometry
  • fixed a possible multiplayer crash if have lots of entity deletes since last message (only developer testing modes?)
  • fixed an infinite loop related to explosion traps and cave ins (Mandark)
  • fixed a crash in ResourceSystem::freeNextResource (I triggered it in the editor, but it might be random crash in many other places)
  • fixed a crash in Quest::switchCombatants when a purge happens during switch (probably rare in real games)
  • fixed a crash when a player leaves a multiplayer game and then a monster damaged by that player tries to reference the player's clan
  • fixed a crash if X the entire window while in multiplayer game
  • fixed a way multiplayer game maps could be out of sync in multiplayer (hella)
  • fixed never dropping legendary rings, jewelry, or necklaces (Destro*)
  • now if load game and the main monster of a quest is in a secret level shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Wayne)
  • now on load if monster level and quest level doesn't match for some reason (most likely because world layout changed) fix quest level (Varkon)
  • now if an actor clan loads and is based in an area that no longer exists it will be moved to a valid location
  • now if load game and the main monster of a quest is in an invalid location shift to it somewhere more reasonable - this can happen if I change the layout of the worlds and what used to be a normal level ends up being a secret level after the layout shift (Mandark)
  • now non-player critical hits are 1.5X instead of 2X
  • difficulty damage mult now applies to projectile, radius projectile, direct damage, and status effects
  • added a few more safeguards to prevent corrupting character
  • safe guarded another place in save code to prevent corruption
  • now postpone building collision grid until models are loaded (should prevent a bunch of hitches)
  • removed lightIndexes being a local array in renderSurface (test went from 54.3 to 56.7 fps, 4.4%)
  • made getTileObject caching work better (test went from 57.8 to 58.9 fps, 1.9%)
  • no longer cull each surface separately (now per entity) (test went from 48.3 to 49.0 fps, 1.5%)
  • now cull minimap blips better (test went from 57.7 to 65.4 fps, 13.3%)
  • culled some more minimap blips better (test went from 69.2 to 71.5 fps, 3.3%)
  • cull tiles a little better now (test went from 71.4 to 71.9 fps, 0.7% - also simplifies code a bit)
  • cache model matrix instead of just angle (test went from 78.4 to 79.8 fps, 1.8%)
  • now some ResourceHandles marked as temporary and they don't go through add/remove user (test went from 78.4 to 79.4 fps, 1.3%)
  • no longer add lights from models (old feature) (test went from 78.9 to 79.4 fps, 0.6%)
  • optimized bindTexture slightly (test went from 79.4 to 80.0 fps, 0.8%)
  • sped up a bunch of getDatabaseEntry calls in CovenantBase (didn't test speed, too erratic)
  • changed a couple dynamic_cast to static_cast (test went from 79.0 to 80.3 fps, 1.6%)
  • sped up getting instigatorQuestDatabaseEntry (test went from 55.4 to 55.8 fps, 0.7%)
  • sped up creating world map a little bit
  • made status effect texture precache a little smarter
  • entire clan is no longer active if some of them are raiding another clan (Destro*)
  • fixed not being able to move guard locations (Zomb)
  • now enemies attacking a monster that gets demonic control cast on them stop attacking (BlastProcessing)
  • fixed clan door armor values
  • NPCs that have Savage Strike will now use it way less (teleport too powerful) (Varkon)
  • doubled MonsterSpawnChanceMult on several quests
  • now when immovable entities (torches, etc) spawn they will push any other entity out of the way (fixes some collision issues) (Varkon/Excellion)
  • now if a monster kills your nemesis that monster will become your new nemesis
  • fixed secrets being easy to see on maps
  • now when right clicking to attack and happen to be highlighting a non-attackable object it will try to target the next nearest attackable thing
  • now NPCs in clans that are hurt will not sleep so that they regenerate/heal (fixes several issues)
  • decreased Thaden lightning blessing DamageMultPhysical from 0.5 to 0.2
  • now hurt NPCs more likely to roam around during activities (also more likely to heal at healthstone) (rainbow)
  • fixed system control not saving/loading correctly sometimes
  • now MonsterCausedTrouble taunts are time limited like MonsterRandomTaunt taunts (Castruccio)
  • no longer add level modifiers if the monsters they would add can't be added
  • now on a new world, expedition points are brought up to 0 if below (Bluddy)
  • increased BaseTornadoChance from 0.03 to 0.05
  • increased ModifiedNumberMultChests from 4.0 to 8.0 for mining level modifier (Orc Schism)
  • added cursed resistance item modifiers
  • can now buy an entire stack of items by pressing ctrl when buying (Doesn't Learn From Mistakes)
  • fixed a targeting issue with skills like heal not being able to target player if previously has another valid target (Fulano)
  • Earthquake, Darkness, and Fog machines can now start uprisings (Bluddy)
  • now allow MoraleChangeWhenHurtNoEnemy to go below 0 (NPCs should run away from things like fires better) (rainbow)
  • NPCs now start with random XP within their current level
  • fixed a bunch of status effects getting applied as permanent monster enhancements but then disappearing quickly (Destro*)
  • now demon gates are limited to spawning demons
  • now zombie gates are limited to spawning zombies
  • decreased monster Fleet of Foot bonuses by 20% (Bluddy)
  • decreased monster Power Burn enhancement by 20% (Bluddy)
  • Torva Shaman fire aura now only buffs friends (Bluddy)
  • fixed a problem on some gates/dungeon entrances not showing correct quest info (Varkon)
  • fixed gates to unknown destinations showing the destination name
  • fixed xp listed in quest text not taking into account world modifiers that change it (usually pacing modifiers) (Nyithra)
  • fixed beam attack not passing along which skill was doing damage (was probably causing several beam related problems) (Varkon)
  • fixed Strength calculation on status effects
  • fixed wisps being able to buff themselves (probably fixes other monsters doing similar things)
  • now clan will always be destroyed if drop to 0 members for whatever reason (Dungeon Explorer Lan)
  • fixed particles not using combined surfaces like they were supposed to
  • fixed liquids not triggering multiple times correctly
  • triggers now more consistently do something (Dragonface)
  • now quest items that aren't needed but are picked up are removed instead of dropping back to ground
  • now skills like Whirlwind can't hit enemies that you can't see (Dragonface)
  • flying entities no longer trigger ground traps
  • mutated NPCs can no longer be infected (Bluddy)
  • now projectiles show explosions even if hitting a neutral or allied entity (even if they won't do any damage)
  • now monster resistance/imbue enhancements get some resistance added (instead of just a multiplier)
  • fixed several faction reputation issues
  • decreased cast time debuff on monster taunts from 0.25 to 0.2 (Fulano)
  • now areas can have desired monster types (was only archetypes)
  • now can cast most projectiles at enemies that character can't technically see (it will still likely hit the sight blocking obstacle though)
  • some monsters can now open doors
  • now doors will automatically close after a few seconds if a monster/NPC opens them
  • fire thrower fire can now hit objects
  • now ambushers get an attack/defense bonus for 10 seconds
  • now renegades get a 10% reduction in attribute requirements for items
  • now monsters get a 25% reduction in attribute requirements for items
  • now keep monsters away from gates a little better (Boink)
  • shifted reaver unholy strike passive from cold damage to weapon damage (eliotno3)
  • now monsters have to be able to see victim to do a melee attack (Destro*)
  • made god retaliation more extreme
  • NPCs are more likely to join in a fight if someone they dislike is fighting (join fight against them)
  • now if a monster is purged (too many entities), put original position instead of current position on respawn list
  • flying/hovering monsters can now fly over barrels and chests
  • can now switch bags where one is inside the other (Fulano)
  • item skills no longer affects stand still stuff
  • boosted Herbology resistances, mana regen, and health regen (ricmadeira)
  • now initial monster hate is the faction reputation (Fulano)
  • now starting hate scales with level better (so similar at low and high levels)
  • decreased MaxDamagePercentTakenAtOnce from 0.75 to 0.7 for Lucky mutation
  • decreased ParasiteGroundAcid chances from 0.25 to 0.2
  • decreased SpawnChance of liches from 2.0 to 1.5
  • fixed collision size of large dungeon stone block with brazier on top
  • doubled amount of money dropped from Pirate treasure map chest
  • now damaging a gargoyle statue causes noise like damaging a door
  • increased StatueHitDurabilityMult from 7.0 to 10.0
  • increased gargoyle/statue armor bonus from 10 to 25
  • decreased spawn chance of zombie dark elves by 50%
  • monster wars now cause more problems
  • player NPCs and summons are now less likely to break dangerous objects (hella)
  • fixed bounty hunters not changing levels correctly (Giri)
  • made battles get constant flow of reinforcements so much more interesting
  • improved wander pathfinding quite a bit
  • decreased chances of renegades randomly popping up (without direct cause and not at start of world)
  • greatly increased chances of uprisings from gate quests
  • quests from gate quests no longer sync level/seed (means they can spawn in different levels from gate)
  • fixed some quest dontEndNearPlayer issues
  • fixed game trying to donate an item if you moved a vendor item into the bottom left normal slot (Fulano)
  • fixed a couple bulletin board issues with not near/only near npc quest things
  • improved quest level syncing when the world is really large
  • now item skills can hit dead monsters
  • now attack that does no damage but enemy is dead counts as a success
  • assassins and scouts can now teleport back to target level if they leave it for some reason
  • decreased fairy light height from 128.0 to 64.0
  • made "only on armor" text colored consistenly like "only on weapon"
  • fixed normal maps on 4 of 5 naga/naga priest variants
  • force shadow mapping on Zombasite (just first time on old configs)
  • now add a green # to a level name to denote that another player is in that level (hella)
  • changed green
  • in front of player name to a green # to show in your level
  • no longer show symbol in front of your player name to show that you are in the same level as yourself
  • zombies are now marked correcly to not be able to be zombified (again) (blightfang)
  • sconces on wall no longer have collision
  • fixed skeletons not drawing alpha, normal, or specular maps correctly (Bluddy)
  • now other players names are green so a little easier to tell them apart from NPCs (hella)
  • npcs with bows (or wands in Din's Legacy) now use bow attack instead of melee attack with range
  • fixed getting multiple clan doors sometimes (Fulano)
  • no longer show help text on fading out objects (like clan doors)
  • fixed mouse buttons above 3 not registering correctly without also moving the mouse (Mandark)
  • fixed non left/right mouse click not working correctly when moving
  • changed setUseTextureAlpha to correctly be per texture unit
  • added tag_chest to healthstone so effects target a reasonable place
  • rewored champion skill text a little to be more clear what it affects (Destro)
  • fixed another way that blocks like bridges wouldn't get set up correctly (Fulano)
  • made transition to idle animation a little smoother
  • fixed not showing correct skin when using a unique item (the fix won't work until game is run for the 2nd time with new patch) (hella)
  • added character options to character exports (Destro*)
  • added destroyed effects to monster traps
  • changed select gold amount in trade menus to have separate gold, silver, and copper input boxes
  • scale changes on entities is now animated (Bluddy)
  • added normal/spec maps to gargoyles
  • made acid more visible behind objects (Throwback)
  • fixed some transparent entity sorting issues (Mandark)
  • changed yellow crystal effect so looks less like yellow elite effect (Orc Schism) (Fulano)
  • Block skill text now includes effect when you block an attack (mothbones)
  • now when highlight a blip on world map that blip is drawn last (fixes duplicate problems)
  • fixed highlighting entity blips with quests available or solved and blip is a priority
  • made blue and purple gates the correct color on minimap
  • fixed gates not updating their exact location on minimap correctly (fixes another duplicate problem)
  • added buy stack tip
  • minimap now shows blips farther out especially in town where you have full map (Destro*)
  • pressing ctrl no longer cancels player actions except attacking and moving
  • fixed duplicate scout word in scout killed message
  • fixed it so don't get 2 quests to kill a newly zombified NPC
  • objects in the way alpha out a little farther now
  • made skills with additional (instead of mult) of stunning blow, critical hit, crushing blow, and deep wounds more clear
  • fixed vbulletin character export having extra color commands that don't get parsed correctly
  • fixed animation issue with destroyed statues (trying to share model with normal killed monsters)
  • now rain puts out campfires instead of destroying them
  • whirlwind and other similar melee skills no longer hit untargetable objects (like oil on ground)
  • fixed not getting any hit sounds when hitting a statue (twitch.tv/ninja)
  • now random object size and rotation are consistent across save/load
  • now when a health bar blinks it doesn't blink out all of the way
  • stuck door/chest message no longer goes to event message queue
  • fixed bulletin board getting status effects
  • fixed skeletons not being visible while "hidden"
  • fixed followers on lurker, plague bringer, zombie plaguebringer, zombie dark elf, and zombielord
  • fixed noisy/quiet level not working correctly with monster idle sounds
  • now fire throwers, shadows, death knights, stalkers, imps, and screes taunt less (since this list is bigger, taunting as a whole will go down some)
  • now torvas, orcs, and dark elves taunt more
  • no longer get xp for finding direct neighbor of starting town
  • added special anim to all monsters in bestiary and added theme music
  • added a loot filter (can specify min rarity items to show) (Sephumbra and probably many others over the years)
  • added 7 more unique chests from Patreon
  • added description to shared life status effect
  • now in-game health bars will blink for player and allies when have low health
  • added description to pierce status effect
  • added light to elemental totems
  • increased fire elemental and towers light
  • fixed yucca tree not fading out correctly
  • simplified set item text so text on set items is a good bit shorter
  • added Mandark's Direia Tribute Britches (Patreon item) (Mandark)
  • added Mandark’s Tower Tribute Bow (item from Patreon) (Mandark)
  • a permanently broken item will no longer show as a better item (green plus)
  • fixed 1 lever type that was inconsistent and showing object type (Varkon)
  • added god pissed message when an evil god retaliates
  • fixed shadow options
  • now auto pickup bonus XP objects
  • fixed skipping salvage message if a repeat of a recent salvage message (Dragonface)
  • now get xp if pull a lever and it disarms a trap (should cover other similar ways)
  • no longer add an enemy that is too far away, fixes a few issues like retreating with a dot and then taunting the player for running (Fulano)
  • biggest accomplishment is now a completed quest not necessarily a solved quest
  • now win screen tells you quests completed instead of quests solved
  • now NPCs and members of other clans can count as most impressive kill
  • made it so more text could be displayed per line on win screen
  • made bronze, silver, and gold chests more consistently use their effects
  • last event line no longer draws in larger font if that will make it go off the edge of the screen (Crisses)
  • renamed achievement of destroying 100 clans from Destroyer to Clan Destroyer (Fulano)
  • fixed another reference to warriorSwipe6.swp
  • fixed teleport sounds not always playing when gating
  • fixed some missing punctuation in war quest text
  • added description to Mana Shield status effect
  • fixed life steal proc description indent/wrapping issue (also a few other similar descriptions)
  • fixed some old references to ships that somehow have survived (Castruccio)
  • fixed bad wording in replacement unique quest text (Dragonface)
  • changed save version to 228
  • changed PROTOCOL_VERSION to 84
  • fixed a contention issue in AreaResource::getTileObject
  • changed setProgramEnvParameter4fv vector parm to const
  • cleaned up LightingSystem::getLightData
  • cleaned up generate2dGeometry a little (one text goes through)
  • now on vertex/fragment errors just print rest of problem line
  • separated DamageType and SourceType
  • added No Replacements button in editor UI to make adding things like grass safer
  • updated donation lists from Patreon
  • can now set DontSave on user var definitions to override it already being set to Save
  • updated copyright date
  • fixed font tool not compiling correctly
  • made font tool smart enough to automatically bump up texture size if too small for all characters (milithien)
  • added cheat_repairAll to make my life easier :)
  • added cheat_playtestTeleport - teleports around every few seconds to stress test lots of different things
  • moved isInsideTownWalls from Game to World
  • fixed some issues with cheat_completeAllQuests
  • added showLevelGeneration debug command

Zombasite patch 1.022

This huge patch (well over 200 changes) fixes several crashes, improves performance, adds autosizing inventory, and fixes tons of minor issues.

1.022 change list:


  • inventory now autosizes to prevent overlapping
  • fixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other
  • fixed crashes when creating/destroying fake player
  • fixed some radar stuff still being applied in some cases
  • fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
  • fixed a rare infinite loop in trap activation
  • fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes renegade and is below the min level of that world (Buttermilk)
  • fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
  • fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
  • fixed a rare infinite loop in generateCaveLevel
  • sped up Level::finishGenerateOutdoorLevel a little
  • fixed a slow down with inventory up, my test case went from 37.4 fps to 50.8 (Dragonface/Etto)
  • fixed a leak of resource handles if added, then removed, before actually loading
    now cache footstep handles so don't load, free, reload, etc, test scenario old=70-90fps, new=100ish
  • fixed a crash on load when trying to fix up loaded pointers but entity had been purged, clearEntityReferences not being called in correct place
  • fixed an entity leak with status effects never getting cleaned up on inactive actors - might also be causing slow downs and crashes
  • now monster promotions are slower once than hit unique level
  • fixed a really rare crash in GraphicsSystem::drawTiles
  • now get clan destroyed reward chest if kill clan members (not healthstone) (Dragonface/Mandark/twitch.tv/ninja/Destro*)
  • fixed a possible infinite loop in tryWeakenGround (Cthulhu Fhtagn!/Boink)
  • now free shader indexes so after a long game session a high shader index doesn't corrupt the sort integer, which can lead to random crashes (Mandark)
  • quest monsters can no longer be converted over to follow player (twitch.tv/ninja)
  • fixed an angles issue that might have be generating a NAN and then starting a infinite loop
  • made networking handle low framerate situations better
  • now world saves use basic network compression (saves about 40%)
  • now when holding down right click and kill target it will move to next target easier
  • fixed a crash when sometimes shader sorting could have an accidental collision (which can cause lots of problems)
  • fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
  • fixed other players in multiplayer getting XP multiple times when a player's pet got a kill (Ninjakillzu)
  • now traps can do explosions (can cause cave ins)
  • now on hit skill projectile starts at enemy killed
  • fixed on kill ring projectiles with cones not hurting anyone
  • fixed orc shaman weakness skill now based on monster skill
  • status effects now skip loading stat changes that can't happen
  • changed to a better hash algorithm
  • only partially build status effects on skill definitions until needed
  • magic modifiers now skip loading stat changes that can't happen
  • now skip loading unused stat changes
  • fixed reported relation change not getting to player sometimes
  • fixed 2 caves having unusable braziers
  • water can now spread
  • water now stays around for 30 seconds instead of 10
  • hazards can now apply status effects directly (instead of needing to be a trap or actor)
  • hazards can now apply multiple status effects
  • wet status effect now lasts 10 seconds
  • now outside in rain gives you wet status effect
  • now inside a house prevents rain/wet
  • now full level fog adds fog status effect to sentients
  • wet status effect now debuffs cold resistance also
  • fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
  • unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
  • fixed liquids getting destroyed, not removed, and then no longer working correctly
  • projectiles no longer cause explosion effect on something that wasn't damaged
  • caveins should now be immune from damage from other caveins
  • now need to stand still to throw ice bombs and other similar things
  • fixed some issues when wielding a broken bow
  • ghost now counts as flying
  • now add colored @ symbols to show which clan(s) are in a level
  • auto extra projectiles now are homing
  • now get fog status effect from fog from the weather
  • fixed a state issue in RenderingState::setAlphaTestMode
  • now grab maxTextureSize from openGL
  • now check maxTextureUnits
  • whirlwind now repeats correctly when using right click (Mortac)
  • fixed a few things so that immortal clan members would work (treborx555)
  • can now have multiple BlockTypeIndex/BlockTypeMult for the same index (now multiple together instead of replacing)
  • now when spawning guards tries to find a valid position
  • fixed sometimes monster getting double promoted or saying player ran away when the player died
  • now inventory takes advantage of widescreen monitor if available
  • changed changeling 5 to use dark orc berserker instead of orc (Orc Schism)
  • fixed forest rock2a & rock2b collision
  • fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left to right speakers)
  • now projectiles explode when they hit world objects
  • now goodPositionToSpawnThings checks if block is from a fake level
  • now some dungeon sconces marked as CantPurge
  • player dying can't solve plague/curse quests any more
  • now when fixing an entities position, if can't find a valid location in the same level, will allow to move to a different level (a different level is better than invalid location) (Fulano)
  • fixed split projectiles not working with many skills it was meant to (Mandark)
  • fixed some spells not repeating correctly when used from a hotkey (Nyithra/Fulano)
  • decreased tower spell range from 1000.0 to 800.0 (Boink)
  • non ring projectiles no longer hit liquids & ground traps (vantil)
  • fixed not getting NPCs at high level worlds (>100) (Destro*)
  • non-moving monsters can no longer be converted over to follow player
  • fixed some old damage mults no longer supposed to be used (will increase physical damage, and decrease poison & lightning damage)
  • fixed crushing blow actually lowering damage in some cases
  • fixed things like a firesword changing left/right speaker as player turns around
  • Defy Death now has some inflation so higher levels are more useful (twitch.tv/ninja)
  • fixed constant has plans to raid quests popping up (Mithur)
  • fixed possibility of _eventChance increasing over time when not supposed to
  • fixed a way that NPCs could get stuck in activity if path failed in a certain way
  • now elite weapons and armor vendors skew their items towards the player
  • added Happy Chest (Patreon reward)
  • decreased PlayerRanFromMonsterUpgradeChance from 0.1 to 0.05 (Boink)
  • sped up GameShared::getSkillIndex some (decreased debug load time 4 seconds)
  • sped up getPerLevelSkillDefinition some (decreased debug load time 6 seconds)
  • sped up finding skill StatusEffect some (decreased debug load time 3 seconds)
  • sped up MagicModifier::processDatabaseEntry by ignoring stats if has some kind of skill (decreased debug load time 125 seconds) (Fulano)
  • increased chain lightning chain distance from 150.0 to 200.0
  • fixed projectile chaining using start position instead of end position (Romløk)
  • can now get more than 1 center print so less likely to miss important messages
  • increased center print base time a little and moved to database
  • now center prints stay around longer the longer they are (text wise)
  • increased center print size and get rid of the background (unless fullscreen menu)
  • added money sound when searching for an enemy from quest screen to show money changed (Boink)
  • fixed getting a critical error when loading a game when currently using Spirit Evasion
  • fixed item text not being able to get smaller on primary highlight text
  • now show full info on item skills
  • now client handles sending too much data up to the server much better
  • can now target skills towards another player by highlighting their name/health bar on side of screen (Etto)
  • fixed crafting items bought from a crafting vendor not adding to your inventory correctly (Destro/Fulano)
  • server should now handle a rejoin after a crash better (Mandark)
  • now if you have a selected target arcane swarm will select random targets near your intended target instead of near the player (Mandark)
  • items inside of reward chests can no longer break (Mandark/Fulano)
  • fixed orc ego enemy on items not being Dark Orcs (Orc Schism)
  • fixed Slaughter skill not repeating correctly when on left/right mouse
  • fixed first level sometimes not calling levelBuilt correctly because it got built before worldSetup finished (this can cause various issues like objects stuck in inaccessible locations) (Fulano)
  • now cache monster combat sounds
  • now precache weapon sounds
  • now precache turnedToZombie.mdl if monster is a zombie
  • now precache ground items
  • increased speed of escorted NPCs so they keep up a bit better
  • now cache texture of status effects on entity client
  • now keep old music handle to prevent reloading it if played again soon
  • sped up finding music datatbase entry
  • now don't let music load without hard pause before playing it
  • optimized ResourceSystem::findResource a little
  • now if try to load a resource and already have correct handle, just returns
  • can now precache textures
  • sped up StatusEffectBase::processDatabaseEntry (test went from 23 to 12 seconds)
  • now gameShared->getPackedDatabaseEntry uses database hints - should speed up loading some
  • no longer calculate hash multiple times for DatabaseEntry::getAllValues type calls (overrides/addsTo/base)
  • now when looking up each database entry base, uses the hint from the current subdatabase to speed up search
  • now static models (1 animation with 1 frame) always go down static vbo path (test went from 50.8 to 60.8 fps)
  • now all dead monsters of the same type shares the same vbo (test went from 66.2 to 71.0 fps)
  • fixed infinite loop if change SERVER_FRAME_TIME
  • can now change the server frame time with serverFrameTime user var (default is 50)
  • fixed explosion precaching not working correctly
  • improved projectile precaching
  • now make sure don't get in an infinite loop when precaching (don't think it has even happened yet, but as it gets more complex it would happen without protection)
  • now precache hazards
  • now precache objects
  • precached a bunch of small things better
  • now precache swipes better
  • now precache money sound and soulstone model
  • now precache footstep sounds
  • now precache basic elemental effects
  • precached status effect assets better
  • now precache level ambient objects
  • sped up skill & magic modifier build times
  • traps are no longer triggered by a dead player
  • now play monster pain sounds on dots and death
  • added effect to cripple status effect
  • made skill name draw larger
  • added on kill chance print on skills
  • changed PROTOCOL_VERSION to 76
  • changed save version to 226
  • increased volume of monster pain sounds
  • fixed orc and zombielord sounds in bestiary
  • no longer show cost of next point when at max
  • can now specify that effect is attached to a tag on an item model instead of parent model
  • changed bloom clamping from GL_CLAMP to GL_CLAMP_TO_EDGE
  • some short desert plants no longer fade out when "in way"
  • updated donation lists from Patreon
  • pets no longer trigger town attack sound/icon
  • fixed 1 DarkLord texture capitalization issue (Linux is case sensitive)
  • fixed 9 PlagueLord texture capitalization issues (Linux is case sensitive)
  • no longer show @ on level name for clans not met
  • fixed effects on items not always carrying over after a world win/loss
  • now highlighting a slider shows you current value (minimum - maximum)
  • now open bag circle blinks when you have the cursor over slots in the bag
  • fixed small gap in minimap
  • fixed a parsing error in UIWidget::parseTextSources
  • now can right click on inventory button to open bags only
  • cleaned up some widescreen handling code
  • fixed trap FirstThinkTime
  • hitting a statue no longer shows effect
  • statues no longer do dying animation
  • fixed a bunch of blocks in opening screen area being marked as has house
  • changed wampir blood to a green effect
  • now cache canSee checks for Actors if it is their current enemy
  • ENTITY_STATE_HAS_ENEMIES now only gets updated every 1/2 second or so
  • added Patreon page to credits page
  • fixed some skills not automatically getting added to use slots
  • torches can now be purged if already reseting the level spawn
  • fixed raid gate sometimes spawning inside collision
  • fixed clan guards sometimes spawning inside collision
  • fixed block and energizing block not animating correctly
  • now hide time on fog and darkness icons since so short and gets redone constantly
  • no longer move when typing 'a' in multiplayer chat (Fulano)
  • fixed an adding follower issue with no parent (Nick)
  • blinding flash no longer works on inanimate objects
  • can no longer use the lock pick skill on spider webs :) (Karol13)
  • fixed resurrect UI blinking away sometimes
  • made so center prints have to be unique to add another one
  • fixed wrapping when going down to a smaller font to fit highlight text on screen
  • text wrapping now keeps initial indentation
  • now an item can specify no random modifier power (crafting items now use this)
  • fixed NPCs not starting out with full health (Etto/Fulano)
  • Blixt and Mortus avatars no longer use a weapon
  • player can now walk through their gate, stashes, healthstone, bulletin board, and crafting station (DrJoeFitz)
  • auto targeting stuff will no longer target crystals (you still can if you highlight them directly)
  • can no longer use ice bombs and other throwable items when you're dead :)
  • turned off most of the effects on an unactivated gate so it looks more distinct from an activated one
  • moved spider web effect up so more noticable
  • fixed on old whirlwind effect being referenced
  • fixed god altar blessing prints (Orc Schism)
  • changed god altar text to gold instead of white/green (Orc Schism)
  • fixed whirlwind text no longer being up to date on number of enemies
  • fixed missing SkillTime translation
  • fixed missing GoodAvatars translation
  • item name in item highlight text is now in larger font
  • changed item description color
  • made item bonuses more noticable (different color and shifted over a bit)
  • added empty line before at current skill level info
  • added empty line before next skill level cost info
  • changed skill level info text color to stand out more
  • changed next skill level info text color to grey
  • got rid of a several places could get an extra blank line in skill text
  • simplified current/next skill level text
  • now hide current skill level/next skill level if no per level info
  • no longer show mana needed for basic attack skills
  • added empty line before max skill level line
  • moved extra enemies to target section
  • now status effect text on skill text is much more clear
  • now show skill icon in highlight text box
  • got rid of a couple more empty lines in quests
  • fixed skill prints on item to be indented and colored
  • fixed +durability prints on item to be indented and colored
  • fixed aura/status effect text indentation
  • reworded RightClickMainSlot slightly
  • added "and only one can effect a person at a time." to protection skills text (Thunt_Cunder)
  • added a splitter graphic to status effect text to make it a bit easier to read
  • changed Game Options to UI Options
  • fixed DarkOrcBerserkerUnique1-3 translation (Orc Schism)
  • added a splitter to skill text
  • fixed PlayersListDesc
  • improved CultDesc (Boink)
  • improved AggressivePetsDesc
  • improved clan destroyed reward chest print
  • quick tips are no longer numbered (Dragonface)
  • removed a \n from Fire Strike description that messes up formating
  • improved removeNewLinesAtEnd to handle color/font codes
  • fixed typo on 3 leech skill descriptions
  • fixed Redemption description (Orc Schism)
  • added ui_allConditionsTrue so I could see all widgets at once (easier to rearrange)
  • added support to log stuff without translating
  • no longer build ctx files in debug build (faster debug loading)
  • added printResourceName debug command
  • detail models in longer hide in model editor
  • detail models always drawn in editor now
  • improved "Could not find widget" warning
  • made all center print stuff go through same code path (less code, more consistent location & length)
  • fixed a crash in GraphicsSystem::drawString (probably only happens in developer build)
  • now d_printFilesWaitingOn and profile debugging tools print frame number
  • added profileSuppressBelow so can make profile tool print less non-interesting info

Zombasite patch 1.021

This patch fixes a crash, adds a bunch of Patreon/Add to Game stuff, and fixes various minor issues.

1.021 change list:


  • fixed quests sometimes getting parent set to their child and thus creating an infinite loop in some code (Mel)
  • added unique levels support (Patreon thing - https://www.patreon.com/soldak)
  • levels can now have set level modifiers
  • now a level can always be in winter
  • added support for unique monsters with set attributes again (Patreon thing)
  • added support for unique NPCs - set name, personalities, enhancements, skills, etc (Patreon thing)
  • added backstory to unique NPCs (Patreon thing)
  • added unique renegades support (Patreon thing)
  • added minor clans support (Patreon thing)
  • added unique chests support (Patreon thing)
  • added unique gravestones support (Patreon thing)
  • added support for unique towns (Patreon thing)
  • added Patreon button on main UI
  • now evil avatars don't start spawning until level 5
  • orc scouts should no longer use caltrops out of range
  • now followers in your party are less likely to attack off screen enemies after they have teleported back to you (Romløk)
  • added locked picked sound
  • now player ran away stuff doesn't count if player is dead
  • now thief lock pick skill will walk over to clicked on chest/door (Scrubwave)
  • fog modifier now adds more fog to affected level
  • fixed famine not being set to above ground only
  • added Bard related personalities (Orc Schism)
  • fixed highlight size of bulletin board tool tip not matching draw size (Romløk)
  • removed 9 duplicate translations (DarthNihilus)
  • added a comma to gate blocked quest text (Castruccio)
  • removed duplicate LevelModifierCrystalGreen
  • fixed missing translation NeedsLockableObject

Patreon / adding unique things to our games

Have you ever wanted to add a unique item, level, monster, or something else cool to a Soldak game for everyone to see? Now is your chance! Become our Patron on Patreon and get the opportunity to add a unique item, level, monster, NPC, renegade, minor clan, chest, or gravestone to our latest game(s). Right now this would be Zombasite AND our next game. Head over to our Patreon page now!

https://www.patreon.com/soldak

Zombasite patch 1.020

This patch fixes a crash, improves happiness feedback, and fixes a bunch of other minor issues.

1.020 change list:


  • fixed a crash with other clan recruits (Scott)
  • now add status effects (based on severity) when major events happen to other NPCs (this way will show up in happiness list)
  • fixed DynamicStatMultItemPowerGainMult not working (mana potions will start working better for some classes now)
  • can now ctrl/left click to shoot with no target (Castruccio)
  • fixed sometimes not being able to click on clan icons with hide eliminated option on (Romløk)
  • fixed texture quality words not localized (DarthNihilus)
  • removed extra BreakableCandle translation (DarthNihilus)
  • fixed Tunnel not getting translated to Secret Tunnel correctly (DarthNihilus)
  • fixed CantBeRaised missing translation
  • fixed CovenantXExtinct missing translation
  • changed PROTOCOL_VERSION to 69

Zombasite patch 1.019

This patch fixes a few slowdown issues, fixes too many ambushes, and fixes a bunch of other minor issues.

1.019 change list:


  • fixed a major slow down in Skill::applyPassiveStatusEffects (Mithur)
  • now only get ambushes when player makes noise (should fix many ambush problems and some slow down issues) (Crisses/Ghost Matter)
  • fixed not getting reward chest for destroying clan (Powerfinder)
  • slowed down slow/very paces by about 25% (Crisses)
  • fixed a bug that allowed new defend clan stuff to get a free teleport to home (Russell)
  • evidence quests now take relations into account even more (more likely to like for family and friends) (Crisses)
  • decreased cost of paying vendors to come to town from 50/50 to 30/30 (Crisses)
  • fixed clan highlight text not working sometimes when hide eliminated option is turned on (fbo)
  • now 3 random clans have shades of brown as their colors instead of white (Orc Schism) (Romløk)
  • now World::getLevelsMakeUpLevel only generates list once per level
  • fixed destroyed clan message
  • fixed critical hit debuff being backwards on debilitating strike (ploratio)
  • fixed wishing well stuck message (Acer Spacer)
  • made zombielords larger
  • orc berserk sound no longer carries forever (BlastProcessing)
  • fixed a bad tile in one of the dungeons
  • bags no longer compare to starting backpack for better than checks
  • fixed : location on skill points left (Xangi)
  • updated copyright
  • changed PROTOCOL_VERSION to 68

Zombasite: Orc Schism released

Zombasite: Orc Schism is now available! It's 10% off for the first week. What are you waiting for? Go buy Orc Schism from Steam now!

Zombasite: Orc Schism is the first expansion for the unique action RPG, Zombasite. Adds the Bard class, new clans, new areas (dungeons, caves, and ruins), better control over your recruits & town, new monsters (Dark Orcs, Mutated, & Zombie Lords), and much more.

Zombasite patch 1.016

This patch makes a few quality of life changes and fixes a bunch of minor issues in preparation for the Orc Schism expansion.

1.016 change list:


  • can now click on town attack icon to mute town attack sound (until there is a new alert) (Strix)
  • added repair all button on crafting screen (Obviously Unsound)
  • fixed NPCs getting too much money and no longer doing any activities (probably doesn't happen in real life much)
  • fixed an getActivityChance issue with npc completely overriding world modifiers
  • fixed not getting xp for disarming traps (Mnemovore)
  • fixed a bug allowing rescue/escort quests to add a vendor to your clan (would show up as Generic class) (Reginald CZ)
  • fixed vendors not coming to town sometimes when paid (were just an NPC not a quest) (Reginald CZ)
  • fixed saurian mages sometimes getting stuck in casting lightning (Krysle Quinsen/Reginald CZ)
  • made it so you can't see over level boundaries again (was causing some problems) (Reginald CZ)
  • fixed a couple problems with NPCs getting stuck in town sometimes when lots of NPCs gather in a small space (Mnemovore)
  • happiness, sanity, and morale item magic modifiers should no longer show up on player only types of items like bags (Throwback)
  • fixed a collision issue in most of the town layouts
  • fixed skins on unique zombie hellhounds
  • ancient monsters now fight each other also
  • added new rarity effects for monsters - new ones show up at Captain, Warboss, and Demigod (Destro*)
  • now clean up quests with 2 clans like deliveries when either of the clans is destroyed (rawrkite/Reginald CZ)
  • now make sure NPCs don't try to interact with other NPCs that are in a different level (hunting, raiding, adventuring, etc)
  • changed PROTOCOL_VERSION to 67
  • changed game version to 225
  • randomized physical evidence drop distance some
  • added house in town burned down print
  • changed order of how menus and submenus handle mouse input
  • fixed not getting highlight text on money, points left, help, and close buttons on skills screen
  • now attribute & skill points left highlight text tells you how many points you will get next level up (Obviously Unsound)
  • TextureChangeFrom/TextureChangeTo now handles level having multiple of the same texture

Zombasite patch 1.014

This patch fixes too many insanity chain reactions, adds new clan friend bonuses, makes DoTs much better, improves targeting, makes font crisper, and fixes a bunch of other minor issues.

1.014 change list:


  • decreased all insanity friend mults to 1/4 of previous values (might be causing more insanity chain reactions than intended) (Throwback)
  • tripled damage inflation of DOTs
  • can now switch bags easier
  • now more skills auto aim to nearest enemy when used
  • added Soft Lock Target option to allow players to turn off the selection mechanism that keeps you locked on a target without basically selecting another target (this will make it much easier to switch targets, but a little bit harded to stick with the same target, if you click multiple times)
  • made font crisper (also added r_higherResFontsMult var that lets users change this)
  • added Heart of Gold bonus financial sense (+100 money find)
  • Little Titans now have the recruiter trait (Throwback)
  • made rumor cost bonus from Little Titans better (Throwback)
  • made sabotage cost bonus from Fang better
  • made rumor cost bonus from Reptilian Terror better
  • made buying guards from Eternal Darkness cheaper
  • halved food cost from Order of the Moon
  • Frenzy are now much more likely to raid a clan that is raiding an ally
  • Eviscerators are now much more likely to raid a clan that is being raided by an ally
  • alliance with Inferno now gives clan fire resistance bonus
  • alliance with Dragon Claw now gives clan lightning resistance bonus
  • fixed too many uprisings of the same monster type guaranteeing that all monsters spawned in that level would be uniques of that monster type
  • quadrupled increase in relations for killing a shared enemy NPC
  • no longer bleed neighbor levels into a level that tries to generate too many times
  • fixed spawning extras on Poisoned Supply quests (Throwback)
  • fixed quests not showing their instigator correctly in quest text
  • now when healthstone is being attacked turns on being attacked icon
  • made it easier to click around large/huge monsters (only uses half of scale above 1 for selection purposes)
  • made skill_damage mult work with melee attacks (I had this commented out so it's possible this breaks something else)
  • now oil always catches on fire if hit with fire damage
  • fixed a problem where blocks connection would get confused with overlapping blocks
  • fixed mining, horror, and treasure level modifiers not spawning more of the correct chests
  • fixed Mystic Brotherhood not getting 2 traits and sometimes getting hidden ones
  • now staff/wand will be marked as better than current staff/wand if spell damage mult is higher
  • now if have a better guard, door, or relic in inventory shows you the weakest one that is equipped
  • increased spy chance mult from 2.5 to 4.0 for spying clans
  • fixed hates/likes class personality stuff
  • now other clans should only offer and specific item to sell to player once
  • increased hulk health mult from 1.25 to 2.0
  • made mine special rooms better
  • increased money needed for NPC donations by 50%
  • increased reinforcement chances by 50%
  • now some monsters can get above the normal reinforcement chances cap
  • fixed some problems with completing group quests without killing proper enemies
  • now if any quest starts too many new quests its priority will be increased to indicate its increasing threat
  • improved searching for a quest group when the leader has been killed
  • horrors (normal and zombie) now have more resistances
  • increased guardian health 100%
  • lower level NPC gifts now much better at changing repution (now use 0.9 mult instead of 0.75)
  • fixed people clan power (NPCs in player clan counted twice and their items) - will make power comparisons closer to reality
  • now other clans start with some relics, doors, and guards (how many depends on their level) - will make other clans more powerful and they might have more money
  • now soul stone shows up on edge of minimap when out of range but in same level
  • increased gem gift happiness change by 400%
  • increased jewelry relation/happiness to match gems
  • fixed always getting the same avatars
  • fixed monsters stopping long attacks when player moves out of range (scorpion tail attack, zombie saurian breath attack, etc)
  • now many quests modify the xp reward based on the quest's main monster's xp mult
  • fixed several of the totems auras not working
  • addDatabaseEntryIndex is now guaranteed across network
  • fixed Bolt of Gloom and Shadow Bolt inflation
  • delivery quests between clans are now optional (rawrkite)
  • can now pay gold to search for obsidian for teleport stone
  • soul stones no longer get deleted after a period of time or purged when need entity slots
  • happiness level no longer changes how often a renegades changes into a ghost
  • can now see across level edges (if nothing else blocks)
  • no longer respawn monsters in levels that aren't currently loaded (postpones for 10 seconds)
  • changed whirlwind to not need an enemy so a little easier to use
  • now uprising uses quest specific monster type before parent's
  • now player won't get more than 1 taunt every 5 minutes
  • fixed bag comparison when same size but different values
  • added cheat_escalateRandomQuest to test some things better
  • changed PROTOCOL_VERSION to 66
  • changed "Clan lifestone health" to "Clan healthstone health"
  • now can put quests in empty towns
  • got rid of duplicate LevelModifierPirate
  • got rid of duplicate ChestUniqueHC
  • added test_objectSpawn, test_chestSpawn, and test_trapSpawn
  • changed save version to 222
  • added a GameLoadCount to make some things easier (like random trigger names that stay unique over loads)
  • now can close locked doors
  • torches will now light when hit by fire and stop when hit by ice
  • liquids now spread in more of a line
  • improved map blending a little (weights main pixel more, corner pixels less, etc)
  • edges with same areas on both sides on open much more often
  • added closed block print now says which level file and center position
  • fixed some issues with trying to not have duplicate level names (not taking into account large areas and fake areas)
  • lighting is now consistent across a large level
  • fixed secretGate icon not being a power of 2
  • random models for monster types now uses monster/npc random seed so a little more controlable/repeatable
  • fixed effects that spawn slower than their max age
  • fixed CriticalHeal translation
  • fixed left click to hire recruit text (has a ##4## in it)
  • fixed missing translation RewardChestAvailableInHouse
  • fixed raiding dialog having victim and attacker backwards
  • changed item names that are gold to dark gold so would be a little different than default selected color in lists
  • only mention Can't be repaired on items now if they can be lose durability in some way
  • NPCs will no longer talk about strongest or weakest clan if they are unknown to your clan
  • fixed unique stalker names (a bunch marked as suffixes when supposed to be prefixes)
  • now guard breaks free always works (assuming there is a guard to break free)
  • fixed a few deep wounds magic modifier names
  • fixed replacing items on userslot bar so that running out of ice potions didn't replace it with something like a love potion
  • doors are no longer considered sentient :)
  • fixed left/right now working to loop through relics, guards, and doors for comparison purposes
  • coordinated attack messages now tell level and clan name
  • now tornadoes show up on minimap/world map (purple dot and named)
  • now tornadoes always send across the network if in town
  • increased chances of tornadoes
  • made monsters move around more often
  • now show level of guard items on ground that aren't monsters (traps mostly)
  • made furies a little bit larger
  • scree now clump a bit more
  • increased range where monsters do their idle behavior
  • a known gate now shows up on the minimap for the entire level not just when you are close
  • made dryness level modifier only apply to levels above ground
  • if you drop a gem onto itself it no longer gives you a warning of no gem slot
  • fixed NPCs using skills like whirlwind out of range of enemy
  • no longer get most powerful clan message if your clan is the only known clan
  • fixed guard item displayed when on ground and in higher difficulty
  • added description to guard totems
  • added happiness change to gift print
  • deadly poison now shows up as a happiness problem
  • focus drop boxes on clan screen now go over "Basic Clan Statistics" words
  • no longer get talk and other icons on map for someone that has gone insane
  • fixed another issue with level of guard item on ground and inventory not matching
  • fixed highlighting aura not giving correct status effect data (just showing level 1)
  • aura status effect data now shows inflation adjusted amount
  • fixed large shield being too large
  • fixed sometimes not playing attack animations if attack was faster than animation
  • Erillin avatar no longer has a sword
  • improved icons and descriptions for totem guards
  • fixed missing localization BagIsFull
  • made randomHeadTextures, chest, legs, etc stuff much more generic
  • liquids that spread no longer keep the same rotation
  • changed mining prefix/suffix from gold to mining type words to be more consistent
  • fixed not replacing destination gate when going through a secret gate
  • guardian death no longer has random speed (makes sound timing off)