The recently added boss could lead to very difficult and unexpected situations were his AOE damage quickly destroyed defences, especially on easier missions he was still to hard.
- Boss zombie difficulty reduced. Does not spawn on very easy mission anymore. - Damage and health scaling greatly reduced, more than 50% reduced. Different settings for each difficulty mission. Is in general way easier to deal with, but has a few zombies coming with him to keep the boss waves interesting. - Boss appears every 20 nights on easy mission instead of previous 18. - Melt speed increased greatly, before he could take multiple days to melt - Updated the mission info texts accordingly. - Tower health greatly increased to avoid on hit destruction, especially freeze towers are really bulky now. - Boss can not be put into frozen zombie storage anymore - Using tools to draw areas include the starting tile now. - Automatic smeltery missing material lead to not buildable bug is fixed.
Major Update 1
The Major Update 1 is online! Look forward to a new mutated tank boss zombie, main storage novas to quickly help you get out of dicey situations and upgraded resource camp tools. Enjoy playing!
- Boss zombie attacks, can you survive his mighty splash damage? - Resource tracking and statistics screen, analyze how much your workers eat and your machines produce! - Rename your workers and buildings (Small pencil icon top right when something is selected) - Main Storage nova ability, charge mighty novas that freeze lots of zombies at once, repair most of your base or make your workers temporarly happy. Upgrades with each tech tier. - Input settings, setup your hotkeys! - Cooling chamber, store your frozen Zombies. - Infinite iron ore and stone at tier 4 with mine and quarry. - Resource camp upgrades cool new tools that make resource gathering faster. - Predecessor zombies, if your workers get eaten, you can see that the new zombies were your workers!
Detailed Patch Notes: 0.15.2 to 0.17.2
Features: - Tank Boss added to all missions besides sandbox mission. Appears every 10 to 30 nights depending on selected difficulty mission. Tank boss deals AOE damage with each attack, can’t be treated and not be target by Guards. A wave freeze status shows up at the top showing your total freeze progress of the current attack wave. - The boss spawns in a specific tunnel (New train tunnel asset), a icon top of the tunnel and a cooldown shows from where he appears. Two days ahead an boss icon appears at the timeline warning you of his appearance. - Main storage has nova abilities, a cooldown charges the abilities over the course of several days. The cooldown can be shortened with a boost that costs additional electricity. - Decide between one of the three nova abilities, frost nova, repair nova or mood nova. The nova spreads from the main storage in a certain radius with a maximum range and hits targets along its way. - The frost nova freezes hostiles, the repair nova restores your damaged buildings, the mood nova makes your workers happy again and even replenishes your needs. - With each tech tier research the nova become stronger. - Resource camps upgrades lets your workers use better tools that improve their harvest abilities, good for far away resource camps to quickly get resources. - Resources are tracked now, and you can see where they went, where they came from and how many are where. The system differentiate between main storage, interim storage, on the ground and carried. You can see those storages in the resource tooltips and the new statistics screen. - In the statistics screen you can choose the time frame you want to look at and check how much food got eaten, how much wood was spent on building, how much is laying on the ground etc. - You can see trends how your resources are changing, giving you hints that meat is slowly running out or that you are actually producing good quantities of ice packs in the last x hours/ days. - WIP: The statistics screen is fairly new and we are still adding things to it like graphs and more detailed information. A productivity rating for buildings is planned as well. - Renaming workers and buildings, little pencil icon top right in the info boxes of selected objects and characters. - Predecessors zombies, a humbie attacked by a zombie, becoming a zombie now looks like a zombie that was a humbie. Confusing but makes sense when you see it! - The mines and quarries from beta are now improved and added. Endless iron ore and stone at tier 4. - The cooling chamber introduces frozen zombie storages that basically work like towers, they apply damage to the stored frozen zombie brought by haulers. Weaker zombies have low melt speeds and can be kept frozen infinitely or longer, build better storages to keep strong frozen zombies frozen. - Weak attack waves appear more frequent and have more zombies, but lower health to give you changes to store lots of frozen zombies and keep them for bad times. - Air conditioners can be placed in cooling chambers to prolong the cooling effect, they only require electricity to freeze. (Don’t mind the 0 ice pack cost tooltip)
Balancing/ Improvements: - Tutorial smaller text changes to explain some important features a bit more clearly, mainly visible in englisch loca now until translated into other languages (Join our crowdin loca team if you want to help with that) - Balancing changes mainly revolving around new boss and cooling chamber features, like mentioned with the weak attack waves. - Added a humbie only sniper tower, has a longe range and needs to be refilled after one shot. - Things mainly behind fences and walls should be a bit easier to select now, match colliders for selection with visual mesh for some objects.
Bugs: - No more sound explosion when loading games (Tech-tree initial unlocked research triggered lots of sfx previously) - Moving blueprint doors do not cause gaps in the walls anymore - Many bug fixes related to the new features - Fixed some time freeze/ won’t progress bugs - Guards have faces again after loading a savegame - Ice hockey zombie and in general zombies with high melt speeds should not continue to melt during a paused game anymore - Zombies targeted during the day won’t warm up/ recover hp for 10 seconds, meaning you can more easily freeze zombies with guards and in general during the day, before you had to freeze against their hp regeneration rate - Many visual bugs addressed - A few sound bugs fixed, off synch effects with higher new gamespeed - Frozen zombies teleporting away when placed in frozen zombie storage or treatment chamber was fixed (from beta) - Timeline events icon disappear fix - Unlocked reward mission have proper description now
Known Issues: - It can rarely happen that by moving the resource camps workers to not harvest anymore resources, if that happens move the resource camp again that should usually fix it
Zombie Cure Lab x Steam Base Builder Fest
Starting now, you can save 25% on Zombie Cure Lab during the Base Builder Fest here on Steam! The offer lasts until January 30.
A New Threat...
Want a little sneak peek?
Something BIG is coming for you this Friday... 🤫😉
Zombie Cure Lab | Base Builder Fest
The Base Builder Fest is starting in one week and Zombie Cure Lab will of course participate. Check back next Monday!
Quickfix Hard Mission
A typo for the hard mission lead to the appearance of 200 zombies, should now be fixed to the intended 20 at that point.
Early Access Update 2 - Winter Gifts
We have a little Christmas present for you, before our staff makes into their Christmas holidays. Cool new stuff awaits you on the beta branch to test out the little gifts we prepared. For more in-depth info check out the patch notes underneath.
Beta Branch: Winter Update
Storage for frozen Zombies (boost your Humbie production, store some for later)
Mines & Quarries (late game endless iron ore and stone production)
We are also preparing a major update for the end of January that will bring the production overview screen, custom key bindings, a new boss mob zombie and lots of more interesting stuff.
Default Branch:
Version 0.15.19 released for everyone, updating the balancing and fixing some bugs, see the patch-notes below.
Since today there are new world map rewards available for unlocking, a cactus, the stone crusher II and even a new mission. We are planning to release such new content in a two weeks cycle and you can help unlock it faster for everyone by doing science a favor using the completely optional docking hero application.
On top of the above we are working on translating the game to Korean, Thai and Japanese by using CrowdIn and your helping hands. Check out our discord to see how you can contribute. Underneath you can find the patch notes for both branches. We wish all of you wonderful Christmas Days and look forward to improving Zombie Cure Lab further with you guys in 2023!
Patch Notes 0.15.19 (0.15.14 -> 0.15.19)
Balancing: - All towers buffed by roughly ~50% damage to make it easier to freeze Zombies again, requires little less towers to deal with zombie waves. Since patch 0.15.14 the towers have been buffed twice to account for recent changes. - All missions have more weak zombie waves, those have more zombies but lower health to make easy to freeze rounds and gain workers quickly if well prepared - All mission threat gain by mission duration, reduced by ~20%, the spikes with 50 days + even more reduced - Humbie Level 1s do not cause other workers to flee anymore, this helps greatly to deal with constant outbreaks, because now your workers do not constantly abort important jobs like repairing caused by fleeing - Zombie day behavior, less attacks on objects before rethinking what they do, making them more reactive to opened gates and they should leave quicker - Wreckage Only reward mission that can be unlocked via the worldmap was rebalanced completely, should be a fun twist how to play ZCL. No trees and food, just car wrecks to start with, from the start low health, but max damage Zombies. - Threat level was increasing at constant pace similar for each worker type, added that after 40 workers for each type, threat increases quicker. This is a temporary solution to slow down population increase for high population, brining in stronger Zombie waves if greedy with workers. - Newly balanced sandbox mission got own waves that have no large zombie waves attacking. If you want a relaxed ZCL experience, the sandbox mission is your place to be.
Bugs: - Grilled meat on pile looked to big, fixed - Fixed a bug where time was stuck and not progressing - Performance bug fixed (Stuck Zombies causing very low performance)
Patch Notes 0.16.1 [Beta Branch]
Features: - Stone Quarry and Mine added. You can place it on pre-defined rockwalls at the map border. They are very big buildings that cost a lot and give you constant iron ore and stone output respectively. - Power Poles T1 to T4 upgrades have been added, you can finally build high-tech power poles with a high cable range and electricity distribution area. - Cooling chamber room type added. You can now build frozen zombie storages in this room type that keep frozen zombies frozen for longer. Each frozen zombie storage upgrade has a stronger freezing value that keeps stronger zombies frozen. You need haulers that put the frozen zombies there. Be aware that they might still melt and wrack havoc inside your base! - Air Conditioners can be build as well and only require electricity to freeze surrounding targets wich is meant to be combined with the frozen zombie storages and keep your zombies frozen even longer. We are looking forward to your feedback, don’t forget you only find those changes in beta!
0.15.19. - Balance and Performance Fixes
Balancing: - All towers buffed by roughly ~50% damage to make it easier to freeze Zombies again, requires less towers again to deal with zombie waves. Since patch 0.15.14 the towers have been buffed twice to account for recent changes, also with focus on the multi target towers. - All missions have more weak zombie waves, those have more zombies but lower health to make easy to freeze rounds and gain workers quickly if well prepared - All mission threat gain by mission duration, reduced by ~20%, the spikes with 50 days + even more reduced - Humbie Level 1s do not cause other workers to flee anymore, this helps greatly to deal with constant outbreaks, because now your workers do not constantly abort important jobs like repairing caused by fleeing - Zombie day behavior, less attacks on objects before rethinking what they do, making them more reactive to opened gates and they should leave quicker - Wreckage Only reward mission that can be unlocked via the worldmap was rebalanced completely, should be a fun twist how to play ZCL. No trees and food, just car wrecks to start with, from the start low health, but max damage Zombies. - Threat level was increasing at constant pace similar for each worker type, added that after 40 workers for each type, threat increases quicker. This is a temporary solution to slow down population increase for high population, brining in stronger Zombie waves if greedy with workers. - Newly balanced sandbox mission got own waves that have no large zombie waves attacking. If you want a relaxed ZCL experience, the sandbox mission is your place to be.
Bugs: - Grilled meat on pile looked to big, fixed - Fixed a bug where time was stuck and not progressing - Performance bug fixed (Stuck Zombies causing very low performance)
Patch notes for version 0.15.14
Balancing: - Zombies can take way more hits now, health range times ten to make room for more towers and new damage balancing. Goal is that players need to build more towers early on and it gets a bit harder to freeze lots of Zombies or complete waves. - Humbie Level 1 and Level 2 can now use defenses, Level 1 humbie dealing only 75% damage - Threat value more mission duration and lab size dependent, especially in normal and hard mission. Will be way harder to reach day 50, 60 and beyond. Worker population have a fix threat gain value per worker. Every 10 days threat levels spike even more. - Easy and very easy mission threat grows way slower to give room for slower play style. - You can play the sandbox mission now to have a relaxed ZCL experience where the zombie damage does not really grow much and the threat value neither. - FASTER GAME SPEEDS, can be set up to 3x instead of previously 2x - Workers move ~30% faster, goal was to change game pacing especially for the early phase, overall you should be able to progress quicker. - Missing production buildings like grill and meat growers now also have the storage tags, their input and output storage will be accounted for by nearby producers. In other words, produced meat would directly go to the grill and not the main storage first. - Science room machines moved to science tech-tree category - Added a T1 fridge that produces ice packs very slowly for electricity as an alternate ice pack production to play around with. - Bellow Breezer produces little more ice packs per hour - Feeding pile 1 and 2 have more capacity for meat, stacks may look a bit nicer now. (Please report if this creates savegame problems) - Default auto repair threshold increased from 70% to 90%, important for new players that do not now of this feature, you can change this value however you like. - Repair cost even further reduced from 25% to 15% that players with large destruction have a better chance to recover. - Sleeping Pod T3 a bit better, minor value tweaks - Treatment training requirement for humbie levels unified to three. Humbie Level 3 only needs to train three times instead of five, greatly reduced the time until he is ready for treatment.
Ui/ Feature: - Nicer storage amount ui in info boxes, sliders for refill/ take out thresholds more visible - Improved look of resource icons - Easier savegame deletion in save screen - Worked on final CrowdIn integration (see localization channels)
Bugs: - Queued need jobs fix where workers sometimes would not abort jobs for needs (Mainly wood cutting) - Humbies at feeding piles would cancel before finish eating leading too satisfiying less then 30% and making it difficult to produce enough meat for humbies especially when there is already none and their needs are vey low. - Worldmap even reward sunflowers bug fixed, can now be researched after unlocked
Sound: - Fixed sound bugs, many tweaks and new sound effects
Known Issues: - Game speed tooltip still shows slower speeds, but it is actually 3x speed on highest now believe me! - Grilled meat on feeding piles looks bigger then raw meat on other feeding piles (What really matters)
Beta Branch Update 2 - Gamespeed & Balancing
We just released Version 0.15.14 on the beta branch as a larger balancing update. 3x highest game speed instead of the previous 2x, workers move faster, all humbies can use defense towers, a new fridge that produces ice packs ad much more to improve the pacing of the earlier phases of the game.
If that is not enough we are currently working on a cooling chamber as a new room type with frozen zombie storage ❄️ units and adding the mines and quarries as a larger next update. So stay tuned!
The beta branch is accessible to anyone and helps us test an update before we make it an official update.
If you don't know how to switch branches in Steam at all, do the following:
Right-click on the game in your library, and click Properties. Select the Betas tab, and select the branch you want to switch to. Then click OK.
Patchnotes:
Balancing:
- Zombies can take way more hits now, health range times ten to make room for more towers and new damage balancing. The goal is that players need to build more towers early on and it gets a bit harder to freeze lots of Zombies or complete waves. - Humbie Level 1 and Level 2 can now use defenses, Level 1 humbie dealing only 75% damage - Threat value is more mission duration and lab size dependent, especially in normal and hard missions. Will be way harder to reach day 50, 60 and beyond. The worker population has a fix threat gain value per worker. Every 10 days threat levels spike even more. - Easy and very easy mission threat grows way slower to give room for a slower play style. - You can play the sandbox mission now to have a relaxed ZCL experience where the zombie damage does not really grow much and the threat value neither. - FASTER GAME SPEEDS, can be set up to 3x instead of previously 2x - Workers move ~30% faster, goal was to change game pacing, especially for the early phase, overall you should be able to progress quicker. - Missing production buildings like grill and meat growers now also have storage tags, their input and output storage will be accounted for by nearby producers. In other words, produced meat would directly go to the grill and not the main storage first. - Science room machines moved to the science tech tree category - Added a T1 fridge that produces ice packs very slowly for electricity as an alternate ice pack production to play around with. - Bellow Breezer produces little more ice packs per hour - Feeding piles 1 and 2 have more capacity for meat, stacks may look a bit nicer now. (Please report if this creates savegame problems) - Default auto repair threshold increased from 70% to 90%, important for new players that do not know of this feature, you can change this value however you like. - Repair costs are even further reduced from 25% to 15% and players with large destruction have a better chance to recover. - Sleeping Pod T3 a bit better, minor value tweaks - Treatment training requirement for humbie levels unified to three. Humbie Level 3 only needs to train three times instead of five, which greatly reduced the time until he is ready for treatment.
Ui/ Feature:
- Nicer storage amount UI in info boxes, sliders for refill/ take out thresholds more visible - Improved look of resource icons - Easier savegame deletion in the save screen - Worked on final CrowdIn integration (see localization channels)
Bugs:
- Queued need jobs fix where workers sometimes would not abort jobs for needs (Mainly wood cutting) - Humbies at feeding piles would cancel before finishing eating leading to satisfying less than 30% and making it difficult to produce enough meat for humbies especially when there is already none and their needs are very low. - Worldmap even reward sunflowers bug fixed, can now be researched after unlocked
Sound: - Fixed sound bugs, many tweaks and new sound effects
Known Issues: - Game speed tooltip still shows slower speeds, but it is actually 3x speed on highest now believe me! - Grilled meat on feeding piles looks bigger than raw meat on other feeding piles (What really matters)