Hey, drivers! In the Halloween event, I wrote that I would try to periodically spoil players with new events. The last big update is a good reason to pamper you again, so I'm announcing a one-day but very important event, the day of toilet zombie heads. Destroy 30 toilet zombie heads and receive an incredible, useful and rare item that can be crafted in one of the workbenches.
The event will start at 12 am in your time zone.
Update 16.2 alpha
Hey, drivers! Given the large number of reviews and comments on the topic of very slow reloading of new weapons, I decided to slightly increase the reload for all weapons from 10 to 30% of the original. Also, the reloading method for the revolver has been changed from inserting one cartridge at a time to reloading using a speed loader. Unfired cartridges still disappear when the revolver is reloaded.
CHANGE LOG
Improvements
+ Added display of complete information about an item in workbenches. + Increased the reloading speed of pistols, shotguns and AKMs by 30%. + Increased rifle reload speed by 20%. + Increased the reload speed of the revolver by 10%, but the cartridges are now reloaded by the speed loader. + Added a flashlight to the plane in 6 locations. + Reduced chance of rainy weather. + 100% localization for Japanese and Ukrainian languages.
Update 16.1 alpha
Hey, drivers. This small update brings several important changes.
The system for subtracting strength from armor has been changed. Previously, the full damage dealt by zombies was simply subtracted from armor. Now only the damage that is blocked by a given type of armor is deducted from armor. For example, if the degree of armor protection is 10%, then with damage of 10 units, the character will receive damage of 9 units and armor of 1 unit. As a result, the actual strength of the armor became extremely excessive, so the strength was reduced by 20-100% depending on the armor class.
There were many comments about the deterioration of bow aiming, so it was decided to minimize hand movement when drawing the bow string, which would make it easier to aim at the target. But it is necessary to take into account that the sights on bows are centered relative to the character’s gaze, the arrow is located slightly to the right relative to the sight, this distance must be taken into account when aiming.
Important!
Since the system for increasing lifting capacity from increasing strength has been changed, you may encounter an overweight after upgrading to version 16.1. The character will be slowed down for the duration of the overload. If you are fully loaded, try to reduce your load before upgrading to 16.1.
CHANGE LOG
Improvements
Implemented a secret event.
Fixed the system for subtracting damage from armor.
Reduced armor strength from 20 to 100%.
Reduced the increase in carrying capacity from increasing strength from 20% to 5% of base, that is, 1 additional kilogram for each strength level.
The movement of the hands when pulling the bowstring has been minimized, which will simplify aiming, and the sight is also more accurately centered on the head of the nail.
For the reinforced bow, the sight has been changed to make it clearer for aiming.
Increased detection distance for character attacks for zombie trainer and fat man.
Increased the cost of building workbenches and furniture to 50 - 200%.
The effect of hitting SWAT zombie body armor has been changed from metal to ceramic-polymer.
Increase the cost of a sleeping bag.
The flashlight settings have been changed, now the better the flashlight, the wider its beam, the brighter the illumination and the longer the lighting distance.
Now a motorcycle helmet can be crafted at the tailor's workbench.
The AKM has been moved to the first dead-end room in the tunnels, where the rifle used to be. The rifle has been moved to the workshop in the Swamp location.
Added an engineer's workbench to the workshop in the swamp location.
The density of smoke from the barrel when fired has been reduced by 66%.
The runner on the plane should no longer appear in front of the player.
Dried trees no longer sway in the wind.
Corrected mistakes
Fixed a bug where the robot could not enter the boss fight zone while the gate was open.
Fixed a bug where the texture of holes on the walls created noise at significant distances from the location.
Fixed a bug where the player would not strike with his fists if there was a broken weapon in the active slot.
Fixed a bug in which the player, instead of punching, used food or medicine if the item was in the active slot.
Masks and gas masks no longer lose durability from physical damage.
Dynamite no longer glows before the fuse is lit when first placed in the active slot.
Version 16 development news
Hello, drivers! The upcoming update is dedicated to an important part of the zombie survival game - firearms. I was not satisfied with the release version of simplified 3D models, nor with the primitive interaction of the player with the weapon. I decided to seriously dive into this topic and, to begin with, visited a shooting club for several days to shoot a lot with all the existing and planned types of weapons in the game.
Targets from the shooting club
Most games give a false sense of ease of interaction with weapons. Nimble and stylish reloading, if realistic, is the fruit of long training by professional military personnel. My experience made it clear to me that interacting with weapons is a complex task that requires training and endurance. You quickly get tired from shooting for a long time, and your shoulders begin to hurt and become covered with bruises. Reloading can be long and clumsy. I decided to transfer all this experience to the game character, since he is a young assistant driver with minimal experience in training with weapons. At the beginning of the game, the weapon will give strong recoil and waste a noticeable part of the stamina, which will gradually be leveled out by improving the player’s characteristics and using tuning for the weapon. The reload time will be long, especially for some weapons. No more throwing stores onto the ground during the zombie apocalypse. Resources must be conserved! ))
Walther PP
M1911
Sawed-off double-barreled shotgun
AKM
Revolver
Hunting rifle The animations are not final and can be improved in the release version.
Also, in the process of studying the mechanical operation of weapons, I realized that in the old version, almost all weapons did not work correctly in some nuances. Studying the mechanics from YouTube videos was not enough and I decided to purchase two weapon models for personal reference, which in the end eliminated some misunderstandings in the mechanics. It was decided to carefully study all the technical nuances of each type of weapon and replace all sounds with the most appropriate ones for the presented weapon.
Purchased weapon models
Walther PP
AKM
Since we have already taken on the deep study of how firearms work, we shouldn’t stop there; the update will also provide the opportunity to tune some types of weapons.
Upgrade Pack
Improvements on AKM
This is only a small part that is being worked on in the upcoming update, but, in my opinion, one of the most important ones, which has received the most attention and effort. It looks like this is the last news for the upcoming update, as work is nearing completion and testing will begin very soon. Thank you for your attention and stay tuned for news!
Version 16 development news
Hey, drivers! Since the update has traditionally been delayed, I decided to release some development news. This small news is a seed before the big news dedicated to the interesting experience that I encountered while creating animations and mechanics for using firearms.
Since the update will be dedicated to a complete visual and technical redesign of the character and firearms, I also decided to rework the tools created by the character from scrap metal, because under the conditions of the redesign, the old models look very simple and illogical.
Scrap metal hammer:
Scrap metal adjustable wrench:
Scrap metal dagger:
Scrap metal shovel:
Scrap metal flashlight:
Rough Bow and Bat with Nails:
Updated firearms:
Steam Award
Hey, drivers! For more than three years now, game development has been the main job and passion in my life. If you are as passionate about the game as I am, you like to create comfort and order in your carriages, beat zombies with a bat and equip your robot with new turrets, then I suggest you vote for the game in the Steam Awards. I understand that I don’t have the slightest chance of winning, but I was pleased with your attention to the project!
Halloween event
Hey, drivers! I invite you to take part in a small Halloween event.
Smash Halloween pumpkins to reveal themed decorations for your train. You will also find some content and memes dedicated to Halloween.
Update 15.1 alpha
Hello, drivers! It was decided to limit the ability to level up skills to 20 points, but leveling up stealth is still limited to 6 points.
CHANGE LOG
Improvements
Implemented a limit for leveling up all skills to 20 points.
Increased the accuracy of AKM and Pistol Turret by 25%.
Added bullet tracers, which visually improves shooting and gives an idea of turret accuracy.
100% localization for Japanese and French.
The explosion timer for a grenade has been reduced from 3 to 1 second, for a stick of dynamite from 6 to 2 seconds.
The passage between a concrete fence and a container in a city location, where the player could get stuck, has been blocked.
Corrected mistakes
Zombie Nurse no longer spits out an orb at a high angle towards the player.
Zombies no longer die when running into a stationary train.
You can no longer put items into overloaded robot bags.
Fixed a bug where the recoil reduction from increased strength was reset after loading a save.
Fixed a bug where the double-barreled turret would endlessly reload if there was no ammo in the storage and the turret was aimed at a zombie.
Update 15.0 alpha
Hey machinists! I am glad to announce the release of Update 15, dedicated to the redesign of the robot dog, combat and auxiliary turrets and improvements. Now you can create a real combat companion and assistant in your travels. A Halloween-themed event has also been implemented, giving players access to Halloween decorations for the train. The Halloween event will be available during the Halloween celebration.
CHANGES LOG
Improvements
Redesign of the dog robot.
Added sounds of the robot's reaction to various events.
Added 5 gun turrets and one crossbow turret.
Added 3 auxiliary equipment for the robot.
Added 9 improvements for the robot.
2 remote robot attack modes.
Stealth robot attack mode, if the player moves crouching, the robot will not attack zombies until the zombie notices the player.
Reduced the chance of bad weather, especially fog.
Reduced fog density.
The number of maximum recipe items for crafting has been expanded from 4 to 5.
After loading, the selected fast slot is saved.
Changed the thirst icon from a drop to a bottle to avoid misleading the player about bleeding.
An item or weapon torn out by a toad zombie is now marked with a mark.
Increased invisible walls for some locations, so that the player would have less opportunity to visit empty areas of the location.
Boss key now has a description.
Changed the arrow model for the bow.
Expanded save text field.
Implemented decorative items for Halloween and a special event for opening them in a workbench.
Significantly increased the chance of finding plastic in trash cans and car trunks.
Edited elements of tunnels to avoid cracks in the walls.
Improved player notification system.
Corrected mistakes
Fixed impossibility to install painting #5.
Fixed several objects that caused a bug related to the non-interactivity of the train.
Fixed the possibility of getting stuck in the trunk of a pickup truck.
Explosives no longer fly through zombies.
Category text in the build menu is no longer cut off.
Zombies get hit by the train when moving backwards.
Fixed several bugs of zombies appearing in front of the player.
Fixed a bug where, after loading a save, it was impossible to get a bag and a lever in the boss zone if the zombie setting was at 0%.
Now a modern fireplace saves the burning resource after loading.
Items no longer disappear when moving between inventory and quick slot when inventory is full.
When a toad zombie rips out a consumable item, the consumption UI no longer freezes.
Fixed a bug where the player did not get the lever and key from the boss if he played on 0% zombies.
Fixed not being able to move AI on floors in several high-rise buildings in the city.
Plans for next updates
Development of NPCs and new locations.
Open test 15 version of the game.
Hey machinists! I am glad to inform you about the start of the open test of the 15th version of the game. The update is dedicated to the redesign of the dog robot, combat turrets, auxiliary devices and modifiers that increase the effectiveness of the robot and turrets. Please leave your impressions and suggestions, and I will also be glad to hear ideas for additional turrets and, most importantly, devices.
Test activation code: RQNElNUMmCP0Bm
Be sure to back up your saves before you start testing the game!