Implemented an experimental function for the movement of the sun in orbit. Now the movement will not be calculated every frame, but only twice per second, which will achieve better clarity of the shadows and reduce the flickering of the shadows.
Corrected mistakes
Fixed a bug where the damage with melee weapons did not pass when the zombie was at the maximum proximity to the player.
Fixed a bug where zombies in a city location would go through a door after taking damage.
Fixed one of the possible causes of immortal zombies.
Update 14.1 alpha
CHANGES LOG
Improvements
Decreased HP of zombie nurse from 60 to 50.
Increased the reload time of the gas sphere shot for the zombie nurse from 15 to 18.
Corrected mistakes
Fixed a bug where at a certain moment all zombies were called to the player.
Fixed a bug where the Nurse would shoot the player even when behind a wall.
Fixed a bug where the train did not crash on the blockage in the tunnel while reversing.
Fixed a bug where the character would get stuck in front of two open doors between wagons.
Update 14.0 alpha
Hey machinists! I am glad to present you an update dedicated to the redesign and new zombies. Updated the appearance of 7 old zombies and added 6 new ones, including the Boss zombie in the city location. In total, in this update you will be able to meet 13 different zombies. The zombie AI has also been improved, the nurse, like other new ranged zombies, no longer stand in one place waiting for a hit, but constantly move around waiting for their abilities to recharge. When taking damage while attacking the door, the zombies switch to the player. Zombies react to being hit by all weapons upon death, resulting in the zombies being completely dismembered. Also, dead zombies fly away from explosions, which in the heat of battle gives dynamics and a positive feeling from the battle. Now zombies can be in 3 sleep states, which makes them less visible especially in rooms, but also reduces their perception. In addition, really dead zombies appeared in the game, copying the same 3 sleep states, which is designed to confuse the player and be more careful when exploring the world.
Since a lot of zombies with unique features appeared in the game, it was decided to introduce the Zombestiary in which the player will be able to get acquainted with the characteristics of all zombies.
Explanation of some features: Perception includes sight and hearing in quotation marks varying indicators. In a calm state, the indicator of vision = 18 in hunting mode = 48. The indicators of hearing also change from 4 to 12. Cooldown refers to how long a zombie's special abilities (if the zombie has them) recharge after they are used.
Given the complete replacement of cartoon zombies, all remaining cartoon objects were also almost completely replaced, this affected cars, food and furniture. In the game, there are still old cartoon models in places, but they will be completely replaced in the next updates.
In memory of old zombies, 6 collectible figures of these zombies were introduced into the game, although at the moment only 4 are available to players. In the future, as new locations are added, the player will have the opportunity to find both the remaining 2 figures as well as additional ones, such as figures of the main character , minivan and locomotive of the Zombiebusters group. I also prepared models of old zombies for printing on a 3D printer, you can download them from the link below.
And finally, the ability to repair tools and weapons was added to the game, it is difficult to underestimate the importance of the appearance of this opportunity after a few years. :)
CHANGES LOG
Improvements
Added 6 new, unique zombies and improved the behavior and functions of some old zombies.
One of the new zombies is the Boss of one of the locations.
Zombies no longer focus on attacking the door if the player attacks it.
Zombies after death react to hits from all types of weapons, you can also separate the limbs of dead zombies.
In case of limb separation from the explosion, they fly off to the sides and not just fall as it was in previous versions.
Now dead zombies are thrown back by the blast wave.
Now zombies can be in sleep mode, sit or lie down in two positions simulating dead zombies.
Also added models of static dead zombies in the same 3 sleeping positions, designed to confuse players.
Increased the health of the zombie Nurse by 50%, which will allow you to kill her with a bow only with a stealth headshot.
Decreased Nurse's zombie regeneration rate by 50%.
The zombie nurse's behavior has become more active after regurgitating a gas sphere, which will make it much more difficult to kill her.
After strengthening the nurse zombie, this zombie was removed from the territory of the starting base and from the first half of the bridge.
Increased health for SWAT zombies by 20% and 30%.
Added a chance for a bag of loot to drop for dead zombies.
Added Zombestiary's notebook to the locomotive. In which the player will be able to read about the zombies brief information about their occurrence and personal characteristics.
Implemented the ability to repair tools and weapons.
Tool durability increased by 50%.
Boots durability increased by 50%.
Bow and dagger durability increased by 50%.
Improved visual effects such as fire, explosions, blood spatter, etc.
Replaced car models with style-appropriate options.
Grenades have become much more effective and deadly.
Decreased the standard amount of ammunition received by 30%
In general, reduced by 20% the chance to find medicine and food.
Added collectible figures of cartoon zombies to decorate the train.
The robot can now be pushed if it blocks the path in a narrow passage.
Decreased shot spread by 25 - 30%.
Damage from stealth kills is increased commensurate with the increase in the amount of life of zombies in the difficulty settings.
Now it is not possible to switch the fork in the tracks if the train crosses them, as this leads to the rupture of the cars.
Modified station 3 locations to avoid ways to get on the train while the fence is down.
Modified the base in the swamp in the 7th location, because due to technical difficulties, calling a wave of zombies did not work correctly.
Now you need additional confirmation to save the new graphics quality or screen resolution settings.
Added flocks of birds to enliven the environment and create the right atmosphere in the player's places of residence.
Optimized shadows and improved their clarity.
Improved lighting in the rooms, before the rooms were too dark and the volume of objects was lost.
Expanded the angle of all flashlights in the game by 15-20%.
Fixed display in % ratio of stealth mode.
After starting a new game + The lever will be in the cabinet of the locomotive so that you can leave the location without fighting the boss.
Corrected mistakes
Fixed failure to collect sand with a shovel strictly under your feet.
Fixed a bug where zombies did not see the player when there was a large height difference with him.
Fixed a bug where some game settings were not saved.
Fixed a bug where the reload animation of the 8 Shotgun was jerking if the player tried to run after being shot.
Fixed a bug where it was possible to kill a zombie with a stealth attack with a dagger at the moment when the zombie attacks the player.
Fixed a bug where you could put multiple bags in one robot slot.
Fixed a bug with a disabled flashlight on the helmet if the player pressed against the wall.
Fixed a bug where 800% of the loot in the boxes could not load plot items.
Fixed a bug where a zombie would pass through an attacked door if we attacked it at that moment.
Plans for next updates
I'm starting to explore the possibility of developing an endless mode, but in parallel, I plan to release several small but important updates in short periods. Small updates can be dedicated to:
Development of NPS.
The introduction of animals, hunting for them, followed by carcass cutting, leather dressing and cooking new dishes using meat.
Development of new designs for the robot assistant.
Improve and expand farming.
============================== SPOILERS FOR NEW ZOMBIES BELOW ==============================
Open test version 14
Hello machinists! I am glad to inform you that the open test of one of the most anticipated game updates has begun. The main theme of the update, the redesign of old zombies and the introduction of new ones. Among other things, the zombie AI has been improved.
Added 6 new, unique zombies and improved the behavior and functions of some old zombies.
One of the new zombies is the Boss of one of the locations.
Zombies after death react to hits from all types of weapons, you can also separate the limbs of dead zombies.
In case of limb separation from the explosion, they fly off to the sides and not just fall as it was in previous versions.
Now dead zombies are thrown back by the blast wave.
Now zombies can be in sleep mode, sit or lie down in two positions simulating dead zombies.
Also added models of static dead zombies in the same 3 sleeping positions, designed to confuse players.
Increased the health of the zombie Nurse by 50%, which will allow you to kill her with a bow only with a stealth headshot.
Decreased Nurse's zombie regeneration rate by 50%.
The zombie nurse's behavior has become more active after regurgitating a gas sphere, which will make it much more difficult to kill her.
After strengthening the nurse zombie, this zombie was removed from the territory of the starting base and from the first half of the bridge.
Increased health for SWAT zombies by 20% and 30%.
Added a chance for a bag of loot to drop for dead zombies.
Added Zombestiary's notebook to the locomotive. In which the player will be able to read about the zombies brief information about their occurrence and personal characteristics.
Tool durability increased by 50%.
Boots durability increased by 50%.
Bow and dagger durability increased by 50%.
Improved visual effects such as fire, explosions, blood spatter, etc.
Zombies no longer focus on attacking the door if the player attacks it.
Replaced car models with style-appropriate options.
Grenades have become much more effective and deadly.
Decreased the standard amount of ammunition received by 30%
In general, reduced by 20% the chance to find medicine and food.
Added collectible figures of cartoon zombies to decorate the train.
The robot can now be pushed if it blocks the path in a narrow passage.
Decreased shot spread by 25 - 30%.
Damage from stealth kills is increased commensurate with the increase in the amount of life of zombies in the difficulty settings.
Now it is not possible to switch the fork in the tracks if the train crosses them, as this leads to the rupture of the cars.
Modified the base in the swamp in the 7th location, because due to technical difficulties, calling a wave of zombies did not work correctly.
Now you need additional confirmation to save the new graphics quality or screen resolution settings.
Added flocks of birds to enliven the environment and create the right atmosphere in the player's places of residence.
The main task of testing, polishing the behavior of all updated and new zombies. Feel free to share your impressions and suggestions for improving or correcting zombie behavior.
Password to open test tab: RQNElNUMmCP0Bm
Be sure to backup your saves!
Collectible figurines
Hello machinists! The update is nearing its end, so I decided to please you more often with development news.
While the old zombies will be replaced with new versions in the upcoming update, the old ones will be immortalized in the form of collectible figurines that you can find and decorate your train.
Also, simultaneously with the release of the update, I will release the classic zombie files for free access for printing on a 3D printer, I hope this will be a nice bonus to this big update.
New zombies and animations
Hey machinists! I'm happy to tell you that most of the work is done and I'm starting the final tweaks to the zombie AI. In this regard, I wanted to share with you a recording of some zombies and their animations, I hope you enjoy it. I think the first test should start soon, as it will be very important to polish the modified AI and behaviors of the new zombies.
https://youtu.be/VHTTundnwyA
Update 13.3 alpha
Hey machinists! I decided to start taking part in seasonal events, introduce themed content into the game and start, it was decided from Christmas. In this small update, you can decorate the train with a Christmas tree, wrapped gifts and related decor items. Themed decor elements will be available until January 15th.
CHANGES LOG
Improvements
Added Christmas decorations. 8 items in the decoration section of the build menu. 5 items in a carpentry workbench. 4 elements in the tailor's table.
Corrected mistakes
Now fences of any type do not block street noise.
Update 13.2 alpha
CHANGES LOG
Improvements
Increased chance to find electrical and mechanical parts in car hoods by 100%.
Corrected mistakes
Fixed excessively wide item description box in inventory for some items.
The railway lever no longer displays a health bar.
Icons of active effects are no longer displayed above inventories and other interfaces.
Update 13.1 alpha
CHANGES LOG
Improvements
Introduced a searchlight in the rear of the locomotive with a separate switch in the cockpit to illuminate the platform at the beginning of the game, when the player is not yet able to illuminate the base.
Zombie attack distance reduced by 20%.
Plastic and cloth will now generate in crates 1 to 6 and 1 to 4 instead of just one.
Updated localization for several languages.
Localized train decoration key setting.
Corrected mistakes
Not suitable tool alert will no longer be displayed over the pause menu.
Fixed late bow reload sound.
Fixed a bug where fast archery would cause the arrow draw sound to disappear.
Fixed being able to manually reload a broken bow.
Update 13.0 alpha
Hey machinists! This update is dedicated to the refinement and improvement of the interface, which has been suggested for a long time with the gradual abandonment of the cartoon style of the game. A flexible game difficulty setting has also been added, which should significantly increase the interest in the game of players with different gaming skills and push them to go through the game at difficult levels. Some players paid attention to the low speed of the character, which was annoying when exploring fairly large locations, I thought this was fair. As a result, the overall speed of all creatures has been increased by about 50%, which, among other things, made the game more dynamic in battles with zombies. In this version of the game, due to the influence of the character's strength on the damage from melee weapons and bows, these types of weapons have become much more effective, especially the bow, so it was decided to change the principle of generating ammunition in locations. The ammo count has now been reduced by 50-70% in Standard Mode and ammo spawns in a random amount instead of a fixed amount as before.
In parallel, work was underway on the redesign of the zombies, some of the zombies are already ready, but the next separate update will be devoted to the appearance of the updated zombies, except for one zombie in the form of an easter egg, which can be found in a secret place in one of the locations.
In the settings of the beta version of the game, all the final versions of the game are now available, starting from the first release version.
CHANGES LOG
Improvements
Changed and improved the game interface.
Implemented flexible game difficulty setting.
Implemented support for wide screens.
Improved the behavior of the zombie nurse, now the zombie will run away when the player approaches until it reloads the gas projectile.
The movement speed of the main character, robot dog and zombies has been increased by 50%.
Reduced character speed boost effect for shoes by 50%.
100% increased range of Nurse's Spit.
Now ammo is generated at locations not in groups, but in a random amount, the total amount of received ammo is reduced by 50%.
Changed the generation of provisions, now you can find several types of provisions in one closet at once.
Added a separate save when entering a new location.
The bow reloads automatically after being fired.
Defeat from a bow in stealth mode, an enemy who did not see the player + 50% damage.
Strength also increases melee weapon damage and arrow damage.
Added description for upgradeable player skills.
Implemented a warning when a player tries to overwrite an old save.
Now the dog robot icon only appears after we activate it for the first time.
It is now possible to use charcoal to burn in fireplaces with a large burning bonus.
Increased the size of the fourth carpet for the train.
The floor stepladder is now simply placed on the surface through the inventory, like regular items.
Increased the chance of loot in the army crate.
Placement on the floor of the robot has been moved to the R key.
Corrected mistakes
Fixed the mechanics of the main character, which will exclude the passage of the head through obstacles when tilted.
Fixed a bug with not being able to boil water in the kitchen electric stove.
Fixed a bug where a zombie nurse ran in place after being injured by a player.
Fixed the ability to move the trash can with a shot from a weapon.
Fixed a bug with the ability to install inappropriate windows in roofs with window openings.
Fixed a bug when the weight of the item was indicated by numbers with several values after the decimal point.
Fixed a bug where it was possible to place a third-party item in the inventory of a workbench, which led to a change in the physical properties of the item.
Fixed a bug where it was not possible to install furniture on previously installed carpets.
Fixed a bug where it was possible to change the materials of unbuilt walls.
Broken bow no longer charges an arrow.
Fixed an empty canister disappearing bug if the player was refueling the train with a fully loaded inventory.
Fixed a bug where a player with a fully loaded inventory would collect water from water sources and the bottle of water would simply disappear.
Fixed a bug where canceling the collection of water from the barrel did not return the water to the barrel.