Image: Here are the Zombies eagerly fixing all those bugs.
Patch Notes:
Gameplay/ Balance:
- Fixed tutorial balancing issues were slower players could face zombies with weapons to early, letting them fail the tutorial potentially. Threat level now reduced to ensure that no zombie weapons can come so quickly anymore.
- Angry Humbie level 1 and level 2 no longer mark zones as unsafe as they pose no threat to other workers. This will reduce chaos when alarm is activated and areas are safe for longer, keeping workers at their work stations and towers.
- Rebalanced needs and moods of all workers to counter mood downwards spiral when you have food problems. Low needs cause less mood penalty and give you more time before humbies turn angry. Needs that are in the yellow also give less mood penalty, that other low needs still in the green give a small mood boost in total.
- Zombies will now move through frozen zombies like workers already did, this will make it easier for Zombies to attack your fence. (It was pretty buggy before with Zombie pathing not handling frozen Zombies very well and being constantly stuck. This change may make some waves harder to deal with)
Improvements:
- Humbies now keep their name during treatment. (Zombie spawns with a random name, through all treatments name will be kept now, when you rename the character the new name will be kept)
- Improved a.i. pathing logic eliminating the chance that characters teleport through fences on low frame rates.
- Improved worker overshooting their path problem (On high game speed and fast paths, characters would shoot out of paths and get stuck on walls temporarily).
- Improved gate placement, can place them more freely and also partially on fence corners. Fixed blueprint placement issues.
- Improved wall and general upgrade logic and fixed an issue (Issuing delete, cancels upgrade and vice versa and other smaller changes).
- Game now tells you when it is still saving and thereby hinders players to quit to quickly before saving was finished.
Bug Fixes:
- Fixed a prominent time freeze bug that happend for some players more frequently and could make the game unplayable.
- Iron veins and stone quarry spots can no longer be blocked from other hills in front, spawning changed to guarantee that all iron mine and stone quarry slots at map border stay free and cannot be blocked anymore.
- Fixed annoying gigantic greenhouse II air effect and potentially the same for a music effect bug.
- Melted frozen zombies properly attack again and do not run against walls in cold storage rooms anymore.
- Fixed a potential issues with snowball shooters and targeting to ensure they don't get stuck and stop shooting.
- Sleeping pods and calming stations (need satisfiers) now interrupt workers using them when they do not have power anymore.
- Destroyed hiding lockers now properly release workers (not stuck anymore) and have been balanced to cost less and have way more health.
- Fixed a potential memory leak with tree spawning effects (May caused lag for some players)
- Base threat level now saves correctly, could lead to different threat levels after loading a savegame
- Fixed an potential issue with towers causing errors.
- Can place fishbowl decoration now, before made worker stuck due to missing materials
- Fixed a bug with flower decorations and rubble.
- Guards won’t respond anymore if all marked hostiles are unreachable.
- Changed loading screen temporarily without roadmap (see discord announcement) and a static gameplay hint, we already reworked loading entirely which will change the screen again in a future update.
Known Issues:
- A memory leak regarding power pole placement can cause severe performance issues, we already fixed it for a future version, but it is still present in this one. It is caused by being In power pole placement mode and having objects that require energy, constantly increasing your ram. Restarting the application and loading a savegame should help to reduce the problem until we deploy the next update.
Future Updates
In this annoucements we were talking about the state of the project, Discord Annoucement.
Summarized, we work with less people on the project now and are developing a console port that will in parallel improve PC version onboarding and mainly performance. Our goal is to keep the core experience of Zombie Cure Lab and just make it bug free, performant and more friendly for new players.
So we are far from dead, we are just slower, thanks for sticking around so far!