Friday, January 27, 2012

Poll: What Game Mode do you play the most?

WELL?
Since Game Modes have been added in 7 I'm curious what game mode do you guys play the most.
You'll find the poll somewhere on the right side of the page.

DEBUGGING CAN BE FUN SOMETIMES
A start every RS player dreams of.

U MAD?
No cheats involved at all, just pure dumb luck.

Anyway, see you soon.

End of post.

Saturday, January 14, 2012

Alpha 7 Release!

Oui monsieur.

Check le download page et report le bugs.

ALPHA 7 CHANGES
---------------

Lots of new stuff most notably : Game modes with Infection and Corpses.

FIXED BUGS
- (n/a)

NEW GAMEPLAY - GAME MODES
- When starting a new game you choose a game mode...
- STD - Standard - the standard game like in previous versions
    recap:
    - evolution.
    - different types of zombies.
    - instant zombification.
- C&I - Corpses & Infection
    - disabled instant zombification.
    - livings are infected by some undead bites (the ones who regain their hp when they hit you). see below for details on infection.
    - when a living dies it becomes a corpse. see below for details on corpses.
    - there are still evolution and different types of zombies, if you want to be more hardcore, see VTG.
- VTG - Vintage - the must for hardcore classic zombies fans
    - all the features of C&I.
    - no different types of zombies, only zombified man and woman.
    - no zombie evolution.
- In vintage you can still start the game as another type of zombie if you want.
- Special case for the player : will immediatly turn into a zombie if dying infected (no corpse).

NEW GAMEPLAY - INFECTION (if game mode has it)
- Infection rated as % of actor resistance to infection.
- Resistance to infection = infection "hitpoints" = actor max Hitpoints + max Stamina.
- As infection % increase there are ill effects.
- 100% or more infection can trigger death.
- Does not increase or decrease by itself over time : heal with meds, worsen with bites.

NEW GAMEPLAY - CORPSES (if game mode has them)
- A corpse will slowly decay to finally turn into dust and disapear.
- A corpse might raise to become a zombie, with a delay of 6 hours (the infection takes some time to revive the dead).
- Chances to raise depends on a number of factors :
    - the time since death.
    - the infection level of the living who died.
    - corpses are much more likely to raise at night.
- Explosions (grenades) damage corpses.
- I'm sure you guys will find all kinds of funny exploits/bugs with corpses ^^

ACTIONS
- New Action: Drag Corpse.
    - move a corpse with you.
    - slows you down and is a tiring action.
- New Action: Butcher Corpse (living)
    - inflict damage to the corpse to accelerate the decay and eventually destroy it.
- New Action: Eat Corpse (undead)
    - inflict damage to the corpse and regen hp.

SKILLS
- New Skill : Necrology
    - damage bonus vs undeads and corpses when butchering them.
    - examining corpses will give you more info :
        at level 1 = estimation of date of death.
        at level 3 = estimation of infection.
        at level 5 = estimation of chances to rise as a zombie.

FACTIONS
- new Gangs: There are now 2 gangs of Bikers & 2 gangs of Gangsta.
  Each gang is an enemy of the other one and they will fight each other.

ACTORS
- Zombifieds: with the AGILE skill can jump like the ZM does.
- Zombifieds: with the STRONG skill can push like the ZM does.
- Zombifieds: keep half of their past life skills (previously was only 1 skill at level 1).
- Zombifieds: spawned zombifieds (invasion) start with some random skills, half of what a living would get.
- Undeads: undeads gain a skill every two nights (night 1, 3...) from a limited set.
- Each unique survivor has a unique weapon.

ITEMS
- New Armors: The 2 biker gangs have a different jacket with different stats; Police Riot armor.
- New Light: Big Flashlight -for a lack of a better name- FoV+2 but spent fast.
- New Med: Antiviral pills in Hospital & CUF.
- Medkit heal a bit of infection.
- Grenade deals more damage.
- New unique weapons for BB, SM and RJ.

EVENTS
- Gangs: smaller squads but a bit more likely to come (to take advantage of the rival gangs feature)

AI
- Zombies & Rats eat corpses.
- Livings AIs use meds to cure their infection when appropriate.
- All Undeads AIs will push objects around if they are able to.
- Hungry angry civilians will push all kinds of objects around (tables...).

POST-MORTEM
- Removed useless "The weather stayed XXX" entries.

GFX
- New gfx for different stages of rotting corpses (flies).
  Note to modders:
    - the gfx has 2 frames for each 5 stages of rot and moves by +-2 pixels.
    - the corpses are rotated and scaled gfxs of actors.

SFX
- Sfx when a corpse rise.
- Sfw when an undead eat a corpse.

PERFORMANCE
- Dead undeads(sic) don't drop remains gfx anymore, while it was nice it made saved game unecessary larger as days passed.
  Blood is still in though cause it's fun and be useful to the player.

MODDING
- Meds: Added INF for infection.
- Meds: All meds stats are now moddable (ex:bandages can help regain STA or whatever).
- Lights: added FOV bonus.

Have fun!
And remember, die with a smile!
Fin of post.

Saturday, January 7, 2012

Alpha 6.3 Release!

Yatta!

Check the download page and report the bugs.

ALPHA 6.3 CHANGES
-----------------

New improved armor (protection) system. Most Stats doubled to allow more items and skills variation.

FIXED BUGS
1. (Glitch) Random number generator might go insane when "Synchronous Simulation" is enabled (noone can hit anybody, Agile is always rolled etc...)
--> I never had this one happen to me, need players feedback to confirm it fixed or not!
2. (Glitch) Could not redefine some keys.
3. (Typo) Fun facts.
4. (Glitch) Player can see scents when sleeping.

GAMEPLAY
- New improved armor/protection system.
  Armors have now 4 stats:
  - Protection vs Hits : damage absorbed in melee.
  - Protection vs Shots : damage absorbed when shot.
  - Encumbrance : penalty to Defence value.
  - Weight : penalty to Speed value.
  Protection vs blasts (explosions like grenades) is the average of the two protection values.
- Unique refugee NPCs arrive with other refugees rather than being there at the start of the game.
- Famu Fataru has a unique Katana.

UI
- Actor description shows armor rating.
- new options: "Show Targets" and "Always Show Player Targets"
  "Show Targets": when mouse over an actor, will show which actor this actor is targetting and if the actor is being targetted.
  "Always Show Player Targets": will "Show Targets" on the player; in practice this is helpfull to notice when you are being targetted as players can easily fail to notice the "targetting you!" icons.

AI
- AIs are now allowed to pickup,trade or use unique items like JM Axe and FF Katana.
  The subway badge is the exception and still forbidden to AIs.

DATA
- A bunch of stats have been doubled. Ex: double hit points, double damages etc... This will allow more variation in items and skills.
- Armors stats redone for new system.
- Modified some weapons stats.
- Modified skills stats.
- New unique item Famu Fataru katana.

MUSIC
- More fitting theme song for our favorite super hero.
- Short themes for all the unique refugee NPCs.

Have fun!
And remember, die with a smile!
End of post.

Sunday, January 1, 2012

Alpha 6.2.1 Release!

Check the download page.

WTF?
Well there was a nasty bug so I fixed it.
Should have fixed it...
May have fixed it!?

ALPHA 6.2.1 CHANGES
-------------------

Bug fix.

FIXED BUGS
1. (Crash) Might crash when displaying overlays (when mouse over stuff).

OPTIONS
- new: "Music Volume".

UI/GFX
- Some texts have a shadow effect.

DATA
- Zombie Master branch speed lowered to shambler level. Balance effect: weaker individually but more likely to be closely followed by a horde.

SYSTEM
- Small pause added when the player is sleeping to allow the sim to catch up.

Have fun!
And remember, die with a smile!

THE DEAL
I'll try to release small updates, say one every two weeks or something like that.

End of post.