Sunday, January 31, 2016

Outbreak Survival [2.6.011 Volcanic Survival Patch notes]

Patch 2.6.011:

More stage 0 fixes.

Stopped a few while true do loops from running after deletion.

Tweaked the sludge abilities somewhat.

New updated Voltrix Base map: Has many new features which will help bring the difficulty down.

Fixed Inventory glitch.

Friday, January 29, 2016

Outbreak Survival [2.6.010 Volcanic Survival Patch notes]

Game changes:

Added the new 2.0 Safe Room.

Safe Room has new internal decorations, as well as more space for survivors to spawn in, which will hopefully eliminate the issue where players spawn above the room. It also has interactable curtains, and the safe room door now swings open using C-Frame.

Added kill floors below all maps.

Oil Works changes:

  • Moved the safe room inside the ship.
  • Added stage 5 ladders to the ship's roof.
  • Old safe room is still there but broken.
Bolt-On Town changes:
  • Made the teleporters from the safe room to take you underground, instead of above ground.
Autumn Wind changes:
  • Possibly fixed the electric door not working.
Made a contingency failsafe that imports a locallly stored Communal Town map if LoadAsset fails in  the future.

Made some of the code more error-proof.

Finally found one issue that could cause a stage 0 or game reset bug. (Player disconnecting during remote function call).

Thursday, January 28, 2016

Outbreak Survival Old Missing 2.3-2.4 patch notes

Old match notes for the 2.3 update and possibly parts of the 2.4 update.

Patch 2.3 has arrived! Adding a new community map [Power Out], a revamped event map [Castle Front], 9 new weapons, numerous balance changes,

4 new Zombie classes, loadout system, synced music, item stats library, new GUI's, pets, daily quests and much more!

Tag gun shots will no longer bounce around everywhere. Lots of items have spawned objects destroyed instead of being nil parented. Changed the Frog code around again, will now work with mobile, possibly fixed the not working glitch.

Player Points have been added to the game! You'll get 2 per kill, 1 per assist, 10 per bronze chest, 20 per silver chest and 30 per gold chest

New status effect GUI's! These will appear when certain things happen to your character, this will help new players feel less confused.

Examples include a frozen effect, cookie trapped and frogged.

New event items, some of these are pretty unique. Grab yours with presents soon!

Examples are the Freezonator, capable of throwing down a Freeze mine every 3rd kill. Frost Buster mace: Deals x4 damage to frozen targets.

New basic items, utilising the Rage mechanic and other things. These items are pretty solid but will cost a lot.

New stats GUI. This GUI is more compact and moves itself away from the PvZ:Battleground style GUI. It combines health and armour into one

bar, and will still notify you when your health is low.


Zombie changes: Striker Zombie will now completely ignore defence (old code actually made defence twice as effective lol). New Ignore Defence

boolean has that Zombies can utilise, Anti-Armour Zombie will now deal more overall damage, but no longer deal extra damage versus armour. It

will now instead have a higher chance to permanently remove defence, and ignores defence.

New Zombies! Blitz Zombie is back and is a great alternative to the Striker Zombie for those that like durability over damage. Snow Chugga

Zombie: This icy mechanical mix can slow down humans on hit and freeze them on every 3rd consecutive hit.

Brute Zombie is also making a return! This fierce Zombie deals a large amount of damage but is slower than your average survivor. It also has

a large health pool.

New Inventory and start menu changes. There is a new colour scheme for both these GUI's (the blue's are the same), the buttons and colours

have been simplified. There is only one colour for the buttons now, and the text is no longer blue. (The red backing was a bit blinding for

some players). You can also hide locked items to further avoid confusion.

Loads of bug fixes in this update, including characters not spawning with the anti-jump mechanics, players being able to spawn as a neutral

Zombie, possible bug fixes for the throwing frogs - these have been heavily recoded and will hopefully not randomly stop working anymore.

At every stage increase, players will be shown on the map for a short duration. This will allow the combat to not become stale and boring.

Some maps have had their timer reduced as a result. Players under the effects of cloak will not be shown on the map.

2 new event maps! The castle front map has it's winter colour scheme back on, as well as decorations! Builder Town is back, with many new

changes and improvements but while also keeping what made this map fun.

Presents drop a fixed amount per wave, but can spawn in many different locations. Multiple waves also occur per map. Presents will also drop

per kill, these have a higher chance of being better.

Presents range from .............

But that's not it. This is only part 1! With part two releasing closer to Christmas, which has been confirmed to contain a new community map,

new themed Zombies and weapons. :)

2.3 Missing patch notes:

Breaker Zombie: Minimum buy price increased, doubles in cost each time you buy it. (Resets on round end). Reduced the ground slam damage

amount from 40 to 30, reduced the shockwave ability damage from 10 to 8. Reduced walkspeed from 15 to 14, reduced punch damage from 15 to 10,

reduced crush damage from 30 to 25.

Sandvich: Can use while at full health to "taunt" (doesn't use any of the charges). Ice Zombie cannot be frozen by the Ice Staff, Ice Zombie

no longer loses health after shooting an Ice Shard. Made a few changes to the current Zombie abilities and added some new ones.

Changed Crystal Mines: Can deploy a Mine every 60 seconds (you have 3 mines total). Each mine can be activated 3 times each before being

destroyed (once a mine has been activated, it will have a 30 second cooldown and then re-activate). Because of this the mine item will be

about 3-4 weight. Clarification: For the Heavy set for every item in the set equipped you gain +400 minigun ammo and +32 shotgun ammo. (With

all items equipped +800 / + 64).


Changes to the Puddle ability: Split into two different puddles. Sludge Puddle: Max 4 charges no cooldown between uses (the offensive puddle

ability), lasts forever until round ends or its health reaches 0, has higher damage, more health, its max size is smaller but grows more

quickly.

Sludge Pool: Similar to the old one (tactical puddle), has a 30 second cooldown, slower growth rate, but is larger than the puddle, deals

less damage, has less health, once it reaches max size it will stay active for 2 minutes, after which it will start to recede and eventually

vanish. (All puddles have nerfed max health).

New Zombie abilities: Worm Nest [Active Ability]. On use will spawn a Worm Nest which will periodically spawn worms until its destroyed. Can

replace the Worm Nest every 30 seconds. Nest has a 20 second "arm" time. Sludge Trail [Passive Ability]. While active you will start to spawn

mini puddles every 30 seconds. These will grow in size and then eventually recede. (Much smaller than the Active puddles).

Armoured Hide [Passive Ability]. Grants your Zombie character +10% Defence rating.

The Sludge Pool is a tactical puddle that grows more slowly compared with the Sludge Pool, however its maximum size is larger and one can be

placed down every 30 seconds.

Place down a Sludge Puddle that damages any human that steps in it. Can place down a maximum of 4 at a time. Puddle grows with time until it

has reached maximum size.

Outbreak Survival Old Missing 2.1-2.2 patch notes.

Old weapon set changes (pre 2.3)

Weapon set changes: Samurai Baker: On hit Cookiefied target with rolling pin: Deal extra damage. Mega VIP: New Crystal MP5, deals extra

damage to Crystallised targets, Dual Crystal Miniguns, increased weight, removed alt fire mode, extra ammo, deal extra damage to Crystallised

targets. New Crystal mine, traps Zombies in a crystal for a short period of time (Max 2 deployed 60 recharge CD).

Changes cont: Medic VIP: Medigun, (all healing tools weigh more), medigun can drop 2 medkits by pressing Q. Removed extra medkits from the

Inventory. Lone Survivor: On kill with pistol gain +1 clip ammo. Particle Cannon: Charged shot pierces targets, press Q to enable the Charged

shot (click to charge). Proton Collider: Charged shots pierce targets. New Proton Pistol, on kill with Proton Cannon, gain +1 clip ammo for

the pistol, extra ammo and reduced reload (reload has a cap).

Heavy VIP changes, fixed Shotgun not firing 10 shots (originally 5), Shotgun and Minigun have random crits enabled, with only both weapons

equipped, + ammo. With the full set of items equipped, ++ ammo for both weapons, also on kill with either weapon drop a Ammo crate, when

picked up +ammo for the Shotgun. New Sandvich tool, 3 charges, full health on use. Can't use while moving. Weighs less than 3 Potions.

Sergeant Shooter Person set: On damage enemy gain Rage, when rage meter is full press Q for increased fire rate and reload. Ninja set: +Speed

when using ninja mask - duration. Ho-ho-0wn3d set: Snowman, + duration compared with the ninja mask, Arc Burst gun, + damage. Acid Set: Uzi

has been made slightly stronger to use on its own.

Quad Golden Justice: Blitz mode removed. Spin up removed. Speed penalty removed. Uses one barrel in regular mode, pressing Q activates a

close range rapid fire mode that uses all 4 barrels, increased clip ammo, longer reload time in this mode. The gun will be forced to reload

after switching modes. Noob Warrior set: Reduced price. Wizard set: Increased price due to amount of items, and strength of items, Arctic

Blade, press Q to fire the iceball.

[Below is still relevant for 2016].
Sets to receive changes in the future: Frost Warrior, Agent, Space Marine, Ho-ho-Own3d. New sets to be released released in the future:

Starcraft Marine, Frost Knight, Paladin, Modern Soldier, Ducky Pirate Extreme, Jelly Pumpkin and Archer sets.

Wednesday, January 27, 2016

Outbreak Survival [2.6.009 Volcanic Survival Patch notes]

27/01/2016
----
Patch 2.6.009:

Balance changes:

Deadshot: Now only deals 1.5x damage on headshot.

Changed the way Burn works. Will now properly deal X amount of damage over Y amount of time. Current stats for all Burn weapons are 30 DPS over 30 seconds.

With this new change, Health Potions are also fixed and will now correctly heal over the given duration, instead of finishing early.


Map fixes:

Fixed the team teleporters in both Winter Castle and Builder Town from teleporting Zombies.

Game changes:

Applied changes to the end game victory track code.

Presents dropped on Human kill will now always be able to be picked up. Before they had a chance to fail, and damage you.







Tuesday, January 26, 2016

Outbreak Survival [2.6.008 Volcanic Survival Patch notes]

26/01/2016
----
Patch 2.6.007:

Balance changes:

Mini Bomber:

  • Now only has a 0.1 delay before exploding down from 0.3.
  • Overdrive version now deals 50 damage. (Regular damage is 30).


Mega Bomber:

  • Now only has a 0.3 delay before exploding down from 0.9
  • Overdrive version now deals 70 damage. (Regular damage is 50).









Outbreak Survival [2.6.007 Volcanic Survival Patch notes]

24/01/2016
----
Patch 2.6.007:

Balance changes:

Speed O Ducky armour
  • +20 Armour (giving a total of 40 armour, and a total of 100 combined HP + armour)
  • -3 Weight (now weighs 3)
  • -2 Speed (for a total of 18 WalkSpeed on equipped).
Quad Golden Justice
  • -2 WalkSpeed while in Blitz mode.
Snipe 60
  • Damage reduced by 10.

Weapon fixes:

Fixed the Magma Blade from not dealing DoT damage.

Fixed the Mace and Board from being able to deal damage after they have finished being swung.

Fixed the Arctic Blade's high swing rate.


Game fixes:

Fixed a few options menu glitches.








Sunday, January 24, 2016

Outbreak Survival [2.6.004-2.6.006 Volcanic Survival Patch notes]

24/01/2016
----
Patch 2.6.004, 2.6.005 and 2.6.006 patch notes

Balance changes:

Edited the way Burn works. It will now last longer, and deal more damage over time. This gives you time to remove it with the Support item.

Melee buffs. Many of the Melee shop melee items got damage increases.

Overdrive Wraith nerf

  • Still has the same damage, but will now have 90 HP instead of 300.
Speed O Ducky armour
  • +10 Armour
  • +1 Weight



Game fixes:

Fixed not being able to save your choice when disabling Hints and Music.

Edited saving slightly. Should be better.

Stage 0 bug will now delete all active maps upon discovery, reducing the chance of having multiple maps.

Fixed Zombies being able to hit each other which cancels out the attack.

Fixed Zombies not being able to deal any damage to humans by incorrectly entering the wrong operator.

Fixed the Deadshot revolver from not being able to deal any damage after landing a headshot.







Friday, January 22, 2016

Outbreak Survival [2.6.003 Volcanic Survival Patch notes]

22/01/2016
----
Patch 2.6.003

Balance changes:

Nerfed all burn DoT effects.

Game fixes:

Fixed the ambient not resetting for the game.

Added new lighting reset function

Fixed a Chest reward error that made the game skip intermission time.

Fixed PowerOut, by changing the Safe Room teleporter code to only work if its enabled. (Teleporter was able to be used all the time while the game was in play for some reason).



Outbreak Survival [2.6.002 Volcanic Survival Patch notes]

22/01/2016
----
Patch 2.6.002

Balance changes:

Snow Chugga changes:

  • Damage reduced from 6 to 5
  • Health reduced from 130 to 120


Ash Zombie changes:

  • Price increased from 800 to 1500


Magma Zombie changes:

  • Damage reduced from 8 to 7 price increased from 1500 to 2000


Basic Crossbow changes:

  • Damage increased from 30 to 36, MaxSpread from 0.05 to 0.03


Magmabow changes:

  • Has same damage and spread base stats. 
  • Damage reduced to 30 up from the original 27 down from the new 36.



Deadshot changes:

  • MinSpread now 0.01 down from 0.02, MaxSpread 0.04 down from 0.05. 
  • Damage dealt on headshot increased from 1.5x to 2x
Game changes:

Lobby wait time reduced by 20 seconds.


Outbreak Survival [2.6.001 Volcanic Survival Patch notes]

22/01/2016
----
Patch 2.6.001

Edited the way burn works slightly.

Maybe fixed smoke colour on the Ash cloud ability.

Ash cloud ability no longer removes any speed debuffs when hit.

Fixed teleporters always being active on Voltrix Base.

Fixed loadouts from not working.

Fixed the check asset code, which broke loadouts.

Updated Voltrix base to Carter's newest version.

Disabled intro Music for the round if you are AFK / in the lobby team.

Fixed Inventory loadout checks.

Ash Zombie changes:

  • Damage reduced to 7 down from 8.
  • Health reduced to 110 down fro 130.


Voltrix base has a 3x chance of spawning during the update.

Fixed Basic SMG spelling error in the Shop GUI that caused it to be unbuyable and unequippable.

Removed extra Load data check, which occasionally stopped people from actually loading their stats.

Thursday, January 21, 2016

Outbreak Survival [2.6 Volcanic Survival update]

In this post I'll be going over all the new changes in patch 2.6 Volcanic Survival



Update additions: New map made by CarterTheHippo; Voltrix Base.

2 new lava themed weapons:
  • Magma Blade - Weak dagger that applies a fire DoT on hit.
  • Magmabow (returns from the original game!) - Applies a fire DoT with headshots
2 new Basic weapons (3 more are currently disabled until the next update).
  • Basic SMG - Will be your go-to basic item for this weapon type
  • Deadshot - Revolver that deals bonus damage upon headshot.
2 new Zombie classes:
  • Ash Zombie - Can throw ash clouds which will engulf an area with ash. Humans trapped inside will take damage while also being slowed.
  • Magma Zombie - Can apply a burn DoT when it strikes the same target 3 times. Burn DoT can stack multiple times.
1 new Support item:
  • Cooling water - Once used can remove the effects of all current Burn or Fire DoTs. Weighs only 1, but has a 40 second cooldown between uses.
Voltrix Base objective: Battle Zombies and infect Humans as usual. But you're in an active volcano, so beware the rising lava! Turn on those ice generators to slow the progression of the lava to climb to the next level in-time!

New gamepass item!
  • The "Fully Loaded" gamepass - This gamepass allows you to store and save up to 8 loadout slots. (Double the standard 4), but since this requires more data loading it will cost quite a bit (200rs) which makes it for the dedicated fans only. [Fun fact, slots E through H were created and could have been enabled since loadouts were first introduced].

New badges:
  • Save Carter! - CarterTheHippo is trapped on his map, save him to get the badge!
  • Hidden plant master. These mysterious plants have been lurking in the Lobby. Find them all to claim this badge!

Weapon fixes

  • Zombie basic attack: Fixed the glitch where Zombies could strike air, and then walk up to any target to instantly deal one round of base damage. (Damaging arms will de-activate if nothing is hit within the SwingRate period).
  • Breaker Attack code has now been replaced with Remote Events and no longer uses Remote Functions. 
  • Squid Launcher has also had its Remote Functions Removed which has been replaced with Remote Events.
  • The Remote Event change will remove the glitch where the tool would take a very long time to actually be usable. Note, that the Aerial Flight still uses Remote Functions and will still have the same issues. Current and previous attempts at replacing the Functions with Events have thus far failed with this particular item.
  • Fixed all bugs associated with the Breaker Attack.
  • Fixed the Space Boots. Replaced them with the stable code from the new PvZ:B version.
  • Proton Collider should now destroy the Orb part when unequipped. Can no longer charge while not equipped.
  • Particle Cannon has had the same changes for its Beam attack.
Weapon changes:

  • All shotguns are now testing the new 6.0 feature.
  • 6.0 Weapons currently have a new property to account for damage falloff and damage ramp up. They can also check what limb they hit and give out the appropriate damage if that feature is enabled for the item.
  • 6.0 Weapons locally create MuzzleFlashes, Bullets and can even have tracer rounds enabled. Local parts means less lag overall.
  • 6.0 Weapons use RenderStepped, which is more efficient that the old loop system for spread cooldown.
  • 6.0 Weapons are now extremely easy to customise and only run off of one Local Script and connect to a single global Server Script, instead of one local and one server per tool.
  • The Rusty Healing tool will no longer use ammo. It will instead just be a weaker version of the Automender.
  • Health Potion: Vulnerable effect reduced, duration decreased to 6 seconds down from 8. Drink time reduced, from 8 seconds to 6. (This is for all versions). Can no longer jump with the Health Potion in use. Deselecting the Potion will immediately release you from being frozen, but will also throw away your Potion.
  • New Vulnerable effect now deals 1.5* damage down from 2.5*
  • New Potion stats: 
  • Starter Mini: 1 Weight 50 HP ~ Free, max 1.
  • Mini Health Potion 1 Weight 50 HP ~ Points max 6
  • Health Potion: 2 Weight Full HP ~ Points max 4
  • These Health Potion updates apply to all potion items including event candy cane's and the bacta tank item.
Event changes:
  • The Frosty Winter Event is still active, but all 4 event maps will have the same chance as appearing compared with the regular maps. (Previously had a 4x chance of showing up).

GUI changes:

Stats GUI:
  • The old health bar will no longer use pips to tell how much HP you have left. Instead it will work like the old one, and scale according to the amount of health you currently have. Like the first iteration however, it will still have health and armour combined into one.
Winner GUI:
  • New end of round GUI will now display more stats, and give a Points breakdown for each stat. This follows the new update that removes Points for KO's and replaces it with fixed Chest based rewards.
  • More chest ranks are obtainable depending on your performance in-game.

Music changes:
  • Music will now be played locally via a localscript instead of from a server script. This change aims to reduce any extra strain on the server.
  • Nimbus Station track has been fixed.
Sound changes:
  • More sound effects have been added! In this update teleporters will have new teleport SFX.
  • In a previous update (2.3), all explosive Zombie classes had new sound effects added, each update aims to improve the sounds of the game until there's nothing left to add.

Zombie changes:
  • Striker Zombie; Damage now 8 down from 10, speed now 26 down from 28.
  • Snow Chugga Zombie: Speed increased to 17 up from 16, damage reduced to 6 down from 8.
  • Brute: Health reduced to 600 down from 800. Speed increased to 14 up from 12.
  • Squid Zombie: Squid Ink size increased. Math.random formula changed from 350min,700max pixels to 600min,1200max pixels. Squid and Ink decays after 10 seconds up from 5.
Code changes:
  • The game will no longer reward Points for KO's and instead put more Points in the end-game chests. Players will have the opportunity to upgrade their chest based upon their performance during that round.
  • Removed plenty of unnecessary pcall() and Spawn().
  • Made the game code more stable and less prone to breaking once encountering an error.

Code fixes:
  • Fixed the glitch where the Music player would error out when encountering the new Voltrix Base map
  • Fixed the new Stats GUI health bar from not working properly.
  • Fixed the new Stats GUI health bar from not Tweening properly.
  • Fixed the Stage 0 bug.

Outbreak Survival 2.6 update - status update

The 2.6 update has a lot of new features. But unfortunately I'm going to have to need to postpone certain features so the update gets released on time.

These features include: The 6.0 Weapon system, all items will remain the same and the new end game Winner GUI with the new reward system.

Both of these features need more time to be developed to guarantee them working upon release.

More detailed explanations are as follows: Spending time editing and creating both these  new features would probably mean the update won't be released during January, which I can't allow because people have been waiting a while for the new items and map. Another reason is that, starting February first; I won't get the same amount of time to work on the game as I did during the Christmas break and the month of January.

The new Winner GUI will take a good couple of days to design, while the new reward system will take even longer. The amount of work required to incorporate a new system of tracking how well the player did during a game, balancing the right amount of rewards for that, as well as changing all the prices and items in the game to reflect this new amount would take a long period of time.

The 6.0 Weapon system also has a few issues. While I've managed to get it working, and it functions without glitches. Adding in just the Shotguns (the only weapons I've converted so far), would mean I'd have to temporarily re-code the Inventory GUI and Shops to account for two different types of weapons (the way their stats are saved are slightly different), so it would be easier for me to convert every weapon over to the new system, instead of a select few. This means however; I can't finish all of these before January is over, since it takes quite a while to convert and rebalance the items.

The 2.6 update still has a lot of new features and improvements, and hopefully after the new patch notes are out you'll agree. :)

The postponed features will still appear in the new patch notes, but will be crossed out so you can still read them, but they won't be in the new update.

The new update is expected to be released this weekend.

Wednesday, January 20, 2016

Outbreak Survival final 2.5 update

An update was released today that added Carter's updated version of PowerOut. This new map update includes a revamp to the Janitors Closet, turning it into a small cinema.

The secret teleporter has also been moved elsewhere, and the exit is now more useful.

Thursday, January 14, 2016

Outbreak Survival [2.6 Changes teaser]

The Outbreak Survival 2.6 update will be out soon, here are a few notable changes coming your way!

The old health bar will no longer use pips to tell how much HP you have left. Instead it will work like the old one, and scale according to the amount of health you currently have. Like the first iteration however, it will still have health and armour combined into one.

Music changes: Music will now be played from local scripts instead of from a main server one. This will reduce the amount of work on the server.

Sound changes: A few more sounds have been added to the game, with more to follow as this update and others arrive. The game has been slowly improving on this for a while, but there is still a lack of major sound and visual elements that still need to be added.

For example the Proton Collider weapon charges up while holding down the mouse button, and once released fires a powerful laser beam. This item doesn't have any sound when charging, or a satisfying laser blast once finished. In the future I hope to add more sounds to fill in the silence where there should be none.

The first wave of sounds are teleport sounds. Using a teleporter will play a new teleport sound, there are a few different types in-game. If you use the Safe Room teleporter it will sound completely different than the Wizard Tower doors.

Game code changes: The main game code has been heavily optimised, it will no longer crash at stage 0 and has the potential to restart if that ever occurs. There is also an in-game error log file that stores all major errors so I can possibly join the server and note them down.

More functions have been moved over to modules to speed up the game-flow and increase security.

Newly joined players should no longer experience the glitch where they don't get the jump debouncer, new health script and other important character scripts. Players will now be re-loaded upon clicking the Play button, so they will now always get these scripts.

Shotguns will be the first weapon type to be tested with the new 6.0 Weapon code. Shotguns will have damage falloff and damage ramp-up at certain ranges. (Varies per item). Shotguns will also weigh more, but will be more usable overall. The maximum spread will be decreased slightly, and prices will be adjusted to fit the new change.

Saving has been overhauled, applying a fix in 2.5 that stopped you losing data actually made it so some people's old data didn't load and became lost forever. The new change fixes both these issues.

Small changes: The Main Menu GUI should no longer appear while joining the game initially. This removes a small glitch where players can click "join" before they have loaded and in turn miss out on some features.

More to come in the official release patch notes.



Monday, January 11, 2016

Outbreak Survival [Frosty Winter Event] [2.5] Million Milestone update, New year's eve and further patch notes.

29/12/2015
----
Patch 2.5.300: Million Milestone update! Added a new Million Robux melee item, various balance changes, new adverts and images.

Patch 2.5.301: Fixes.

30/12/2015
----
Patch 2.5.302: Fixed PowerOut teleporting players who got too close to the edge of vents.

31/12/2015

Patch 2.5.303: Final 2015 patch. Possibly fixed PowerOut doors. Fixed Anti-Armour dealing more damage than it should. Added a new 2016/2015eve pet code (check Twitter), changed the way both the Minigun and Knight's shield slows down the user.

01/01/2016
----

Patch 2.5.304: (First 2016 patch!) Added a new game status label which will be used to help track down the infamous stage 0 bug. If anyone notices the stage 0 bug while playing. Simply go to the Menu, read what the server status label says and post it on the group wall or shoot me a PM. This will help me identify where in the code this happens so I can fix it once and for all. :)

Patch 2.5.305: New update PowerOut map with balance changes and roof spawning fixes.

Patch 2.5.306: Added more server status names within the area I think the bug is. (Thanks 09NightWolf for reporting its whereabouts!)

02/01/2016
----
Patch 2.5.307: Fixed the Spectral Zombie not gaining speed. Changes to Winter Castle and Builder Town: Both map's barricades can no longer be rebuild at 45 seconds or less. On Builder Town, the Human Only door on the Pirate Ship no longer kills.

03/01/2016
----
Patch 2.5.308: Added new PowerOut map changes, added new Toxic Spill changes.

06/01/2016
----
Patch 2.5.309: Fixed saving erroring out. Some people who have had their stats reset to 0 will need to message me.

Outbreak Survival: [Frosty Winter Event] [2.5] All patch notes

06/12/2015
----
Patch 2.5.000: 3 New Zombie classes 8 new event weapons (+7 older ones), 5 new basic items (to be enabled in part 2 of the update), 2 event maps, new status GUI's, GUI colour revamp, present spawns, new pets, local present drops on kill, player points. Less wait time in the lobby. Improved code in various places. (More notes below).

Patch 2.5.001: Fixed Assists not working properly. Snow Chugga attack is now named correctly, class should work now. Fixed Bolt-On Town map exploit. Nerfed Brute Zombie's speed to 12 and attack to 10. Fixed basic Zombie attacks, fixed VIP items not loading. Added Presents to those that bought it and got Pumpkins.


Specifics: Drops spawn in waves of 30 up to two times per event map. You can get a present drop per kill, but you have to collect it by walking up to it. (These drop on all map with enough players). Event maps have 3x the chance to spawn each. Expanded XL, Castle Front and Halloween Realm have been removed from the map rotation.

Major changes: Faster paced games usually keep people interested for longer, so we will slowly be moving the game more towards this. We've started by making all humans visible on the map for a very short amount of time every stage change (cloaking items counteract this). Any balance issue let me know, I'm also thinking about reducing all map timers.

Minor changes: Acid Grenade now slows the user down if they are standing in the cloud. Zombies that ignore defence, actually ignore defence now. A few unlisted balance changes have been made. Hunter Instincts now activates at stage 1. Undid the auto health regen buff from the last update. Noob Sword got its swing animation back. Rank and Event currencies have been moved from the Leaderboard to the top bar.

Future changes: Part 2 of the update will include a community map, along with themed Zombies and weapons to accompany it. As well as having balance changes and any bug fixes that have been reported in this update. (As a side note, I won't be able to spend a lot of time updating or fixing the game until after the 18th December [exams]).

06/12/2015
----
Patch 2.5.002: Nerfed brute, fixed shops not loading correctly.

07/12/2015
----
Patch 2.5.003: Fixed some items glitches, fixed a few errors in some utility tools. Fixed freezing items.

08/12/2015
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Patch 2.5.004: Fixed autumn wind not opening the electric door, fixed builder town out of bounds area. Added teleporter to map roof above safe room. Builder town's shoot through windows are no longer walk-throughable. Builder town has warning strips all around the frozen water areas. Fixed a few event weapon bugs.

Changed the stats for the Striker and Blitz Zombies. New stats loading that won't stop you from playing if it errors. New health bar is now green, the background colour for the hexagon and nameplate is now team coloured.


09/12/2015
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Patch 2.5.005: The last patch didn't save due to Roblox studio having issues with Ctrl+S. Many item changes, slowly moving towards the "3.0" game. Increased lobby wait time by 35 seconds. Made a change to the custom sets. Re-added a few fixes to event items.

15/12/2015
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Patch 2.5.007: Fixed a few item bugs (candy cane?), fixed the new event items clipping the top bar of the Inventory, fixed the Inventory timer from going into negative numbers, changed the Bolt-On Town map boundaries a bit. Fixed Overdrive Kaboom Zombie keeping both the normal and overdrive explosion code (resulting in 40 + 30 damage, will now deal 45).

21/12/2015
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Patch 2.5.100: Changed the colour of the Points images in the Points shop (red was too harsh), changed how the Menu system works. Most of the buttons will now display above the character stats. Pressing the new menu button will open the old side menu. Admin commands GUI has now been moved to the old main menu. Menu UI has new scaling properties, which fit all device screen sizes perfectly.

Added VertexArray's Toxic Spill winter edition, enabled present drops on this map, fixed the Winter map's barricade code to work with FilteringEnabled, added new game Icon, edited a few GUI's. Un-CSG'd many CSG objects in Winter Castle. Lobby stats board now only updates per join, leave and round end. Rebalanced many Zombie attacks. Reduced a few maps timer by a minute.

22/12/2015
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Patch 2.5.101: Fixed the end round screen not displaying correctly. Fixed a few minor bugs.

23/12/2015
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Patch 2.5.102: Max health value on the stats GUI is now rounded, timer is now rounded (don't know why it was displaying .333333), heroic music auto plays below 2 minutes and with 2 or less humans (basically this can now activate at 1:30, 0:53, any time below 2:00). Fixed maps not having a divisible by 60 time limit.

23/12/2015
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Patch 2.5.103: Fixed minor bugs (hopefully the one that causes the game script to stop working). Removed many extra unneeded threads.


24/12/2015
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Patch 2.5.104: Nerfed Striker damage slightly, removed 30 threads. Improved the loading, shouldn't error as often meaning players may be able to play even if their data fails to load.

25/12/2015
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Patch 2.5.200: Added patch 2.5.104. Added Carter's winter version of PowerOut, enabled present drops in PowerOut. Save system will now only save if both your Rank and Points are not 0 (will prevent accidental datawipes), reduced Lobby size (most of it went unexplored anyway, will one day re-use as a map). Present is now redeemable.


26/12/2015
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Patch 2.5.203: Shield Zombie's shield is now CanCollide false, to compensate the shield now has 30% block up from 20%. Anti-Armour changes. Deals the same damage vs armour (8), only deals 2 damage against normal targets. New efficient Overdrive code. New experimental WalkSpeed manager (will hopefully nullify speed exploiters).

27/12/2015
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Patch 2.5.204: Fixed some items deleting your character (lol), don't use the Taco or Ninja mask unless you are on this server version.

Patch 2.5.205: Fixed some bugs: Includes staying invisible bug, anti-armour 60 damage bug, falling to your death at the end of the round, Builder Town hanging out in the Workspace.

Outbreak Survival [Frosty Winter Event] [2.5]

The Frosty Winter event is back!



This year there was only two official event maps; Builder Town and Winter Castle. Both of these maps had significant changes happen to them utilising CSG, and better building techniques to create maps that felt full, as opposed to empty with blank space.

Lots of improvements happened to the Inventory GUI, Main Menu, loading screen, Side Menu, Stats GUI, Lobby and game logic.




Two new Core Classes were added, these were classic characters from the original game: The Blitz Zombie made a return, along with the Brute Zombie.

As for Unlocks the Winter Event got the Snow Chugga Zombie.

In total 13 items became obtainable with Presents, the Winter Event currency. Like previous events Presents spawned randomly on event maps, but this year they also dropped from killing Zombies or Humans.

New Overdrive morphs were added for the following classes: Anti-Armoured, Noob, Breaker Overdrive.

More pets were also added to the game.

Eventually PowerOut and Toxic Spill also got Winter Event re-skins, and had Presents enabled on them for players to collect.

Here are the launch day patch notes:

06/12/2015
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Patch 2.5.000: 3 New Zombie classes 8 new event weapons (+7 older ones), 5 new basic items (to be enabled in part 2 of the update), 2 event maps, new status GUI's, GUI colour revamp, present spawns, new pets, local present drops on kill, player points. Less wait time in the lobby. Improved code in various places. (More notes below).

Patch 2.5.001: Fixed Assists not working properly. Snow Chugga attack is now named correctly, class should work now. Fixed Bolt-On Town map exploit. Nerfed Brute Zombie's speed to 12 and attack to 10. Fixed basic Zombie attacks, fixed VIP items not loading. Added Presents to those that bought it and got Pumpkins.


Specifics: Drops spawn in waves of 30 up to two times per event map. You can get a present drop per kill, but you have to collect it by walking up to it. (These drop on all map with enough players). Event maps have 3x the chance to spawn each. Expanded XL, Castle Front and Halloween Realm have been removed from the map rotation.

Major changes: Faster paced games usually keep people interested for longer, so we will slowly be moving the game more towards this. We've started by making all humans visible on the map for a very short amount of time every stage change (cloaking items counteract this). Any balance issue let me know, I'm also thinking about reducing all map timers.

Minor changes: Acid Grenade now slows the user down if they are standing in the cloud. Zombies that ignore defence, actually ignore defence now. A few unlisted balance changes have been made. Hunter Instincts now activates at stage 1. Undid the auto health regen buff from the last update. Noob Sword got its swing animation back. Rank and Event currencies have been moved from the Leaderboard to the top bar.

Future changes: Part 2 of the update will include a community map, along with themed Zombies and weapons to accompany it. As well as having balance changes and any bug fixes that have been reported in this update. (As a side note, I won't be able to spend a lot of time updating or fixing the game until after the 18th December [exams]).





Outbreak Survival: [Eerie Halloween Event] [2.4] [All patch notes]

Here is the complete list of 2.4 patch notes:

17/10/2015
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Patch 2.4.000: The Halloween event is here! Adding two new Zombie classes, improved performance, balance changes, 3 new event maps, 8 new event items, 5 old event items, a new weapon set, numerous bug fixes, more pets, Pumpkins, and much more!

You will now automatically get a Pistol if you deploy with nothing equipped. Fixed being able to equip any Armour without owning it. You will be unable to collect event items with the SpeedODucky or Candy Rush armour items equipped. The Unloader Shotgun now has a 3 second reload speed while under 40% HP.

Tagger changes: Tags now last 3 minutes (down from 4), however if another tag hits the target the tag is re-applied. Tag is made invisible to the person who has it on, so it won't block the screen in 3rd person. Killing the tagger that tagged you will now remove the tag.

Mega Bomber changes: On hit, it will be frozen in place and beep 3 times (1 per second), after that's done it will explode. This gives you time to possibly escape. All 5 explosive classes now play an explosion sound on death. Fixed Sludge Puddle not having an active CD bar. Made it so that more than 50% of the max amount of pumpkins will spawn per spawn.

Fixed Inventory not allowing you to buy some of the Merchant items. Reduced the max ammo count for some of the Rocket Launchers. Increased the Kaboom 1000's damage to match the Basic Launcher. Changing your graphics level in-game will now automatically change the quality of the lobby.


18/10/2015
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Patch 2.4.010: Minimum players for Pumpkins now 8 down from 10. Heroic end game music now plays when hum - zom ratio <= 0.2 instead of <=2 people alive on a 10 person server (now needs 8 to trigger). Possibly fixed the glitch that causes you to be able to have multiple pets.

Re-coded the way the Inventory works: Will allow for different types of items being under the same tab. (I.e VIP armour items with the VIP weapons, merchant armours being grouped with merchant items). Will also allow for an interactive tutorial later on. Removed the tween effect when clicking buttons.

Reduced Mega bomber explosion delay time from 1.2(previously 3) seconds to 0.9 seconds. Fixed Pumpkins not saving. Pumpkins are also given out in chests. Reduced the price of all event items by a lot (people who bought the items at full price will get the difference refunded). Fixed the music clipping issue.

Added quests that give out pumpkins (don't have time to make a new system for event and normal quests, so all quests that gave XP now give pumpkins). Fixed frogs from not being throwable, fixed the debuff not applying to armour too. Changed the health of some Zombie classes. Buffed impaler walkspeed.

Made Overdrive Zombies more scary (it's hard to test these, since I don't get to play as them often - but quite a few of the ones I've seen get taken down too easily). Nerfed all rocket launcher ammo. Arc Burst and Ghost Burst buffs (ghost > arc). Fixed some sword bugs. Fixed pet shop error.

18/10/2015
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Major Patch 2.4.100 (includes 2.4.010). New opt in / out system for joining the game, you will automatically be opted in for a new round unless you specify no. You will also be asked if you want to join a round in progress if you join mid-game. The Quest Guy will now open the Info Menu that contains lots of useful stuff.

Made the Frog item code more efficient (seriously, the guy who originally made these made it use 6 scripts, when it could easily use 3). Frogs now last longer, both frog classes have had a damage increase and health increase. Frog Master frogs last for 12 seconds before vanishing. Event Weapon Sets go on sale today.

Cauldronator buff, it now takes 3 kills down from 5 to spawn the mini candy pack. Starter Mini Health potion: Can equip 8, 2 weight. Mini Health potion: Can equip 8, 1 weight. Increased the weight of the Melee items, buffed their damage somewhat. Finally removed the unneeded values in each item slot.

Made the Inventory item segments easier to navigate: Most weapons are now under the new "Weapons" tab, all VIP items including armour pieces are under "VIP Items", "Enhancements" has now been replaced with "Armour" (since the other Enhancements aren't active). Both store items and armour under "Merchant Store".

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Patch 2.4.101: Finally fixed the start up dual audio issue, fixed the display from saying 1 Pumpkins (now says 1 Pumpkin). Fixed Halloween Realm map's spawn D not working. Fixed chests not giving out Pumpkins

19/10/2015
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Patch 2.4.102: Fixed the glitch where the Ducky Armour doesn't count as a armour piece, further (small, but probably final) price reduction on event items. Zombies get a few Pumpkins instead of XP per Human kill. Fixed Pumpkins not being awarded from chests.

20/10/2015
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Patch 2.4.103: Hopefully fixed the lobby spawn issue. Moved the Lobby spawns near where the human spawns are. Halloween chests have now been fixed. The Halloween weapon sets have been added to the lobby via NPC's. If you are level 0 and click play, you will be forced to view the tutorial.


Tutorial now pre-loads images. Points shop pre-loads images. Weapon Set Shop now pre loads images. Shops now pre-load images. Inventory now pre-loads images. Options menu now pre-loads images. Info guy now pre-loads images. Fixed Inventory not always showing up. Fixed Winner GUI not showing initial pumpkins.

Once and for all fixed the music looping issue.


Uncodumented changes: Fixed being able to deploy in the lobby and go on a killing spree. Enabled the Eerie Halloween event badge.
Spectral Zombie's HP and attack speed has been buffed.

Patch 2.4.104: Fixed an odd issue with Assists not counting in quests, Pumpkins should now spawn more frequently per round and more of them (60-80 up from 30-80). [All the undocumented changes didn't save so they apply here now]. Medpack now weighs 2, but can be destroyed by 3 touches.

Patch 2.4.105: Changed the Pumpkin spawn system again, it will now always spawn two waves per game (instead of 1-3 randomly), and will allow you to collect both waves efficiently by making them spawn with enough time in-between each wave. Sinister Pumpkin now removes half your health. Instead of killing you.

21/10/2015
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added Patch 2.4.106: Potentially fixed the Force Field issue, fixed Spectral Zombie from having unstealth issues. Improved lobby performance, offloaded more parts locally. Possibly fixed Frog debuff overlap. Made saving items more robust. Once and for all fixed that roof teleporter on Power Out.

Changed the bunker in Oil Works so you can actually shoot out of it. Applied the same teleporter on Power Out to 75th Street.

22/10/2015
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Patch 2.4.107: Fixed more issues with the Spectral Zombie, nerfed Sludge Traps duration from 12 seconds to 8 [missing patch note from .104]. Added another fix to stop equipping guns in the lobby. Zombie GUI will not stop you spending money on passives after 2 passive abilities have been reached.

Zombie GUI will not allow you to play as mutations you don't own. The Lobby has been redesigned to be more streamlined, the shops are now all at the back, conveyor belts allow you quick access to certain areas, removed some NPC's and detail in lobby. New efficient hexagons have replaced the old ones.

Patch 2.4.107: Locked the lobby (forgot to lock it again in .106). Possibly fixed the Force Field glitch. Raised the invisible roof in Toxic Spill due to some people somehow getting up there.

Patch 2.4.108: Further improvements to the lobby design, Cafe chairs occupied by NPC's will no longer allow you to also sit in them.

23/10/2015
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Patch 2.4.109: Reverted Spectral changes so it should work properly now, changed the stats on the Halloween weapon set. Fixed the Merchant store only allowing one item to be bought. GUI shop buttons reset per round hopefully fixing the issue of them not appearing. Added extra Force Field removal.

Increased the price of some Zombie abilities (there should be some risk/reward for buying these and then trying to break even). Both spin up miniguns will now allow you to spin up again after reloading. Hopefully fixed the jump exhausted from not displaying.

Patch 2.4.110: Made loading your stats a bit more reliable.

Patch 2.4.111: Changed the Inventory to now display the correct button image, as well as initially setting everything to Locked. Inventory should now load faster too. Zombie GUI will now correctly lock the Mutations you don't own. Timer hidden at victory screen. Power Out has more teleporters added to the Vents area.

Patch 2.4.112: Fixed the Jump Debouncer (Exhausted thing) from not correctly appearing. Fixed the patch number from being .111 to .102.

Patch 2.4.113: Patch note numbers were incorrect, we were actually at 2.4.112 not .102. Made the jump exhausted last longer. Added text to the Human Tags that says: "Human here!", made the Impaler Zombie's impale tool work with Remote Events instead of Remote Functions, this will stop it from sometimes not working.

Quadruple event map weekend. There is now double the chance of having one of the 3 event maps be chosen (before it was 6/12 now it's 12/18). [Following tools need recoding like Impale: Lightning Staff, Aerial Flight, Squid Launcher, Breaker Fists]. Mini Bomber detonate delay now 0.5 seconds down from 1.5.

2.4.114: Pumpkin collect changes: As a Zombie you now have a 7/10 chance to collect Pumpkins successfully, 2/10 of it vanishing and 1/10 of it damaging you. (Up from 2/5, 2/5 and 1/5 respectively).

Patch 2.4.115: Cauldronator Candy Pack now heals 30, Pumpkin Defender's stats are now LMG esque. Possibly fixed a Health Potion double Zombie GUI spawn issue?

Patch 2.4.116: Whiplash Zombie buff: Increased health slightly since quite often this Zombie gets stuck and dies a sad death.

Patch 2.4.117: All shop GUI's now have a secondary close button below the GUI (for some people the (X) image doesn't load on their potatoes). Tutorial screen now has text buttons instead of image arrows for the same reason. Starter Shotgun is given out for free at level 0. Other free items have been moved down a level.

Patch 2.4.118: Winner GUI will now automatically open the chest for you after 60 seconds have passed, buttons also have modal enabled so you can close it in first person mode. Changed some melee weapon stats. Made the kill notification and stage notification labels smaller.

31/10/2015
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Patch 2.4.119 (Unreleased): Noob warrior now has bash damage removed. Fixed other Noob sword glitches. Punisher Shotgun's reload speed increased by 1 second. Dead Zombies can no longer trigger Landmines or Crystal Mines. Updated XP display, will now shorten the numbers. (E.g. 2.5k / 3k instead of 2500/3000)

Changed zSlow numbers, fixed overdrive counter from not adding in the hum:zom ratio amount, changed Overdrive Wraith's sword damage, buffed Overdrive Whiplash Zombie, Buffed all 3 sludge types, I haven't seen many people use them. [Buffs are quicker growth, and larger]. Fixed the game not removing two of the sludges after the round ends.

Changed swords to only deal damage in the timeframe when the sword is in strike position (currently only active on the Ducky Cutlass, if it works well - will be moved to other swords). Possibly fixed the glitch where two armour pieces could be equipped. Removed hiding areas behind the Xolbor energy fields.

Quad Golden Justice damage reduction. Still out-dps's current rifles. Sergeant Rifle has been nerfed to be in-line with other Rifles. (It's too good for its price point it out DPSed the Particle which is more than double the price). Bat Uzi max ammo increased. Bats no longer collide. Reduced map time for Halloween Realm.


Patch 2.4.200: (Includes patch 2.4.119). Double Pumpkin weekend! Get double pumpkins from all pickups. Improved GUI's: Some of the GUI's have been revamped to make for a cleaner look. Removed options and tooltip help from the stats GUI. Shrunk the size of the XP bar. More GUI's to follow suite later on.

Sandvich now has the damage debuff like other self healing items. Inventory has been made full screen along with having ease of use revamp. All buttons are now along the top near the toolbar. Safe Room door, stays closed for an extra 15 seconds. Players start off in the starter weps page, player stats are now at the bottom. (Can be hidden via a toggle).

2.4.201: Fixed the Inventory equip items from clipping over the toolbar.

01/11/2015
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Patch 2.4.202: Added the missing Spy Satellite from tools, JP launcher will now only grant 5 armour once per kill. All maps with destroyable doors, now have the destroyable part moved somewhere near the door. (Originally setting the actual door as destroyable broke the door).

Zombies should no longer be able to damage worm nests. Added extra measures to stop people spawning without the jump debounce.

Patch 2.4.203: Fixed character items not loading causing freezing as a human. Added double import, so that all characters get the correct character items. Changed the Inventory top bar to now have easier access to the Weapons drop down tab. Double countermeasures for hiding the PlayerList in the Inventory.

Patch 2.4.204: Fixed characters gaining double of all character scripts. Fixed some admin issues. Changed the way the red DPS fields work.

02/11/2015
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Patch 2.4.205: Fixed Jelly Pumpkin Rifle from not granting +5 armour. Fixed the Inventory from removing chat when it isn't visible.

03/11/2015
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Patch: 2.4.206: Fixed Spectral Zombie glitches, changed it so you can only attack once the "phase" animation has finished.

Patch 2.4.207: Zombie died here message now vanishes when <=30 studs away from the source.

Patch 2.4.208: Fixed sniper rifles: Mouse sensitivity works 100% of the time now, first person lock glitch is now fixed, snipers no longer notify team members of headshots.

05/11/2015
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Patch 2.4.210: I said this was unfixable but... there's a chance I've fixed the glitch where you "die" twice and can get two Zombie spawn GUI's. Fixed Miniguns not returning you to the correct speed (hopefully). Fixed Knight's shield from doing the same (hopefully).

Patch 2.4.211: All Zombies can now become Overdrived. The current Overdrive Zombies will continue to have unique models, tools and scripts. While any current Zombies that don't have a unique model, will receive a generic script that just triples their HP and increases walkspeed.

The non-unique Overdrive Zombies will also have a different particle effect made by ShiNuNumi. New game feature: At 60 seconds or less and if the hum:zomb ratio is at least 0.3 or more. (3 hums to 10 zombs for example). The Overdrive chance will be 100%. [Needs at least 8 players for this to take effect.

Ghost Minion's weight has been reduced to 3. Basic MP5 has had a max ammo buff.


06/11/2015
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Patch 2.4.212: (Includes the released no numbered patch), removed Impaler defence rating, fixed overdrive stats not applying, fixed double or triple Zombie GUI's from spawning. Fixed Bloat and Kaboom overdrive Zombies not deleting their regular explosion scripts.

07/11/2015
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2.4.213: Generic Overdrive hp nerfed to +100 down from MaxHealth X3. Fast Zombie damage reduced (same with Bullet as well). Striker Zombie damage increased slightly, this class needs a reason to be stage 5 and with low health it needed a high damage tradeoff. Increased Sergeant Rifle ammo slightly.

08/11/2015
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Patch 2.4.215: A major issue has been fixed, muzzle flashes didn't get deleted once created resulting in players holding up to 100+ invisible muzzleflash decals in their gun. This could be the reason for server crashes. Servers have been reset to add this change.

Patch 2.4.216: The Lightning Staff now mostly works with Remote Events as opposed to Remote Functions. (I.e. Replaced much of Roblox's code which could cause it to freeze).

10/11/2015
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Patch 2.4.217: Possibly fixed some bugs to do with loading armour from the loadouts screen and being a neutral Zombie. Let me know.

15/11/2015
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Patch 2.4.218: Made the stats GUI (bottom left) smaller, made the Overlay tray in the Inventory slightly smaller, if you've selected a loadout you cannot equip items until it has been fully loaded, when clicking on the different item categories if you have the Weapons tab open, it will be closed, it will also reset the Scrolling GUI to the top.

17/11/2015
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Patch 2.4.219: Disabled the event mode for the game. Removed Eerie Halloween and Xolbor Invasion maps. Halloween Realm will be staying in the rotation due to popular demand. Pumpkin event items will be buyable for a further two weeks (ends 1st December), Pumpkins will also be buyable during this time.

XP will now be granted from Quests again (Pumpkin reward removed), Pumpkins for Human kills have also been removed.

Outbreak Survival: [Eerie Halloween Event] [2.4]

The 4th annual Halloween Event had a few significant changes as opposed to previous years.



For starters, instead of one event map there was instead 3. The Xolbor Invasion map made its return this year. along with some general improvements like adding more structures to the empty areas. The Halloween map from last year also returned with a few additions that were from the updated Autumn Wind map, and finally the Halloween Realm map; this one was a revamped version of the very first event map.

This time the dead space was removed by adding a large structure to the centre of the map, this new building had multiple entrances along with good defendable locations. The Harvest Building was updated to include a few new details that make it resemble the real thing more closely. A new mechanic was added to the map as well. At stage 4 lightning will strike the battlefield greatly changing the flow of the map. For example the Harvest Building will be destroyed and open up new pathways to attack survivors or escape. The map was also smaller by closing the gap between structures and also placing small cottages around where empty space resided.

The image was once again created by VertexArray.

Pumpkins spawned on all 3 maps, collecting these allowed players to buy event items from the lobby.

The lobby was replaced with the new Survivor Station lobby.

Scrapped updates included having the Xolbor NPC's return. Originally these were planned to be added to the game on the Xolbor Invasion map, they would spawn at random intervals and when killed drop Pumpkins. The Xolbor AI code was created by AvidMalignus, but due to having a few bugs and not having enough time to implement them correctly they weren't added.

More Zombie classes joined us in this update. Two Zombies that were added early prior to the Halloween event, but were made for the Halloween event were: Armoured Zombie, and the Mega Bomber.

Here are the launch day patch notes:

17/10/2015
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Patch 2.4.000: The Halloween event is here! Adding two new Zombie classes, improved performance, balance changes, 3 new event maps, 8 new event items, 5 old event items, a new weapon set, numerous bug fixes, more pets, Pumpkins, and much more!

You will now automatically get a Pistol if you deploy with nothing equipped. Fixed being able to equip any Armour without owning it. You will be unable to collect event items with the SpeedODucky or Candy Rush armour items equipped. The Unloader Shotgun now has a 3 second reload speed while under 40% hp.

Tagger changes: Tags now last 3 minutes (down from 4), however if another tag hits the target the tag is re-applied. Tag is made invisible to the person who has it on, so it won't block the screen in 3rd person. Killing the tagger that tagged you will now remove the tag.

Mega Bomber changes: On hit, it will be frozen in place and beep 3 times (1 per second), after that's done it will explode. This gives you time to possibly escape. All 5 explosive classes now play an explosion sound on death. Fixed Sludge Puddle not having an active CD bar. Made it so that more than 50% of the max amount of pumpkins will spawn per spawn.

Fixed Inventory not allowing you to buy some of the Merchant items. Reduced the max ammo count for some of the Rocket Launchers. Increased the Kaboom 1000's damage to match the Basic Launcher. Changing your graphics level in-game will now automatically change the quality of the lobby.



Outbreak Survival: [Skyreach Update Patch notes] [2.3]

Lots of patch notes were saved for this update, they are as follow:

Initial release notes:

Breaker Zombie: Minimum buy price increased, doubles in cost each time you buy it. (Resets on round end). Reduced the ground slam damage amount from 40 to 30, reduced the shockwave ability damage from 10 to 8. Reduced walkspeed from 15 to 14, reduced punch damage from 15 to 10, reduced crush damage from 30 to 25.

Sandvich: Can use while at full health to "taunt" (doesn't use any of the charges). Ice Zombie cannot be frozen by the Ice Staff, Ice Zombie no longer loses health after shooting an Ice Shard. Made a few changes to the current Zombie abilities and added some new ones.

Changed Crystal Mines: Can deploy a Mine every 60 seconds (you have 3 mines total). Each mine can be activated 3 times each before being destroyed (once a mine has been activated, it will have a 30 second cooldown and then re-activate). Because of this the mine item will be about 3-4 weight. Clarification: For the Heavy set for every item in the set equipped you gain +400 minigun ammo and +32 shotgun ammo. (With all items equipped +800 / + 64).


Changes to the Puddle ability: Split into two different puddles. Sludge Puddle: Max 4 charges no cooldown between uses (the offensive puddle ability), lasts forever until round ends or its health reaches 0, has higher damage, more health, its max size is smaller but grows more quickly.

Sludge Pool: Similar to the old one (tactical puddle), has a 30 second cooldown, slower growth rate, but is larger than the puddle, deals less damage, has less health, once it reaches max size it will stay active for 2 minutes, after which it will start to recede and eventually vanish. (All puddles have nerfed max health).

New Zombie abilities: Worm Nest [Active Ability]. On use will spawn a Worm Nest which will periodically spawn worms until its destroyed. Can replace the Worm Nest every 30 seconds. Nest has a 20 second "arm" time. Sludge Trail [Passive Ability]. While active you will start to spawn mini puddles every 30 seconds. These will grow in size and then eventually recede. (Much smaller than the Active puddles).

Armoured Hide [Passive Ability]. Grants your Zombie character +10% Defence rating.

Fixed the Impaler staff, fixed the game always selecting Expanded XL and Toxic Spill, fixed the game swords, fixed the Zombie shop Tooltip glitches, fixed Crystal Mine, fixed the Ice Zombie taking damage from shooting Ice. Stealth classes will now have their pets destroyed. Added the missing Rocket Module (rockets should work now). Fixed Minigun being able to drop crates without having the full set equipped. Added cooldown to the Crit chance for the Minigun (fired too often). Fixed the Minigun from not being able to remove all of the Slow down effects.

Made the skip button appear earlier on, so that if you get stuck in the loading screen you can continue. Quests now have double or in some cases triple the rewards, Quests now also give out XP as a reward.

Changed Sandvich, now has a cooldown GUI like the rest of the items. You can now press Q to taunt which doesn't use up any charges. Proton Collider has the width of each beam increased, Proton Pistol has been buffed slightly to not suck as much to use before being boosted with the Collider. Particle Cannon has had its beam damage increased.

Fixed the Animations bugging out (hopefully). Fixed some swords not working. Hopefully fixed the ghost pet. Fixed the Basic Crossbow not working. Fixed the Unloader bugging out.

Edited some Weight values and changed some stats of underperforming items

Reduced the time it takes to charge the Rage meter on the Sergeants Rifle [450 damage down from 1000], increased its max ammo, increased its weight slightly

Can't find any issues with the Impaler staff or Frogs in test mode, will have to re-check in online mode

Pet follows the HumanoidRootPart instead of the torso which means for Crawling Zombies the pet won't be rotated the wrong way round.

Worm changes: Cannot damage team members, will give you Points if your worm kills the enemy.

Don't forget to use the code OriginalSurvivor in the code menu for some cool stuff. That code will be removed once group testing is over!

Added the Vendor button and shop button to the bottom right corner of the screen while in the lobby.

Updates after initial launch:

15/09/2015
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Patch 2.3.010: Fixed the game always selecting Expanded XL and Toxic Spill, fixed some of the swords not working., fixed the Zombie shop Tooltip glitches, fixed Crystal Mine, fixed the Ice Zombie taking damage from shooting Ice. Stealth classes will now have their pets destroyed. Added the missing Rocket Module (rockets should work now).

Fixed Minigun being able to drop crates without having the full set equipped. Added cooldown to the Crit chance for the Minigun (fired too often). Fixed the Minigun from not being able to remove all of the Slow down effects.

Made the skip button appear earlier on, so that if you get stuck in the loading screen you can continue. Quests now have double or in some cases triple the rewards, Quests now also give out XP as a reward. Edited some Weight values and changed some stats of under performing items.

Changed Sandvich, now has a cooldown GUI like the rest of the items. You can now press Q to taunt which doesn't use up any charges. Proton Collider has the width of each beam increased, Proton Pistol has been buffed slightly to not suck as much to use before being boosted with the Collider. Particle Cannon has had its beam damage increased.

Fixed the Animations bugging out (hopefully). Hopefully fixed the ghost pet. Fixed the Basic Crossbow not working. Fixed the Unloader bugging out. Reduced the time it takes to charge the Rage meter on the Sergeants Rifle [450 damage down from 1000], increased its max ammo, increased its weight slightly.


Can't find any issues with the Impaler staff or Frogs in test mode, will have to re-check in online mode. Pet follows the HumanoidRootPart instead of the torso which means for Crawling Zombies the pet won't be rotated the wrong way round. Worm changes: Cannot damage team members, will give you Points if your worm kills the enemy.

Added the Vendor button and shop button to the bottom right corner of the screen while in the lobby. Don't forget to use the code OriginalSurvivor in the code menu for some cool stuff. That code will be removed once group testing is over!

18/09/2015
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Patch 2.3.020: Fixed incorrect XP formula for the GUI which meant it looked like you were at 100% when you weren't. Fixed Quest GUI from not showing quests. Selected pet should save and load now. Fixed Bolt-On Town CSG, you can now enter the basement of Carter's building. Hopefully fixed the glitch where Zombies die in the outside Castle Spawn area.

Added loads of if statements to the Game code to check if things exist. (Will hopefully stop the game breaking). Fixed an error in the quest award code. Changed the quest description to leave a space between currency rewards. (Was reading as: 100 Points400 XP).


Fixed the Shop (bottom right) button not working, fixed QuestLibary giving out Tokens instead of Points, fixed a stats error allowing for infinite Cookie spam. Fixed the Arctic Blade loading the wrong module (should work now).

Fixed music being cut off when humans win, lowered the price of some of the pets, max level increased to 30, changed the XP bar to account for this new max level. Fixed the Impaler staff not working. Fixed Gravity Lock loading the wrong module.

Fixed wrong icon for the Impaler Zombie (has squid zombie icon). Added new map descriptions to Communal Town and Expanded XL. Fixed not being able to buy the Breaker Zombie class

20/09/2015
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Patch 2.3.030: Fixed jump boots, fixed certain zombies not slowing down humans, fixed loads of item glitches, fixed a few zombie tool glitches, fixed some ability glitches, fixed medpacks.

Fixed a few Noob/Knight sword bugs, fixed some sludge puddle issues. Fixed human kills not displaying. Made it so the Squid Launcher can get credit for an assist (deals 0 damage).


22/09/2015
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Patch 2.3.040: New animations for the Lurched type Zombies, new reload and draw animations (old ones couldn't be accessed anymore). Rebalanced loads of items, rebalanced a few Zombie classes.

26/09/2015
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Patch 2.3.050: Fixed the Castle Town map spawning error, fixed spawned worms not dealing damage. Changed spawned worms to expire after 2 minutes. Fixed the game breaking on the 2nd round. Fixed stats not being imported correctly.


Patch 2.3.060: Sludge changes: Since the Puddle wasn't as useful as the Pool anymore. --Sludge Puddle-- Faster growth, smaller size, times out more quickly, shorter cooldown. (25) [Recedes after 1 min.], more damage, less health. --Sludge Pool-- Slower growth, larger size, lasts longer, longer cooldown. (40) [Recedes after 8 mins after growth.], less damage, more health.

27/09/2015
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Patch 2.3.080: Possibly fixed the cloaking items, fixed the Starter Sniper from loading the wrong module, nerfed the maximum defence rating from 60% to 50%. (There will not be any further nerfs at this time). Buffed the Compound armour (4 weight down from 5). Nerfed the Blockade armour, 40% defence down from 50%.

Fixed all health potions from throwing any errors. Fixed Starter Medpack. Reduced the cost of hunter instincts and allowed it to become active at stage 3. (Instead of 5 mins). Fixed the Spectral attack from bugging out when hitting an NPC. Added more health to the Impaler Zombie, removed the Impaler staff, replaced it with the basic attack. (Charge is still there).

Fixed the Shield Zombie's shield from sticking out at 45 degrees instead of 90 degrees. Added destroyable doors to all hard to find secret areas. - Can only break down the doors at stage 4. Doors have high health. Doors can still be defended from the location. Changed Knight's sword to be less glitchable, nerfed the defence rating to 35.

Reduced the prices of many zombie abilities, change Rejuvenate to heal for full health on kill and half on assist. Added new breakable doors to Autumn Wind and PowerOut (will also have doors added to the caves soon). Changed the weapon system to be able to damage doors, humans deal 1/4 damage to doors so watch out for friendly fire!
28/09/2015

Patch 2.3.110: Infested bloat zombie's now have to be killed to spawn worms. Health potions apply the Decay frog effect when using (you take extra damage while drinking). Fixed Worms not being killable, fixed worms health not being visible. Added walls to the balcony area.

Added new Inventory sign. Possibly fixed Inventory double HP bug. Fixed being able to use the Ducky Pirate items for free. Increased the lobby time (since people like spending time in the new lobby) by 20 seconds. Possibly fixed a few Minigun bugs.
28/09/2015
Patch 2.3.114: Anti-Armour Zombie changes: Deals 5 damage, deals 3* damage to armour, deals 2* damage to players with Defence, higher chance of removing defence. Striker Zombie changes: Low speed high damage class, so damage increased slightly, deals 2* damage to armoured players.

Given breaker regular claws until the tool can be fixed later on. All loadouts have sadly been reset due to a multiplication error. Max server count still at 20, but servers will usually stay at around 16 to reduce lag.

29/09/2015
Patch 2.3.120: New daily quests for under Rank 8's. Some of the really difficult daily quests have been toned down, assists now count for half a kill for quests. (Rank 8+ players can still get the lower quests, but at a reduced chance).

Increased the Kaboom Zombie's attack rate from 2 to 1.5. Buffed a few items. Tuned some of the Zombie's attack damage amounts. Changed the Health debuff to 1.5* dmg taken up from 1.1* - removed the colour effect. Made the hTag and the zDied images larger.

Worm changes: Infested Bloat will spawn green worms periodically instead of purple ones. On death the Infested Bloat will spawn two purple worms instead of 5, however purple worms are much stronger in terms of health, damage and speed. (The 2 are equivalent to 5).
30/09/2015
2.3.121: Changed the music code to play the full length of the song if the pitch is slower, fixed Breaker not getting its attack, combined the ChosenGUI and MapGUI into one to avoid glitches. Fixed Striker 1 hit killing armoured targets, Striker now just ignores Defence rating instead of dealing x2 damage.

2.3.130: Fixed the Autumn wind and Power out map destroyable doors. Removed a floating brick in Autumn wind at the castle. Made the Communal Town objects easier to push and also fixed the floating sandbags in that building. Moved the credits sign in Bolt-On town that blocked players shooting through a place.

Added the Drowning Water thingy to Bolt-On town, removed the insta kill part, added ladders to that water area and a place for Zombies to heal up. Changed one of the building's roof to have Wedge parts instead of Wedge meshes. Removed some Unions in Castle Front to reduce lag, added a ladder for the outside Zombie spawn point.

01/10/2015
Patch 2.3.140: Fixed some display GUI bugs, possibly fixed a few slow server issues (not all of them). Fixed the Acid Knife, fixed pets, made it easier to see the Quest completed screen. Fixed the destroy door code. Fixed various GUI errors.

Patch 2.3.150: Fixed the Loadouts not working (the load loop had a break in the wrong place). Fixed the save system saving the wrong way round (updated the datastore when it should have saved and vice versa). Fixed the glitch where Survivors could become class "None" by glitching the loadouts.

Darts tag enemies. If the human kills the Tracer Zombie, then tag vanishes. Tag vanishes after 5 mins.
Tracker Zombie, can see all Zombies on the map. Can barely move and can die easily.

GUI's are conflicting

Removed the Shop and Vendor buttons in light of the new lobby.

10/10/2015
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Patch 2.3.500: Fixed all destroyable doors, at stage 4 on certain maps these doors can be destroyed by both teams. New Chest reward GUI, now matches the other GUI's colour scheme and is faster + more efficient. New teleport pad code, is more efficient and uses modules. Fixed the Heavy item's from having a short delay after dropping a crate from killing the target.

The human only door in castle front will be destroyed at stage 4. Bins are now anchored and won't fly around everywhere, can destroy the wall to the key door area at stage 4. Added more ladders to the water in that map too. Made the round only rebuyable armour have better stats (since it only lasts for one round).


Game now supports variable round time. The game code has been changed to reflect this. The new map will have a 12 minute survive time, any other maps you guys think need extending, let me know. Fixed the Starter Mini Health potion healing for 500 instead of 50. Changed the Medpacks so that they can be destroyed by touching them. (2 hits for starter, 3 hits for normal).


The damage label in the Zombie GUI now displays DPS instead of damage per hit. Made the anti-hat drop script more efficient (was causing lots of lag). Removed 200 lines from the choose Zombie code, removed 60 lines from the Teleport humans to game code.

Fixed the Anti-freeze armour + the other one. Moved the Vendors around (Starter and Basic shops are now next to the Inventory). Made the 2 new Zombie classes live (Mega Bomber and Armoured Zombie).

Fixed Zombie claws not damaging the doors, also added new Datastore system, your stats will autosave every 90 seconds instead of every 4 changes made. Data stores don't load or save when the Amazon servers are down (means you won't lose your stats but can still play) (Roblox uses Amazon servers to save all datastores).

11/10/2015
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Patch 2.3.501: Fixed a loadout glitch allowing you to equip multiple loadouts without taking on extra weight. Fixed the First Aid Kit in the Merchant store, fixed the missing graphics for the new classes. Made the Lobby load locally.


Made it so your camera resets upon spawning. Made it so the mouse sensitivity resets for Snipers on unequip. Fixed the ghost pet from not healing targets.

12/10/2015
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Patch 2.3.502: Made it so your speed returns to normal after 2 seconds if you unequip the Sandvich mid feast. (You don't heal if the full amount if you unequip half way through).


Outbreak Survival: [Skyreach Update] [2.3]

The Skyreach update! By this point the game was starting to come together, although still in Beta lots of improvements were made.



This update included the addition of Pets, along with Quests, a new map, 3 new Zombie classes and 5 weapons.

Pets got their own new Shop/Menu that allows you to buy and equip various Pets; once equipped these faithful companions will follow you around the place as both human or zombie, they don't care which.

Daily Quests were added with the intention on giving people a challenge each time they play for the day. One new Quest gets added to the players Quest Log per day, up to a maximum of 3 quests total (unless you buy the Avid Quester gamepass which allows you to store up to 4). Each quest varies in difficulty and objective, from a simple "Win 3 games as Human" to "Kill 5 Players as a Whiplash Zombie". Once completed, quests grant rewards in the form of Points and Experience.

Three new Zombie classes were added in this update. They are as follow: Aerial Zombie (Unlock), Impaler Zombie (Unlock), and Squid Zombie (Unlock).

VertexArray created the new game thumbnail image, and CarterTheHippo built a new map for the update; PowerOut, and Airport themed map which people quite often mistake for a shopping mall.

Outbreak Survival: 2.2 RECKONING update

The 2.2 update included many balance changes and bug fixes that were needed from 2.1. As well as an expanded Starter Shop and the introduction of a few entry level Basic items.



Some new Zombies were added to the game, these included: Spectral Zombie (Unlock Zombie), Noob Zombie (Regular Zombie mutation), and much later: Anti-Armour Zombie (New core class), Tagger Zombie (New core class), and finally the Agility Zombie. A new class that has extra speed at the cost of damage.

The 2.2 update had a completely new Animation system, allowing for all the classes to use custom animations for more fluid motion

The weapon system was upgraded again to version 5.2.

Many balance changes, bug fixes and map tweaks were added throughout this update.

2.2 was a huge improvement over 2.1. One of its largest features was the addition of the Overdrive system. Depending on the ratio of humans to zombies there was a chance for the zombie to become an Overdrive Zombie, this special version of the class would have enhanced stats and even sometimes special abilities. Only core classes could become overdrived however.

The stats GUI was changed, along with adding all the missing VIP items, like the Lightning Staff.

A new map: Toxic Spill created by VertexArray was also added during this update, initially that map was supposed to be part of its own summer update, but due to time constraints was put on hold (even to this day). This was added towards the Summer, the 2.2 update lasted quite a while until the Skyreach update that was released in August.

2.2.442: Reverted the fall damage wait change (now it's back at 1/30th of a second). Reverted the bloat change. Bloats now deal 20 damage, and spawn a second explosion 5 seconds after death which deals 15 damage. Gravity Zombie change: Reverted back to old jump height, can use a special gravity coil which can be used every 25 seconds for a super jump.

Patch 2.2.443: Added new heroic victory music when you are the last survivor. Small Bolt-On Town map improvements. Oil Works map changes: New rocks surrounding some grass areas, the Toxic cloud near red's building has been removed, the bouncer pad to red's building will only be visible and usable at stage 5, ladders are now red to make them easier to see. Removed two underground Toxic Clouds.


Outbreak Survival: 2.1 RECKONING update


The Outbreak Survival 2.1 update was the first major update that took advantage of all the great 2.0 features. It was released in April 2015 during the Easter holidays.




New re-buyable Zombie abilities were added, which would enhance any class you played as during that round. Such abilities included Sludge Puddles, short Speed boosts, Health upgrades, Regenerate on kill. These could be bought from the new Shop located inside the Zombie GUI.

The Zombie GUI also had another large change, you could now use Mutations. Mutations were an old 2.0 concept that finally came to light; certain Zombies had special Mutation classes which would behave in a similar manner to the original but with slightly different stats, abilities and role. One such example was the Bullet Zombie being a Mutation of the Fast Zombie; the Bullet Zombie had increased speed but lower HP compared to its Fast counterpart.

Many of the bug fixes made to the 2.0 update were able to be brought over, making gameplay smoother and more enjoyable. The Halloween map from last year's Halloween event got a "de-festivised" version added to the game called "Autumn Wind". The maps "Oil Works" and "Bolt-On Town" were also able to be added to the game.

Some new Zombies were added to the game, these included: Crab Zombie (Regular Zombie mutation), Infested Bloat (Bloat Zombie mutation), Mini Bomber (Kaboom Zombie mutation), Crawler Zombie (Unlock Zombie).

Zombies were packaged into stages. Upon a new stage being presented, more Zombies could be unlocked. The game started at stage 0, and progressed to stage 5. This replaced the system where one class would unlock every 30 seconds or so.

This update took the whole of the two weeks during the Easter holidays to complete.

Outbreak Survival: The 2.0 update finally arrives

The 2.0 update arrived at some point in February. It had a ton of new features, but was more of a testing ground since lots of bugs needed to be fixed.


Updates included all of the v1.1 changes, along with a new saving system, custom Zombie models, multiple maps (including originals), menu GUI, more in-game items and much more.

Outbreak Survival: End of year recap

A end of year video was released showcasing all of the new features being added in the upcoming 2.0 update.




Part 2:



Outbreak Survival: Frosty Winter Event 3

Due to having multiple maps, original event map was split in two, which would then be known as Castle Town and Builder Town respectively. A third map was also created called Whiteout, where blizzards would frequently visit, slow down all players and could their vision with snow.

This year also used an improved version of the event currency spawn scripts and had new Winter event items to buy from the shop.

Outbreak Survival: Halloween Event 3

The third Halloween Event.

This year had many new changes. For the first time ever, a new Halloween map was created. This one, simply named: Halloween borrowed many of the parts of the first that made it great, while also condensing the map to eliminate the empty space.

The Witches Tower, large open middle and most of the Pumpkin castle area was removed. A new addition for the map included a few community buildings, and a red factory or warehouse looking building which had a moving door that could be opened by pressing the button.

For this update Filtering Enabled was switched off again, due to having some issues with either some tools or the GUI system. (Can't remember).

However this update marked the removal of all human tools that weren't FE compatible. Every single VIP and shop bought item, worked with FE. However a few VIP items were missing like the Lightning staff from the Wizard set.

A new Weapon set was released: the Acid Assassin.

The event spawning system from last year's Winter Event was used for the Pumpkins in this event.

Despite the changes and positive feedback the game still didn't amass more than 3 servers full at the time.

Outbreak Survival: 2.0 update? - The 2014 v1.1 update arrives.

It was just after the Winter Event. A brand new year. I remember saying to myself 2014 was the year I'd finally bring back Outbreak Survival and finish the 2.0 update. I was sort of right, but also was extremely wrong as well. 

The 2.0 update had many new features implemented into it. The largest of which, was Roblox's new game property: Filtering Enabled. Which included the addition of Remote Events and Remote Functions.

Due to the game being completely recoded. I thought it was best to add in these new features instead of having to go back and do it later. It was well worth the effort.

By the time most of the core gameplay was coded everything besides the Weapons and Tools everything worked with Filtering Enabled. I found it really easy to code the game with the Server -Client limitations enabled.

Weapons and Tools however, proved extremely difficult to re-code in this manner. It took me months of prototyping to get the main weapons to work. So until that happened the game had to have the Filtering Enabled property disabled, despite the fact that everything else worked fine.

Update videos started being posted as well, showing off and sharing the progress that I made with the game. The 6th April 2014 marked the first episode to be released.

Here's a link to the playlist:

I won't be going over each video here, but I'll outline the important dates and features that were added. From April and well into May; I was working on the first version of the new Inventory GUI. This menu is where the players would get to select their tools for the start of each game.

June through July focused on the first iteration of the Zombie Morph GUI, new player stats menu, and various tool tests like melee combat, damage system and levelling.

September had a few breakthroughs which included the new Shop system, the first in-game Lobby, the beginnings of the 3.0 morph screen, the Safe Room, 5.0 Weapon system, 3.0 Zombie system and finally turning on Filtering Enabled. DataStore was also added that replaced the old unreliable DataPersistence.

At the end of September previews were also released of the v1.1 update. A new update scheduled to be released that would include most of the 2.0 update features and allow players to play with some of the many new changes. The 5.1 Weapon system was being tested, which included more optimised Filtering Enabled weapons, and Mobile control support (although it wasn't perfected until the 2.6 update). The Winner GUI that allowed players to collect chests was created, Dynamic lightning was re-added to the whole game as opposed to the singular map, the final 3.0 Zombie Morph GUI was being created, new Community maps were previewed; Bolt-On Town and Oil Works.

Some time in September the v1.1 update was released, and players got to experience many of the old features that made the game great while also having brand new features that enhanced gameplay.

It wasn't until October that another update came out for the Inventory GUI. Which would be one of the last major Inventory changes until 2.0. In this same month a trailer for the game was released and Halloween event 3 was being created.