Monday, February 29, 2016

Outbreak Survival [2.8.300 Final Stand Update Patch notes]

29/02/2015
----
Patch 2.8.300 - Major Patch

Present drops disabled. Presents for kills disabled.

Presents currency will remain in-game for two weeks allowing you to spend your presents on items. Presents can still be bought for Robux during this time.

Builder Town, Winter Castle removed from the map rotation list.

Toxic Spill now has regular colour scheme.

Castle Front has returned!
  • Water now deals damage over time instead of instant kill near the spawn area.
  • Added fireplace and particle effect from Winter Castle.
  • Added Teleport fix from Winter Castle.
  • Added a raised floor to the crate area, allowing players to shoot through them properly.
  • Removed seats from most benches like in Winter Castle.
  • Removed unnecessary unions from the map like in Winter Castle.
  • Added the new larger Safe Room to Castle Front from Winter Castle. 

Autumn Wind:
  • Copied over the dynamic lights from Halloween Realm. Copied over the updated Harvest Building model from Halloween Realm.
  • Decorated some of the buildings with the new props from Halloween Realm.

Outbreak Survival [2.8.200 Final Stand Update Patch notes]

29/02/2015
----
Patch 2.8.200 - Major Patch

Secrets be gone update.

For a long time secrets have been a very viable way to win the game. Finding a secret teleporter that no one knows about and waiting there until the round is over is a common tactic among experienced players.

However for those that don't know the teleporter it provides a frustrating gameplay experience, that often leads to people leaving due to getting bored from not being able to get near the enemy.

On the flip side, quite a few seasoned players get angry whenever new players are shown where the secrets are. It creates an elitist environment which creates a negative effect on gameplay.

To combat this without removing secrets completely, many of the secret areas that players find hard to deal with will have alternate pathways opened up during the end stages of the game.

To help with this a new stage; stage 6 has been added to the game. In a round with 10 minutes, stage 6 will be at 1 minute or 60 seconds (whichever you prefer).

Here are some examples of the changes: In PowerOut, most people don't know how to get to the hidden area inside the Cinema. Without making it easier to find, at Stage 4 players will be able to attack the desk (placed in such a way that humans behind it won't shoot it by accident), if the desk is destroyed, the invisible barrier will vanish allowing players to enter and attack humans inside. The teleporters will also be deactivated stopping the players from escaping.

In Autumn wind, the area under the hill at stage 5; will have an attackable paint bucket cased in ice , destroying it will allow you to use this new paint bucket to quickly enter the area under the hill.

In both cases players have to actually defend and destroy the attacking zombies if they don't want them to enter the secret areas.

Here's a list of maps that have these types of changes:

Autumn Wind

PowerOut

Toxic Spill

Changes:

Gravity Zombie:

  • Jump velocity for ability increased.
  • Overdrive Version now won't float forever (hopefully).

Gravity Lock Zombie:

  • Weapon will no longer create an infinite CC boolean.
  • Weapon will now bounce correctly and can hit multiple targets before being destroyed.
Map changes (Detailed):

PowerOut:
  • Cinema / theatre area can now be breached by attacking the desk at stage 4. Desk gets partially destroyed along with the teleporters being disabled.
  • Computer teleport: Can destroy the generator at stage 5 which will blow up part of the wall and create a ladder. Jumping down from that area as a human will make you trip. Teleporters get destroyed as well.
  • Janitors closet, placed above ground and inserted into a wall. Can destroy the door at stage 5. Teleporter becomes inactive if you do so.
Autumn Wind:
  • Frozen paint bucket will become attackable at stage 5. Destroying the ice will disable the other teleporter and make this one the default for entering the hill zone.
Toxic Spill:
  • Vertex Array coded most secret areas to be destroyed at stage 4 anyway, but the area under the hill will have ladders leading to it if zombies manage to destroy the generator.
Winter Castle: 
  • Will be removed in patch 2.8.300.
Builder Town:

  • Will be removed in patch 2.8.300.
Castle Front: 
  • Will return in patch 2.8.300.
  • Water now deals damage over time instead of instant kill near the spawn area.
  • Added fireplace and particle effect from Winter Castle.
  • Added Teleport fix from Winter Castle.
  • Added a raised floor to the crate area, allowing players to shoot through them properly.
  • Removed seats from most benches like in Winter Castle.
  • Removed unnecessary unions from the map like in Winter Castle.
  • Added the new larger Safe Room to Castle Front from Winter Castle. 



Sunday, February 28, 2016

Outbreak Survival [2.8.100 Final Stand Update Patch notes]

28/02/2016
----
Patch 2.8.100 - Major Patch

Health Potion changes:
  • Like the original system, the Health Vulnerability will now only be removed 1.5 seconds after drinking, if you reach max health early.
  • Sandvich now follows the same system as the regular health potions. Cannot jump while using.
  • Chocolate Armour now has Health Vulnerability while drinking. You are also forced to stand still (can't jump) and restores health gradually instead of all at once.
Points images now show the correct value when buying them (from before all Points for Robux rates were doubled).

Code changes:
  • Inserted the structure to handle weapon skins.
  • Zombies can now make use of the new daze on x hits property
Class changes:
  • Brute Zombie has daze on third hit.
  • Regular Zombie has daze of fifth hit.
  • Tagger Zombie has daze on seventh hit.
  • Striker has daze on sixth hit.
  • Anti-Armour has daze on sixth hit.
  • Whiplash has daze of fifth hit.
  • Fast Zombie has daze on tenth hit.
  • Bullet Zombie has daze on tenth hit.
  • Default values for all classes are *0.6 slow and 1.5 duration (Much less than classes with Daze by default).
Bomb Frog Zombie:
  • Bombs now timeout and explode after 8 seconds instead of 16. (Explosion works).
  • Fixed the error, where the explosion code wasn't called when the player has been Bomb Frogged.
Freeze Mine:
  • No longer has the Crystal Tag for extra damage, uses the same Freeze code as the Staff items meaning it will no longer create a large block but instead the small mesh.
  • Because of this change Ice Zombies can no longer be frozen by Freeze Mines.
    Crystal Mine:
    • Uses similar code to the Freeze Mine, has a crystal mesh that doesn't increase hitbox size.
    • Has unique crystal mesh for easy identification.
    Freeze Changes:
    • Freeze did not create a Frozen Tag, meaning the Frost Buster weapon did not work at dealing extra damage to Frozen targets. Freeze now creates the appropriate Frozen Tag.
    CC fixes:
    • Fixed the glitch where Freeze would create a CC value and not remove it, when nothing 
    Fixed Magma Blade from not awarding kills or assists. It did not add the attacking player to the tag, meaning credit was unable to be given.

    Added two new properties to the Players: DamageMultiplier and DefenceMultiplier.

    Tried to rotate the Hippo Pet...

    Saturday, February 27, 2016

    Outbreak Survival [2.8.000 Final Stand Update Patch notes]

    27/02/2016
    ----
    Patch 2.8.000

    This update only features community ideas, models and maps. (Aside from the one weapon from December; the Rage Shotgun).

    New features:

    Two new Zombie classes have been added.
    • Bomb Frog Zombie. It's been a while since we've had any mutations in the game. This Zombie, like the Frog Master will be a Mutation of the Decay Zombie. It will be able to launch red frogs which will explode if no one touches them. (16 seconds until detonation). Any frogs that are eaten by the player will turn them into a living bomb. After 8 seconds that player will explode, dealing 15 damage to themselves and anyone around in a large explosion radius. Stage 3
    • Assassin Zombie: Stage 3, this Zombie is fast (19) and has moderate health (115), however it's damage is low (5). On every second hit this Zombie will be cloaked making it transparent and harder to see while also increasing damage to 8 and reducing speed to 17 for 8 seconds. Has a 3 second cooldown period between cloaks.
    Three new items:
    • Fists of Justice: Punch your way through the Zombie horde with these fists made by Carter!
    • Cup of Soup. Someone wanted soup in the game. Here you go. Works like Cookies, except weighs 1 more (3w versus 2w) but can be used more often (30 seconds CD versus 40).
    • Rage Shotgun: Slightly weaker than normal shotguns, but has the added bonus of having a rage meter. The meter builds up from damage done, once full you can activate it to gain increased fire rate and reload times.
    New map:
    • Last Stand. This new map made by Carter tasks Survivors with trying to stop the wave of Zombies from capturing the control point-flaming-bin-things. Once captured the Zombies will seize the area taking control of it and moving their spawn points forward.
    New Status effects:
    • Bomb Frog GUI
    • Soup GUI
    • Small fire DoT GUI
    New music:
    • Special soundtrack for Carter's map.
    • New epic deploy soundtrack.
    Fixes:
    • Possibly fixed the glitch where unlocked Breaker Zombies cannot be selected.
    Changes:
    • Water item now heals 10HP if no fire is present.
    • Toned down the Fire DoT GUI overlay.

    27/02/2016
    ----
    Patch 2.8.001

    Epic deploy music now has 4x chance of showing up.

    Updated Toxic Spill to fix teleporters.

    Fixed bomb frogs.

    All Developer products that sell Points have been doubled. (E.g 5 Robux / 75 Points is now 5 Robux/ 150 Points).

    Added Carter's code change to the Assassin Zombie, now has particle and sound effects.

    Fixed clipping in Zombie menu.

    28/02/2016
    ----
    Patch 2.8.002

    Fixed the game from being broken.

    Assassin Zombie now has the correct animations.

    Magma Zombie now can only apply the Burn DoT once per target.

    Healing Vulnerability reduced to x2 damage down from x2.5.

    All Health Potions remove Burn.

    All Health Potions remove the Healing Vulnerability upon finishing drinking.

    Brute Zombie Changes: Health increased to 800 up from 600.

    Heartbreaker Health reduced to 90 down from 100.





    Tuesday, February 23, 2016

    Outbreak Survival: Human classes and why there's only one.

    For quite some time people have often asked why there is only one class to select, or why can we select any classes at all. More Human classes could be added in the future, but not in the way you think!

    Here's a brief overview on the original concept of human classes. Before Armour was added, it was my intention to add new classes to the game that would allow the player to try out different play styles. Each class would be limited to equipping certain items, with Starter items being accessible to all classes. The Survivor unless otherwise stated would be the only class that could use Basic items.

    The first human classes were as follows:

    Survivor: What you see today. (16 spd, 100hp, 20 weight). Would be allowed to equip Basic items.

    Assault: Slightly faster than survivor, and can equip Assault weapons but can't carry as much weight. Possibly had less HP too.

    Heavy: Can use Heavy weapons. Slower than the Survivor and can take slightly more damage. This class would be based around using powerful but high weight items. This class might of had a higher amount of weigh units.

    Defender: Can use Defence items, had the highest amount of HP and was also slower compared with the Survivor. This class was based around taking damage and preventing other team members from taking damage too. This class might of had a higher amount of weigh units. This class might have also been able to use Basic items

    Medic: Was going to have half the weight units (10), but came default with a free (0 weight) healing tool of your choice. Probably had similar stats to the Survivor and could have possibly used Basic items. Would earn extra Points for healing.

    Support items may have been switched for only Medics and/or another Support class to use, and any generic items from this category would have been moved to a new Utility category. (For items such has HP potions, Freeze Star etc).

    VIP items would most likely be able to be used by all classes, but some restrictions may have had to be made.

    More classes may have been added as time went on as well.


    However, along came the 2.1 update with Armour...

    Armour allowed you to customise your character with desired stats. For example if you wanted more Protection Armour rather than Defence then you could pick one that does the job, or if you needed a special ability like speed you could pick the Coffee Armour which gives you a short speed boost on demand in exchange for not being as durable as other armour pieces.

    As Kyrie said during his stream when asked about classes, Armour pretty much replaces classes now especially with the amount of item choices that are in the game. Players can essentially create their own classes now, which would make these a bit redundant.

    Another large problem with adding these with the current state of the game is balancing. Say for example a Player had a 100% win rate and using a particular class and wearing Armour X, with weapon Y, and VIP item Z. Which item would be at fault? Would the class have to be changed? The armour nerfed? One of the weapons? It adds another unnecessary layer to be balanced around and would complicate the game when adding new content.

    The second problem would be identification. In class based games usually the class looks a certain way and you can easily identify what it is by looking at it's outfit, shape, weapons or silhouette. In Outbreak Survival players wear their own hats, clothes, packages, from the Roblox catalogue which would make it really confusing for newer players to understand what they are fighting.

    Experienced players might also get confused. They could be fighting this slow class and decided to play a tanky zombie to reduce damage taken, but find out the slow class is not a Heavy it's a Defender and they should have used something else. Or it could have been an Assault class (fast) using an armour piece that makes them slower.

    However despite all this classes are not off the table forever. The ideas above will probably be recycled for Outbreak Survival 2 whenever or if ever that is made. Classes in Outbreak Survival could work, but they would need to be very different from the customisable ones above.

    In the current game as it is today, classes could only work if they had fixed stats like the original, but were unable to use the same Inventory system as a survivor. What they would instead be is characters that have pre-determined weapons and items kind of like how Weapon Sets were originally supposed to be.

    For example if there was a "Ducky Pirate class" (probably wouldn't happen due to already having a buyable Weapon Set with the same name, but it's just an example) and you selected it, it would spawn you into the game as that character with appropriate items. (Ducks and pirate stuff I guess).

    If classes were to be added in the future that is the way they would most likely be added in Outbreak Survival 1. Which could very well mean in a future update.




    Thursday, February 11, 2016

    Outbreak Survival [2.7.000 Valentine's Update Patch notes]

    13/02/2016
    ----
    Patch 2.7.000
    Not the community update. Community updates moved from 2.7 and 2.8 to 2.8 and 2.9 respectively.

    Valentine's Update

    Bold = New additions post release

    New features:

    Two new Zombie classes have been added.
    • The Heartbreaker Zombie; Stage 2 class capable of granting a "heart" on each hit. Once 3 hearts are generated they will be consumed and explode dealing minor AoE damage to any humans nearby.
    • Scuba Zombie: Stage 3 class that doesn't take damage from most water sources. Has a Shark Shooter weapon that fires sharks; which can stun Humans and if hit multiple times, apply a short bleed DoT.
    New revamped community made map; Whiteout [Thanks to Carter for improving the models!]

    New game mechanics:
    • Hearts. Hearts are created with certain attacks, two players that are tagged with a heart and come into contact with eachother; will both explode dealing direct damage to each other and AoE damage to all other players of the same team nearby.
    • Blizzard. The new map has a chance to spawn a Blizzard, the severity of the Blizzard is randomised meaning it could just be light snow, heavy snow or heavy snow + slow movement while outside.

    Four new pets:
    • Teddy Bloxpin: Redeemable via a code.
    • Heart Balloon: Can be bought for Points.
    • Sir Hippo: Easter egg pet.
    • McSnuggles: Easter egg pet.
    Four new event weapons:
    • Matchmaker: Fairly weak bow that can apply a single Heart to each enemy hit.
    • Heartcrusher: Deals damage and has the ability to remove a single Heart. This instantly damages the target for twice the single target Heart damage, but removes the AoE.
    • Heart Bomb: Can be thrown dealing minor damage to Zombies, but applies a stack of Heart to any hit players (even on the same team). Any character reaching 3 stacks will have the same effect as the Heartbreaker attack.
    • Chocolate Rifle: It's just your average Rifle, but it can shoot chocolate!
    • These new items can be bought from the Basic shop.
    Two new armour pieces:
    • LavaResistArmor: This Armour can resist the effects of lava damage.
    • Chocolate Armour: Upon use (F) this armour will remove 5 Defence and restore 50 HP. Tasty.
    One new game image.

    One new game advert.


    Pet changes:
    • Fireworks2016 can now be bought for Points for those that missed the code.
    Balance changes:

    • Agent Revolver: Has less ammo, takes longer to fire, deals +10 damage, takes a second longer to reload, minimum spread reduced, maximum spread increased [0.03 down from 0.05 and 0.06 up from 0.05].
    • Proton Pistol: Accuracy increased [0.03 down from 0.04]. Reload Time is reduced by 0.5 seconds up from 0.1 seconds for each Proton Collider KO. Ammo gain increased by 15 up from 12. Damage increased to 38 up from 35.
    • Freeze Staff: Works off of a new Freeze code that ALL freeze weapons use (Star, Staff, Ice Zombie). Can now be thawed early (currently no items that do this), frozen part now smaller, frozen part no longer drastically increases hitbox.
    • Frost Buster: Now deals x8 damage vs Frozen Targets up from x4.
    • Ice Zombie: Freeze Staff cooldown increased to 12 seconds up from 8 seconds.
    • Blitz Zombie bonus speed now halved. 


    Zombie changes:
    • Unique attacks of the Magma and Snow Chugga are now accounted for in the normal Basic Attack, meaning these classes can take advantage of the "hold mouse down to attack" feature.
    • Magma Zombie's burn DoT now can grant Kills or Assists and counts towards damage done.
    Code changes:
    • Zombie Morph Module now works with the new Zombie variables.
    • Freeze Staff is now more efficient and runs off of less scripts.
    Map changes:
    • Bolt-On Town: Now has car models placed around the road. Road now leads to a flooded area with water.
    Map additions: 
    • New Easter egg for Voltrix Base.
    • New Easter eggs in Communal Town.
    • New Easter eggs in Autumn Wind.
    • New Easter eggs in Oil Works.
    • New Easter egg in Bolt-On Town.

    Lobby changes: 
    • More Easter eggs placed in the Lobby.
    • New Zombie memory match minigame

    Sound and Visual changes:
    • Heart mechanic has a special sound effect for each hit.
    • Heart mechanic has a new particle effect for each hit, and explosion.
    • Toxic gas particle has been changed to "LockToPart", this will allow it to be seen more easily in first person.
    • Water and Healing particles have also had the same treatment.
    • Explosion sounds from all 4 explosive classes now play the sound effect from their torso.
    • Two new Fire particle effects, removed the old one. Made it so that one particle stays locked to the torso, while the other creates a trail behind the player.
    • New daze particle for when you are stunned by a Zombie attack.
    • Freeze Staff has new frozen mesh, along with Frozen and Thaw sound effects.


    UI Changes:

    Zombie Morph GUI:
    • Shop top border colour now changed to a shade of blue.
    • Zombie damage now displays as damage per hit instead of damage per second.
    • Zombie damage for those classes that have the "Double Strike" animation will still display as double their single target damage. (This accounts for both arms hitting the target, since they swing one after the other).

    Fixes:
    • Oil Works teleporter now doesn't trap players.
    • Team doors fixed once and for all.
    • Zombie slow amount was not affected by individual classes durations (oops), this meant that Kaboom Zombie's supposedly lower than average stun actually became the full 3 seconds instead of the class specific 2.
    • Manually added the "Invisible Mouse" fix from the 6.0 Weapon System to all Starter and Basic items. (Weapon Set items pending)
    • Edit: Applied this fix to ALL items.
    Patch 2.7.001 notes:

    Fixes:

    • Added the missing pets to the pet menu.
    • Fixed the Heart mechanic not working.
    • Fixed the cafe register from throwing an error.
    • Fixed the Burn DoT from breaking.
    • Fixed the Blitz Zombie speed increaser from breaking
    • Fixed saving and loading.
    • Fixed chocolate armour from not activating.
    • Fixed Autumn wind lightning.
    • Fixed Communal Town Easter egg.
    Patch 2.7.002 notes:

    Fixes:
    • Fixed Matchmaker bow.
    • Added missing Hippo pet image.
    • Fixed Matchmaker bow's odd muzzleflash placement.

    Balance changes: 
    • Chocolate armour now removes 1 speed up from 0.5
    • Peashooter ClipSize increased from 25 to 30. MaxAmmo from 500 to 600
    • All Assault Rifles have + 1 damage. In general from 11 to 12 and from 8 to 9 depending on tier.
    Patch 2.7.003 notes:

    Bug fixes: 
    • Fixed the multiple snow spam for Zombies on whiteout.

    Balance changes: 
    • Chocolate armour now removes 8 Defence up from 5 but has a maximum of 32 up from 30.
    • Breaker Zombie has basic attack again.
    • Heartbreaker Zombie's health now 90 down from 100, speed now 17 down from 18. Restored the single heart on hit effect.
    • Fixes to Autumn Wind Easter egg.
    • Fixed the Scuba Zombie's shark attack.
    Added newest version of Voltrix Base and Whiteout.

    Patch 2.7.004 notes:
    • Heartbreaker reverted health to 100, reverted speed to 18.
    • Heart mechanics. +10 damage to the explosion. +20 radius to reward successful hits.
    • Mini and Mega bombers: x1.5 extra explosion damage if target is above 50% HP.
    • Scuba Zombie: Reload time set to 5 down from 8.
    • Defence will no longer help to reduce damage to Armour.
    • Reguar Zombie + 1 damage
    Patch 2.7.005:
    • Safe Room doors were CanCollide false in certain places allowing people to walk through. Fixed for all maps.
    • Shark Launcher doesn't affect Zombies anymore.
    • Reverted the change that made Defence not reduce damage for armour.
    • Fixed Toxic Spill not spawning presents.
    • Increased the game time of both Oil Works and Bolt-On Town to 9 minutes up from 8.
    • Data will not save if your Points are 0 and Rank are 0.
    • Inventories will not save if blank.
    • The last map selected will also not be picked Now we can't have situations like: Oil Works > PowerOut> Oil Works. It would instead have to be: Oil Works > PowerOut > Autumn Wind > Oil Works.
    • Weighted maps; some maps are just more popular than others. New maps will have a 3x chance of spawning while popular maps will get 2x. Currently 75th Street, PowerOut and Voltrix Base will all be categorised as popular.
    • Whiteout; Made it so you can't climb pillars, set bricks to CanCollide false and Union to Box to reduce lag.
    Patch 2.7.006 - 2.7.007:
    • Many different map changes and fixes for Whiteout, Voltrix Base and Final Stand.
    20/02/2016
    ----
    Patch 2.7.008:
    • Inventories will no longer save if table is empty. (Will prevent data loss).
    • Updated Final Stand and Voltrix Base to latest versions.
    • Added the new Fists of Justice item by CarterTheHippo.
    • Added the correct image for the Hippo.
    • Fixed the zIndex for the new items in the Inventory.
    • Edited the Fists of Justice code to be more efficient.
    • Buffed or changed most melee items. Examples include all the shop bought ones being increased in weight but having a few extra points of damage.
    21/02/2016
    ----
    Patch 2.7.009:
    • Extra save fixes.
    • New addition to the addition of additions.
    • Added a fixed version of the new Fists.
    Patch 2.7.010:
    • More Fist item fixes. Reduced hitbox size slightly. (Was too large, could punch people behind you lol).
    • GUI Check fixes.
    • Fixed daze particle not vanishing.
    Patch 2.7.011:
    • Fixed music not playing for the Final Stand map.
    • Fixed McSnuggles pet not being obtainable.
    • Fixed Hippo pet not being obtainable.




    Saturday, February 6, 2016

    Outbreak Survival [2.6.016 Volcanic Survival Patch notes]

    06/02/2016
    ----
    Patch 2.6.016

    Brute Changes:

    • Speed decreased to 13 from 14.
    • Damage decreased to 12 from 14.
    • Removed slow on hit attribute.
    Blitz Changes: 
    • Speed increases as health decreases, starting from 60% health.
    Updated Voltrix Base to the newest version.

    Outbreak Survival [2.6.015 Volcanic Survival Patch notes]

    06/02/2016
    ----
    Patch 2.6.015

    Removed the previous Stage 0 fix, since I found an instance where it wouldn't work.

    Added a  new stage 0 fix that checks every time you click the "Join" button to see if there's 0 Humans, and for if the game is still playing.

    Thursday, February 4, 2016

    Outbreak Survival [Stage 1 Zombie changes 2.6.014 Volcanic Survival Patch notes]

    Zombie stage 1 rebalance.

    It's come to my attention that a few of the classes may need a few tweaks to them. Starting off are the stage 1 classes.

    For Core classes we have: Regular Zombie, Kaboom Zombie and Tagger Zombie.
    For Mutations we have: Crab Zombie.
    For Unlocks we have: Crawler Zombie.

    Current stats:

    Regular Zombie
    125 Health
    17 WalkSpeed
    8 damage per hit (1 second slash rate).

    Crab Zombie -- Mutation
    175 Health
    16 WalkSpeed
    7 damage per hit (1 second slash rate).

    Kaboom Zombie
    170 Health
    15 WalkSpeed
    8 damage per hit (1.5 second slash rate).
    Can daze. Lasts for 3 seconds, and slows by 60%.
    OnDeath: Explodes dealing 30 damage to all survivors around it.

    Tagger Zombie
    100 Health
    16 WalkSpeed
    6 damage per hit (1 second slash rate).
    Special attack: Can fire tagger rounds that track humans during the game.

    Crawler Zombie -- Unlock
    175 Health
    Defence: 20% Block.
    14 WalkSpeed
    7 damage per hit (1 second slash rate).
    Can daze. Lasts for 2 seconds, and slows by 60%.
    Crawling animation. Harder to hit.

    Regular Zombie is the base class we are currently balancing the other's against. Crab trades speed and damage for extra early game health. Kaboom is slow but explodes on death. Tagger trades everything for the ability to tag humans and reveal their location, Crawler is meant to be an early game tanky class, able to withstand more damage.

    Kaboom Zombie was nerfed in the past since it could slow for 70% and could swing faster.

    Crawler Zombie has been asked for a nerf by some and a buff from others. What most people don't realise is the fact it has 20% block, this is due to the Zombie GUI not displaying the armour or defence attributes anywhere.

    For the new stats Regular, Crab and Kaboom are going to remain the same. Since for now they are fairly balanced in their current state. Below I will post the new changes, as well as reasoning why at the end.

    Tagger Zombie
    100 Health
    16 WalkSpeed
    8 damage per hit (1 second slash rate) [Up from 6]

    Crawler Zombie
    200 Health [Up from 175]
    Defence: 0% [Down from 20%]
    14 WalkSpeed
    6 damage per hit (1 second slash rate). [Down from 7]

    Tagger Zombie didn't have much use aside from tagging targets. Now it only trades 25HP and 1 WalkSpeed for the ability to tag.

    Crawler Zombie has had defence removed, but instead gained 25HP. This puts it above Crab in terms of health and as a tradeoff has one less WalkSpeed. After this a further one WalkSpeed is removed since this class can daze as well being smaller in size, meaning it's harder to hit.

    Lastly Crawler now deals 6 damage, removing its use as early game damage, and moving more towards survivability.

    I hope these changes work out better overall. In the future once the new 6.0 Weapon System is out, the damage and health of all classes will probably be changed since all weapons will most likely deal more damage.

    Further stage changes may occur over the upcoming weeks.

    Tuesday, February 2, 2016

    Outbreak Survival [2.6.013 Volcanic Survival Patch notes]

    02/02/2016
    ----
    Patch 2.6.013:

    Code changes:

    Survivor Regenerate Health code changes:
    • Functions the same, but is more efficient (won't run if it doesn't need to).
    • Instead of healing X amount per Y seconds. It will now regenerate [X health / Y seconds] every second. 
    • Still regenerates the same amount, but the effect will be a constant increase of HP every second instead of short bursts every 5.
    • Health code is configurable, allowing for other scripts to edit the Regeneration Rate,  Health Amount and Out of Combat Cooldown values.
    Music player:
    • Fixed heroic game music from playing when you're in the lobby.

    Outbreak Survival [2.6.012 Volcanic Survival Patch notes]

    01/02/2016
    ----
    Patch 2.6.012:

    Lobby changes:

    • Lobby has new floor design, removing the smooth plastic and adding a material. Lines have been made darker to give the worn appearance. 
    • Surrounding walls have been given a texture.
    • Hexagons have been placed on the floor in other areas.
    • Leaderboard is now a hologram blue colour.


    Survivor cafe changes:

    • Added food decoration items to the cafe.
    • Added a popup number GUI, that accepts numerical inputs and outputs them to the "amount of currency owed" surface GUI's on the till.

    • Added Easter egg that appears when entering a certain number or above on the till.
    Code changes:
    • Found the final stage 0 causing bug. The game will no longer freeze.
    Map changes:
    • Voltrix Base has been updated to the latest version. Many improvements have been made here.