Monday, January 11, 2016

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
----
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
----

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.




Outbreak Survival: [Mini Edition, Halloween 2, Winter Event 2 and beyond!]

After the Winter Event it was clear the game needed some major improvements and updates. With exams going on and lacking the knowledge to fully create the needed changes, the game was closed.

It was then May. The game had been closed for quite some time, the new 2.0 update was still a very long way off from being completed. A decision was made to create a new temporary version that could exist while the 2.0 update was being finished off.

This version was called Mini Edition and was released in June 2013. Notable features included a new unnamed map (which would later be called 75th street), this map had the building that was featured in this building video: 


It also included the 2.0 update's new weapon system, along with some game code changes.

Weapons could only be acquired randomly from the "Pirate Chest", killing Zombies or humans resulted in gaining gold which you could then spend to open the chest a receive a random weapon. Some weapons / items were placed around on the walls which you could pick up, however only one person could pick the item up before it vanished.

The game also made use of Roblox's new feature: Dynamic lighting.

The full range of Zombies were available, although the chat based morph system was still here.

In a later update the Weapon Set and VIP items were added into the game and could be equipped via the new Inventory GUI.


A major update later occurred (somewhere before the Halloween Event). Which removed the chest system, gold and the wall items, these were instead replaced with the Points currency again, and players could buy items from the new in-game hybrid Inventory which also allowed players to directly buy items. Items were saved using data persistence.

This update also added the Wizard tower onto the map.

For the Halloween update, last years version of the map came back but without the obstacle course that was added in the last week of 2012's event. New items were added to the Inventory GUI and were buyable once again with the Pumpkins currency. The Halloween themed Zombies did not return.

The following Winter Event also followed a similar pattern, but this time the map was heavily edited due to the game frequently crashing and people having lag issues. At one point the Ducky Pirate ship was removed for a while. Presents didn't rain this year however. Instead a new random spawn location system was setup that would randomly place presents around the map. Players could then collect these to add Presents to their profile, which could then be spent on event items. 

After these updates, the game still needed lots of improvements. The 2.0 update kept on getting pushed back and delayed due to feature creep. Another factor for the delays was also, due to me learning a lot of new coding techniques which meant I repeatedly went back and re-coded the game over and over again which each new subsequent skill I acquired.





Outbreak Survival: [Frosty Winter Event]

The Frosty Winter Event marked the game's second large update. Taking a lot of time to create, meant that the Halloween Event and map lasted until this update was completed.

The Frosty Winter Event included a new Winter Castle map, and like the previous event had Winter themed coloured Zombies.

The Winter Castle map had a few distinct locations. The main Castle, which had a few town buildings you could enter, the Ducky Cove which is home to the Ducky Pirate vessel, and Builder Town; a collection of buildings where people used to create toys for Christmas, along with a factory that was located at the back of the map.

Presents also rained from the sky at various times during the game, and like the Halloween Event; some granted more of the Presents currency than others, while one gave out an item for free.

Two new Zombies were also added to the event. 

The Decay Zombie, that would explode much in the same way as the Kamikaze Zombie however upon touching a Survivor it would quickly lose HP allowing it to detonate sooner. It had higher hitpoints as well, being at 300 HP, 14 Speed and 60 explosion damage. It was unlocked at 5:30 in-game round time.










The other Zombie was the Leaper Zombie. This fast Zombie had low gravity, which made it similar to the Gravity Zombie. Except that it was a crawling type Zombie and was less durable but faster.








A new game mechanic was added to the Winter Event map: Barricades. These pieces of wood stopped anyone from getting through. Zombies could damage the planks by touching them once and waiting for them to fall down (usually between 10-20 seconds depending on the location), once destroyed there would be a 30-60 second cooldown before the planks could be rebuilt again. Rebuilding them required the user to click on a Hammer that was located beside each barricade entrance.

Like the previous updates this one attracted a spike in players up to 4 servers. But still didn't manage to re-create the success of the Mystery Update event.










Outbreak Survival: [Halloween Event]

The Halloween Event included many changes. The largest of which included a new map.

This large map had many locations to travel to, the main areas were split up into the various corners of the map. 

The Pumpkin Castle area, which contained two warring Pumpkin factions.

The Witches Tower; home to the Halloween witch, this spooky tower was just as strange inside as out.

The abandoned graveyard, where a secret teleporter resided that allowed players to travel to the many defence locations in the game.

And finally the Harvest Building; a large wooden structure which had many secret areas and easily defendable places.

Pumpkins also rained from the sky at set times, players could collect them to earn the Pumpkin currency which could then be spent in the shop for event exclusive items. Special pumpkins also granted badges which would unlock unique event items.

A secret badge was also present on the map that also unlocked a special item.

All the Zombies had a Halloween re-skin in this update as well.

Outbreak Survival: [Rise of the Xolbor Invasion]

The Xolbor Invasion was the first update to the game that included a pre-launch event.

For this update, players were met with a mysterious character that communicated with them via the game's Fan Group. Riddles and puzzles were frequently posted leading up to the event.

On the 10/06/2012, the Xolbors invaded the Outbreak Survival Fan Group, led by BaronVonXolbor the Xolbors want nothing more than to destroy the world. But they are in no hurry, and don't mind a little fun on the side. On the same day, a puzzle was posted to the group shout. This code: 9-12-12 2-5 2-1-3-11 could be decoded by players to attempt to figure out his evil plans.

The first person to discover the meaning was a user by the name: Hayate101. It translated to: "I'll be back 10/8/2012" (date was in American format due to most of the player-base being from that country).

After that point, Xolbor enemies were added to the game which would chase Survivors down and deal damage to them upon contact. Xolbors could only be damaged using special items that you could buy with Pumpkins. 

The map was also destroyed, meaning lots of the frequently used camping spots become unusable. Simultaneously new areas were created, and a small part of the Halloween Realm was added to the edge of the map. Players could travel over to the small island and take advantage of the Pumpkin Castle for defence.

After a week of the pre-launch event; it was finally time for the main update to be revealed...






Friday, July 3, 2015

Outbreak Survival: [Zombie Fest updates]

For a quite a while the game remained on the front page during July and early August of 2012. However the servers started to lose players, which prompted the need for another update. As a result another string of updates were created, dubbed Outbreak Survival [Zombie Fest] which had a total of three major patches (called part 1, part 2 and part 3). And eventually a final patch released much later called [Zombie Fest Reborn]



However despite all of this the game didn't ever hold enough players to reach anywhere near the front page again. Which it was then decided to start working on a version 2.0 update for the game, which would be a complete overhaul adding many new features, items, classes and polish.

Leading up to the update, demolition signs were seen next to the yellow Storage Room and near the trees by the road, along with dynamite and a wrecking ball crane, which gave hints to the eventual destruction and removal of the building.

Each part of the updates will be listed briefly below:

Outbreak Survival: [Zombie Fest Part 1]:

6 New weapon sets were announced, those included the Agent, Zombies, Heavy, Sniper, Noob Warrior and Ninja sets. These sets could be shown in the new gallery pictures. Due to the old saving system being unreliable and re-saving your items every time you leave the game (resulting in a whole inventory of duplicate items). 

Items were to be then saved with badges, since badges get saved to the players profile they will never lose the bought items unless they delete the badge. A new shop was created that was more organised, had multiple pages and held short descriptions of the item's stats. The first items to be created in badge form were the basic and support tools.

The map had a a few major and minor changes to it. The first being that the yellow Storage Room was removed and replaced with a tall office building, this building contained many floors and rooms. The first floor had the same layout as the Storage Room, however instead of having ladders there were now stairs leading to the top floor, the ground floor was also wider.

One of the games many new galler icons, this one shows the office building with plenty of Breaker Zombies surrounding the entrance.










The Noob, Lightning and Bloat Zombies were added to the game. 

The Noob Zombie was a fast, weak and annoying version of the regular Zombie, the way its joints were welded allowed its joints to sway from left to right as it moved. It was mostly used for scouting or distraction purposes.








The Lightning Zombie was originally planned to have lightning themed abilities, although I didn't have the scripting capabilities at the time to alter the game code to support Zombie tools. 









The Bloat Zombie was a more powerful slow version of the Kami Zombie, when it died it's explosion would knock off most of a survivors health.










Outbreak Survival: [Zombie Fest Part 2]:


Due to many glitches that could be performed with the Ghostwalker sword, it was subsequently removed from the game, the assault, heavy and elite items were also added in badge form along with the Weapon Set / VIP T-Shirts. The Agent, Noob Warrior and Zombie sets were released for sale.
















The Shield, Bullet, Noob brute and Breaker Zombies were added to the game. 


The Shield Zombie was a special Zombie that had high hit points and a silver shield attached to it although it was very slow. At this stage in the games life, the shield didn't actually block any attacks (most players though it did and purposefully walked sideways in an attempt to block bullets). It was just there for aesthetic purposes.







The Bullet Zombie was a faster version of the Fast Zombie, although it's health was significantly lower. This class allowed players to jump straight into the action shortly after being killed. This class could be hard to hit due to it being able to dodge attacks. Players with slow internet connections also had trouble dealing with this class







Back in 2012, Roblox had a few exploiter issues which a few players also decided to use on Outbreak Survival. To combat these players, a class was setup that could potentially 1 hit KO exploiters. That class was the Breaker Zombie, with a moderate sized health pool and extremely slow speed, this class could completely destroy anyone it touched.

This class opened up new strategies that players had to overcome, it was no longer viable to stay in cramped locations unless you had the fire power to deal with the Breaker Zombie. This made camping less popular and roaming more prevalent. Although Breaker traps were often used where two players would try to sandwich in a survivor, by coming at them from multiple sides. Usually resulting in players being killed by the Breaker Zombie.


Like the Noob Zombie, the Noob Brute was added for it's silliness. It wasn't a viable class, but it had similar stats to the Brute Zombie although like the Noob Zombie it's damage was very low. It shared the same wonky walking animations as well.










Outbreak Survival: [Zombie Fest Part 3]:

The new Lake Zone was added onto the map, which increased the size of the map drastically. The Lake Zone included a new lake house, a large lake in the centre of the zone and a bridge which takes you over a segment of the lake. A community made model was also added next to the lake house, which had two floors and an invisible truss part that took you to the roof. (Gravity Zombies could however easily jump up there). The Heavy set was also put on pre order.



A video of the lake zone being built can be seen here:


The rest of the weapon sets aside from the Heavy set were added to the game.












A new class called the Gravity Zombie was added to the game.

The first iteration of the Gravity Zombie was perhaps the most terrifying. It had a reasonable amount of health, was unlocked in the mid-game, was fast (slightly slower than the Fast Zombie) and could jump incredibly high. It also dealt a good amount of damage.

Combining these things made the class a nightmare to deal with, let alone having to face multiple of them. The class being a crawling type didn't help much either.

One of the first changes that happened to this class was to reduce it's speed to be slower than a survivor and reduce its damage to a more reasonable level. This left the class in a better state, although it wasn't used nearly as much anymore. With a few experienced players even finding it underpowered.

Outbreak Survival: [Zombie Fest Reborn]:

This update occurred late September, many weeks after the initial reborn updates. This update included a new Zone within the Lake Zone. This new Zone was called the Caves, a new cave entrance was placed behind the lake house, and a large building made up of multiple floors and contained a vast array of secretes lied within. 

These secrets took players to many parts of the Caves and one secret teleported you into the lake so you could escape. The /load feature was finally removed, so players had to completely change over their old items and use the new badge saving system.

The Heavy Weapon set was released a week after the update.









Overall each of these updates didn't bring more than a couple of servers full of people back to the game. Which gave the need to start planning and building a 2.0 version, which would have more up to date features that Roblox had to offer as well as being a more stable and fun game to play as a whole. With all these new Zones and the fact that the old game engine wasn't that efficient many players found themselves unable to play the game without suffering from lag.

Monday, October 27, 2014

Outbreak Survival! [Mystery Update Day 3, 4, 5 and 6]

Outbreak Survival! [Mystery Update Day 3, 4, 5 and 6]


On the 3rd day the Wizard Weapon set was released. However it wasn't until a later update that it was put on sale.






On the 4th day, the Space Marauder weapon set was revealed. Same as above, it wasn't put on sale until later.




On the 5th day, a new Zombie was revealed. It was the Ice Zombie, which at the time its stats were:700 HP, 14 Walkspeed, and 22 Damage per touch.




Finally on the 6th day, The last image was revealed...


It was the Striker Zombie, a new Zombie class that was unlocked at 3:30 and was an extremely fast, high damage dealing Zombie. It's purpose was to chase down runners in the last minutes of the game. It had very low health however, this was to make it easy to deal with on its own and in groups.

The two weapon sets that weren't on sale were then put on sale.

Once all the days were revealed the thumbnail was replaced with this one, to show all the unlocked classes / sets.


And that was it for the Mystery Update event, it is still the most popular content update to date, and was responsible for shooting the game up to the front page for just over a week.