Update 25/02/2016 (To Version 1.0.33.28a)
Author: indiefoldcreator
Date:
Sat, 22 Apr 2023
Game: Zombie Grinder
Genre:
Action, Adventure, Indie, RPG, Early Access
Developer: TwinDrills
Release Date: Fri, 16 Oct 2015
Developer: TwinDrills
Release Date: Fri, 16 Oct 2015
Update 25/02/2016 (To Version 1.0.33.28a)
A few new things, various fixed things and some modified things!
Side effect of this update is controller-bindings have now been reset (sorry!), as a lot of the controller input systems have been heavily modified.
Have fun!
- Tim
A few new things, various fixed things and some modified things!
Side effect of this update is controller-bindings have now been reset (sorry!), as a lot of the controller input systems have been heavily modified.
Added:
- Ability to drop weapons and coins.
- Support default bindings for a huge number of controllers, controller support should be a lot more wide now. All controller configurations have been reset.
- Local hosting option to lobbies, ticked by default. Handy if you don't want to wait for dedicated server searches.
- Along with the above we've added additional button names / icon sets for the main controller types (ds4/ds3/xb1/xb360).
- Support for manual control of enemy spawning.
- Support for oval-paint tool in editor.
- Compass pips showing the position and state of other players.
- Various new gib types for destroyable objects.
- Dead tag next to player names when they are dead.
Modified:
- Nerfed the floater zombies firing interval and attack radius.
- Increased per-round score bonus, reduced per-damage score reduction, reduced per-death score reduction, increased per-revive score bonus.
- Reduced gib counts for a lot of different effects, reduces visual clutter.
- Love pylon and turrets have far higher base health.
- Enemy drops and player drops now dissappear out of existance after a while, get them while you can! Time depends on drop source, usually 2 minutes.
- Disable various vfx processing when running as a dedicated server with a null renderer. Should reduce dedicated server CPU usage a lot.
- Heavily changed item drop rates so rarity is a bit more evenly spread out.
- Further balancing of fire damage.
- Actors tag/event linking is now many-to-many, lot nicer when hooking up events in maps! Shift+Click on to several objects also quick-links them.
- Maximum zoom out when sharing the same screen is reduced. This mainly effects campaign maps and is mainly a base for some of the future campaign maps.
Fixed:
- Ensure players are spawned on round change in wave modes, even when the intermission is short.
- Some text typo's.
- Country flags now correctly show up in dedicated servers on the scoreboard.
- Some HUD elements not desaturating when the player they refer to is dead.
- Prevent overshooting the pathing target of zombies when they are moving at high speed (smooths out some of the jerky behaviour at very high waves).
- Some indestructable weapons (namely screwdrivers) not being consumed when used.
- Being able to equip a few passive skills that you shouldn't be able to.
- Cheater achievement not unlocking correctly if user gains last level by purchasing any of the +1 level skill items.
- Potential negative values for challenge's time-remaining.
- Loss of items when going to further levels in dungeon.
- Crash when disposing of render targets on GPU's without framebuffer-object support.
- Turret damage not correctly contributing to turret challenges.
- Not being able to change reference values in the editor property grid.
- Now force fmod to emit stero format audio, rather than whatever the OS default is. Should fix some audio bugs people have had.
Have fun!
- Tim
Write your comment!