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Update 16.2 alpha

Hey, drivers! Given the large number of reviews and comments on the topic of very slow reloading of new weapons, I decided to slightly increase the reload for all weapons from 10 to 30% of the original. Also, the reloading method for the revolver has been changed from inserting one cartridge at a time to reloading using a speed loader. Unfired cartridges still disappear when the revolver is reloaded.

[h2]CHANGE LOG[/h2]

Improvements

+ Added display of complete information about an item in workbenches.
+ Increased the reloading speed of pistols, shotguns and AKMs by 30%.
+ Increased rifle reload speed by 20%.
+ Increased the reload speed of the revolver by 10%, but the cartridges are now reloaded by the speed loader.
+ Added a flashlight to the plane in 6 locations.
+ Reduced chance of rainy weather.
+ 100% localization for Japanese and Ukrainian languages.



Update 16.1 alpha

Hey, drivers. This small update brings several important changes.

  1. The system for subtracting strength from armor has been changed. Previously, the full damage dealt by zombies was simply subtracted from armor. Now only the damage that is blocked by a given type of armor is deducted from armor. For example, if the degree of armor protection is 10%, then with damage of 10 units, the character will receive damage of 9 units and armor of 1 unit. As a result, the actual strength of the armor became extremely excessive, so the strength was reduced by 20-100% depending on the armor class.
  2. There were many comments about the deterioration of bow aiming, so it was decided to minimize hand movement when drawing the bow string, which would make it easier to aim at the target. But it is necessary to take into account that the sights on bows are centered relative to the character’s gaze, the arrow is located slightly to the right relative to the sight, this distance must be taken into account when aiming.


[h3]Important![/h3] Since the system for increasing lifting capacity from increasing strength has been changed, you may encounter an overweight after upgrading to version 16.1. The character will be slowed down for the duration of the overload. If you are fully loaded, try to reduce your load before upgrading to 16.1.

[h2]CHANGE LOG[/h2]

Improvements

  • Implemented a secret event.
  • Fixed the system for subtracting damage from armor.
  • Reduced armor strength from 20 to 100%.
  • Reduced the increase in carrying capacity from increasing strength from 20% to 5% of base, that is, 1 additional kilogram for each strength level.
  • The movement of the hands when pulling the bowstring has been minimized, which will simplify aiming, and the sight is also more accurately centered on the head of the nail.
  • For the reinforced bow, the sight has been changed to make it clearer for aiming.
  • Increased detection distance for character attacks for zombie trainer and fat man.
  • Increased the cost of building workbenches and furniture to 50 - 200%.
  • The effect of hitting SWAT zombie body armor has been changed from metal to ceramic-polymer.
  • Increase the cost of a sleeping bag.
  • The flashlight settings have been changed, now the better the flashlight, the wider its beam, the brighter the illumination and the longer the lighting distance.
  • Now a motorcycle helmet can be crafted at the tailor's workbench.
  • The AKM has been moved to the first dead-end room in the tunnels, where the rifle used to be. The rifle has been moved to the workshop in the Swamp location.
  • Added an engineer's workbench to the workshop in the swamp location.
  • The density of smoke from the barrel when fired has been reduced by 66%.
  • The runner on the plane should no longer appear in front of the player.
  • Dried trees no longer sway in the wind.


Corrected mistakes

  • Fixed a bug where the robot could not enter the boss fight zone while the gate was open.
  • Fixed a bug where the texture of holes on the walls created noise at significant distances from the location.
  • Fixed a bug where the player would not strike with his fists if there was a broken weapon in the active slot.
  • Fixed a bug in which the player, instead of punching, used food or medicine if the item was in the active slot.
  • Masks and gas masks no longer lose durability from physical damage.
  • Dynamite no longer glows before the fuse is lit when first placed in the active slot.



Update 16.0 alpha



Hey, drivers! I am pleased to announce the release of the 16th update of the game. This update is truly iconic and takes the game to the next level of development and here's why. The final redesign of all the old cartoon models of the game has been completed, from weapons to building elements.



The mechanics of character interaction with weapons were completely rewritten, thanks to which it was possible to cure the old multiple animation bugs and the animations themselves became smooth and realistic.

M1911

Sawed-off double-barreled shotgun

AKM

Hunting rifle

The weapon no longer displays a graphic sight and for accurate shooting you need to aim through the front sight of the weapon. In this aiming mode, the weapon wobbles and the recoil becomes significant. But given that many did not like the realistic behavior of the weapon, it was decided to add this part to the difficulty settings and set the default to 25% of the standard. If you are a fan of realistic weapon behavior, change the settings to 100% before starting the game.

Before version 16, stamina was not very important and players often did not increase the level of stamina in favor of strength. Since update 16, stamina also affects interaction with weapons. With a significant decrease in endurance, the weapon begins to shake more strongly and the recoil also increases.



A large number of firearm improvements have been introduced into the game. To place upgrades, hover over the desired weapon and press the Q key, which will open an upgrade slot in the upper right corner of your inventory.



Some of the equipment can be improved, so a flashlight can be installed in any helmet, and backpacks and armor can be equipped with pouches.



A system of improved bows has been introduced. Improved bows will increase arrow damage. Considering that Strength also increases arrow damage, bows are a meaningful weapon on par with firearms without creating the noise that in this update can attract the attention of zombies at long distances.



The range of melee weapons has become significantly further and zombie attacks have become shorter. Zombie detection for melee weapons has also been changed; the strike falls not exactly in the center of the screen, but along the arc of the strike.

It is also possible to fight with fists and this works well for simple zombies. If this resonates with the players, I plan to develop the theme of fist fights by adding various brass knuckles.



The ability to produce cartridges for all types of weapons was introduced; for this, new resources were introduced into the game. Batteries can now be found in car hoods, which can be processed into lead ingots for later making bullets. In the future, batteries will be needed for the manufacture of batteries for various equipment. In kitchens you can find brass utensils that can be melted down into cartridges.



Axes have appeared in the game, in addition to the fact that with this formidable weapon the player will finally be able to extract wood for subsequent sawing into boards. Unfortunately, for now you can only cut down fallen trees, which are mostly carefully felled near the railway tracks, but can also be found deep in the forest.



Some players may have a fair question, because you promised to start working on new locations. In essence, this update is part of a larger work on new locations, as at the time of the completion of Update 15, I had run out of all character content and had nothing to reward players when exploring new locations, which largely took away the point of visiting new locations. Now, with the release of Update 16, I have an extensive base of content and a base to create even more if necessary in the process of creating new locations and developing the plot.


[h2]CHANGE LOG[/h2]

Changes

  • Added a class of sniper rifles and revolvers with unique cartridges.
  • Changing weapons now occurs smoothly and takes longer than before.
  • Most reload animations take longer.
  • Kamarov was replaced by Walter, the standard magazine was changed from 8 to 7.
  • The standard Glock magazine has been reduced from 17 to 13.
  • Remington 870 clip changed from 8 to 6.
  • Damage from bullets has been increased by 100%, but the chance of finding ammunition for firearms has been reduced.
  • Increased the audibility of gunshots for zombies by 150%
  • The ability to create all five types of cartridges in the weapons workbench has been implemented.
  • The attack range of melee weapons has been increased and the range of zombie melee attacks has been reduced.
  • Changed the damage for a scrap arrow from 20 to 15 and for a crossbow arrow from 30 to 25.
  • Cancel a bow shot using the R key.
  • The ability to fight with fists has been implemented.
  • The zombie fireman throws out an old fire axe, which the player can pick up.
  • New resources have appeared for collection. Car batteries that can be found in car hoods and brass utensils in kitchen units.
  • Brass ingots are smelted from brass utensils and used to create cartridge cases.
  • Lead ingots are smelted from car batteries and used to create bullets.
  • There is a chance to find plastic in the kitchen sink.
  • There is a chance to find mechanical and electrical parts in a kitchen dishwasher.
  • The amount of stamina consumed has been increased for all tools and weapons.
  • The police have been removed from the location with the plane.
  • Increased durability for all armor and shoes by 300%
  • The damage of the flamethrower turret has been reduced and the fuel consumption has been increased.
  • Decreasing stamina increases recoil and weapon sway when aiming.
  • The character takes damage when falling from a great height.
  • Reduced the standard damage of a normal attack from 30 to 20 and a strong attack from 50 to 40 for boss Grace zombies.
  • Reduced the health of Grace's zombie boss from 2000 to 1500.
  • The robot can freely enter the battle area with the Grace boss.


Improvements

  • Ability to chop downed trees in the forest and saw them into planks in the new workbench.
  • Strikes with melee weapons no longer go only to the center but are struck in an arc of impact.
  • Two types of throwing a grenade or dynamite, left mouse button for long throw, right mouse button for short throw.
  • Automatic weapons now have a single-fire mode.
  • All old cartoon models and textures have been replaced.
  • You can now find plastic and fabric in trash bags.
  • Electronic boards and electronic parts can be found in all televisions.
  • You can now also find electronic parts in the system unit.
  • TAA smoothing mode has been introduced.
  • You can now find brass utensils in kitchen sets.
  • Car batteries can be found in car hoods.
  • The volume of daytime and nighttime ambient sounds has been reduced by 50%.
  • The information panel for items in the inventory has been significantly expanded.
  • Workbenches display the number of objects produced, the number of objects that are produced in more than one copy.
  • More information in the lower left corner.
  • All bullet impact effects, effects of zombies hitting surfaces, and melee weapon impacts have been improved.
  • The area around the Big House behind the fishing village has been improved.
  • The area around the Zombiebusters base has been improved.
  • Hints have been added to the information panel in the lower left corner when interacting with items in and outside the inventory.
  • Step-by-step system for throwing a grenade; after swinging, you can choose a long or short throw.
  • The physics of the sleeping bag has been changed, it should no longer fall into the ground.


Corrected mistakes

  • Since the character control function was completely rewritten, errors with the weapon jerking in the hands when quickly switching between weapons are no longer relevant.
  • Fixed a bug where the head and limbs of zombies disappeared at a certain angle.
  • Melee weapon hits are no longer missed if a zombie is too close.
  • Fixed sudden head return animations for zombies after taking damage.


Plans for future updates

  • New locations and NPCs.





Open test version 16



Hey, drivers! I am glad to inform you that the open test of version 16 of the game has begun. The game has undergone thorough closed testing, is currently stable and almost ready for release.
Share your impressions of interacting with the updated weapon, suggest fixes and improvements.

Main topics for testing.
  1. 1Interaction with updated and new weapons. Improvements for firearms.
  2. New equipment and equipment improvements.
  3. The ability to cut down fallen trees in the forest.


Test access code: RQNElNUMmCP0Bm

[h2]Be sure to back up your current saves.[/h2]


Version 16 development news

Hello, drivers! The upcoming update is dedicated to an important part of the zombie survival game - firearms. I was not satisfied with the release version of simplified 3D models, nor with the primitive interaction of the player with the weapon. I decided to seriously dive into this topic and, to begin with, visited a shooting club for several days to shoot a lot with all the existing and planned types of weapons in the game.

Targets from the shooting club

Most games give a false sense of ease of interaction with weapons. Nimble and stylish reloading, if realistic, is the fruit of long training by professional military personnel. My experience made it clear to me that interacting with weapons is a complex task that requires training and endurance. You quickly get tired from shooting for a long time, and your shoulders begin to hurt and become covered with bruises. Reloading can be long and clumsy. I decided to transfer all this experience to the game character, since he is a young assistant driver with minimal experience in training with weapons. At the beginning of the game, the weapon will give strong recoil and waste a noticeable part of the stamina, which will gradually be leveled out by improving the player’s characteristics and using tuning for the weapon. The reload time will be long, especially for some weapons. No more throwing stores onto the ground during the zombie apocalypse. Resources must be conserved! ))

Walther PP

M1911

Sawed-off double-barreled shotgun

AKM

Revolver

Hunting rifle
The animations are not final and can be improved in the release version.

Also, in the process of studying the mechanical operation of weapons, I realized that in the old version, almost all weapons did not work correctly in some nuances. Studying the mechanics from YouTube videos was not enough and I decided to purchase two weapon models for personal reference, which in the end eliminated some misunderstandings in the mechanics. It was decided to carefully study all the technical nuances of each type of weapon and replace all sounds with the most appropriate ones for the presented weapon.

Purchased weapon models

Walther PP

AKM

Since we have already taken on the deep study of how firearms work, we shouldn’t stop there; the update will also provide the opportunity to tune some types of weapons.

Upgrade Pack

Improvements on AKM

This is only a small part that is being worked on in the upcoming update, but, in my opinion, one of the most important ones, which has received the most attention and effort. It looks like this is the last news for the upcoming update, as work is nearing completion and testing will begin very soon. Thank you for your attention and stay tuned for news!