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Zombie Cure Lab News

Beta Branch Update 2 - Gamespeed & Balancing

We just released Version 0.15.14 on the beta branch as a larger balancing update. 3x highest game speed instead of the previous 2x, workers move faster, all humbies can use defense towers, a new fridge that produces ice packs ad much more to improve the pacing of the earlier phases of the game.

If that is not enough we are currently working on a cooling chamber as a new room type with frozen zombie storage ❄️ units and adding the mines and quarries as a larger next update. So stay tuned!

The beta branch is accessible to anyone and helps us test an update before we make it an official update.

If you don't know how to switch branches in Steam at all, do the following:

Right-click on the game in your library, and click Properties.
Select the Betas tab, and select the branch you want to switch to. Then click OK.

Patchnotes:

Balancing:

- Zombies can take way more hits now, health range times ten to make room for more towers and new damage balancing. The goal is that players need to build more towers early on and it gets a bit harder to freeze lots of Zombies or complete waves.
- Humbie Level 1 and Level 2 can now use defenses, Level 1 humbie dealing only 75% damage
- Threat value is more mission duration and lab size dependent, especially in normal and hard missions. Will be way harder to reach day 50, 60 and beyond. The worker population has a fix threat gain value per worker. Every 10 days threat levels spike even more.
- Easy and very easy mission threat grows way slower to give room for a slower play style.
- You can play the sandbox mission now to have a relaxed ZCL experience where the zombie damage does not really grow much and the threat value neither.
- FASTER GAME SPEEDS, can be set up to 3x instead of previously 2x
- Workers move ~30% faster, goal was to change game pacing, especially for the early phase, overall you should be able to progress quicker.
- Missing production buildings like grill and meat growers now also have storage tags, their input and output storage will be accounted for by nearby producers. In other words, produced meat would directly go to the grill and not the main storage first.
- Science room machines moved to the science tech tree category
- Added a T1 fridge that produces ice packs very slowly for electricity as an alternate ice pack production to play around with.
- Bellow Breezer produces little more ice packs per hour
- Feeding piles 1 and 2 have more capacity for meat, stacks may look a bit nicer now. (Please report if this creates savegame problems)
- Default auto repair threshold increased from 70% to 90%, important for new players that do not know of this feature, you can change this value however you like.
- Repair costs are even further reduced from 25% to 15% and players with large destruction have a better chance to recover.
- Sleeping Pod T3 a bit better, minor value tweaks
- Treatment training requirement for humbie levels unified to three. Humbie Level 3 only needs to train three times instead of five, which greatly reduced the time until he is ready for treatment.

Ui/ Feature:

- Nicer storage amount UI in info boxes, sliders for refill/ take out thresholds more visible
- Improved look of resource icons
- Easier savegame deletion in the save screen
- Worked on final CrowdIn integration (see localization channels)

Bugs:

- Queued need jobs fix where workers sometimes would not abort jobs for needs (Mainly wood cutting)
- Humbies at feeding piles would cancel before finishing eating leading to satisfying less than 30% and making it difficult to produce enough meat for humbies especially when there is already none and their needs are very low.
- Worldmap even reward sunflowers bug fixed, can now be researched after unlocked

Sound:
- Fixed sound bugs, many tweaks and new sound effects

Known Issues:
- Game speed tooltip still shows slower speeds, but it is actually 3x speed on highest now believe me!
- Grilled meat on feeding piles looks bigger than raw meat on other feeding piles (What really matters)

Zombie Cure Lab | First Beta Available Now

As you may have noticed, there is now a beta branch for Zombie Cure Lab!

Before an update goes online on the "main branch", it will be tested on this branch. You are welcome to play on the beta branch and test new content before the official release. We are looking forward to your feedback!

If you don't know how to switch branches in Steam at all, do the following:
  • Right click on the game in your library, and click Properties.
  • Select the Betas tab, and select the branch you want to switch to. Then click OK.

The best news: The first beta update is already available!
Please feel free to test it out and let us know if it works.

Patch Notes (0.15.11 -> 0.15.12)
--------------------------------
Bugfixes

- fixed some broken savegames
- Resource-Objects in unfinished rooms which are deleted are not deleted with the room anymore
- prevent merging with rooms that are about to be deleted
- prevent upgrade of blueprints as this would lead to follow up bugs
- several null-checks to prevent broken game states or log spams

Improvements

- Characters do not abort their job to fulfill a need if they are currently carrying something
- HUD fixes for (Ultra) Wide Screen resolutions as well as narrow screens
- You can pan the camera with the arrow keys now
- When there is a problem with a savegame file, there will appear a prompt to automatically send us the file
- The Progress of World Map Events is now also visible for players who don't have Docking Hero activated

NOTE: The patch is officially not released yet. You can test it out anyway by changing your branch to "beta" in Properties -> Betas. Enjoy!

Early Access Update 1 - Fixes & Improvements

*Patch Notes (0.15.8 -> 0.15.11)*
--------------------------
*Bugfixes*

- Send away humbies is cleaning up their current activities properly (Solves the bug where feeding pile has meat on it but nobody dares to eat it. Likely also solves other rare bugs)
- Proper initialization of guards (when a guard is being employed and instantly has a target to freeze, the guard was stuck)
- employment abilities (hauling post's carry capacity) didn't upgrade employed workers when the building was upgraded
- Outline state fixes
- Fixed some broken savegames (related to workers sitting on a PC). You should be able to load these broken savegames now 🙂 (if not, please send us the savegame file)
- Pause handler when opening Docking Hero in-game prevented game speed changes by the player

*Improvements*

- Pressing Escape on the worldmap closes the worldmap rather than opening the ingame menu
- Localization: There were some wrong languages for certain translation. (If you find more texts translated to the wrong language, please let us know)
- Several Audio adjustments

*Visual Improvements*

- Humbie Level 2 has yellow liquid in his "hat"
- Outlines of some walls didn't have had proper outlines
- Double-wall Z-fighting fixed - now only the one correct wall is displayed
- Tree nursery animation fixes
- Resource threshold slider (refill / take out) in Resource Processor's info box is more prominent now
- Cooking Pot and Grill has better IK setup (hand is attached to spoon)
- "Next Power Grid" Button in HUD is properly placed on every resolution
- after loading a game, the power grid HUD was in a visually broken state
- Visuals for PC III and PC IV improved / replaced

Citizen Science Projekt „Docking Hero“

A little info about the Citizen Science project "Docking Hero" in Zombie Cure Lab:

Participation in the project is completely optional and voluntary. It is not necessary to participate in order to make progress in the game. All players will receive free content such as decoration items with regular updates, regardless of whether you activate Docking Hero or not. By reaching global goals, however, you can unlock the new content faster.

We are happy about everyone who supports rare cancer research by using Docking Hero. However, this is not obligatory.

If you have any further questions, just ask us in the comments :)

Further info: https://dockinghero.com/


Zombie Cure Lab | Roadmap

Interested in what we are planning to do next in Zombie Cure Lab?
Have a look at our Roadmap!



If you enjoy Zombie Cure Lab, we would appreciate a positive review on Steam - thank you! :)