1. Zombie Cure Lab
  2. News

Zombie Cure Lab News

Major Update 2

Patch Notes 0.18.0 - Major Update 2


[h2]Features[/h2]
  • Productivity score added - All production buildings have a star rating now how efficient they are running. After 24 hours the rating appears and shows the average output over the course of that time frame.

    The tooltip of the rating contains information how much resources where consumed and produced in that time frame and in total, giving you an better idea which buildings eat up all your resources.
  • Graphs added to statistics screen - In the statistics screen you can now see a graph for each resource you select. The colors indicate the different amounts of resource pools tracked over time. Main storage, interim storages, collectibles and carried.
    The graph is pretty useful to see if for example meat is going down slowly or building up over time, giving you an heads up if you are shortly before another meat crisis.
    Also check the interim storage amount shown in the statistics, it is the resource inside buildings, how much ice packs your shooters have, how much meat is on the piles. You can also see the values on the tooltips of the resources in the bottom bar.
  • Build and Layouting Menus - Placing objects and layouting your base is now seperated into two menus you find at the bottom left.

    In the layouting menu you can draw generic rooms (corridors), place doors, gates, draw fences and power poles. Everything you need to change your labs layout. The build tools are now at the top, select what you want to do and then if you want to draw a room or fences.
    We improved the room merging a bit, it is not required anymore to merge the same room types.
    In general drawing rooms should be a bit easier, you draw a generic larger room, use the split wall tool. Place the objects inside the rooms, like beds or frost packer which will change the room type automatically to the last placed object.
    In the build menu it now lists all the objects you can place, the categories are changed to match the categories of the tech-tree. You can select the categories at the top to jump to what you want to build.
    We also added a location information to the tooltip showing where it is allowed to place the object (room type, outside).
    Tell us how quickly you adjusted to the new menus and where you still see improvements.
  • Rubble System added - All buildings leave rubble behind. Now you can still repair any destroyed building after an attack, it won't vanish if all its health is lost. This also is helpful to see how much actually got destroyed and what.
  • We now detect if zombies are trapped within your base, if there is any gap during the day to move towards a tunnel and leave, they will now take it more quickly. Before there were problems with the Zombies leaving during day inside rooms.
  • Added a new asset called data simulator. Can be build at tier three, generates research points constantly, only requires electricity to run.
  • Abilitiy efficiency is now shown in the worker info box, a percentage value shows how much better worker do certain things compared to a scientist. The icons are now also colored green and red to show if someone is better or worse then a scientist in harvesting, movement speed, etc.
    The values also change when modified by buildings like the hauling post (increased carry capacity) or resource camp (increased harvest amount)
  • Production buildings now show how effective the worker is operating the building. Humbie Level 1 will show a 75% value reflecting his production speed ability.
  • The nova module on the main storage now has an glow indicating that a nova is ready.


[h2]Balancing[/h2]
  • Was too easy to gain lumber and other resources with high tier resource camps. Humbie Level 1 now uses human chop animation for slower and unified harvest speeds among all worker types, only difference remaining is the shown harvest amount ability values.
  • Resource Camps of higher tiers more expensive to build.
  • Increased lumber build cost of some T2 buildings to counter act the potential lumber harvesting boom of T2 (Lots of humbies + ability to harvest lumber quickly + Resource Camp T2), this affects (Dining Table, Couch, Bed T2, Chemical Extractor, Dirt Mixer).
  • Stone Crusher crushes more stone with same chemicals output, combined with slower T2 and above stone harvest, this will make him a less viable option compared to the Chemical Extractor.
  • Moved categories in the tech-tree, because the order is now used in the build menu. New decoration tab added.
  • Tutorial was slightly updated where necessary to match new build menues.
  • The air conditioners can now be placed anywhere, which allows you to use them as defence or zombie cooling, they require no ice packs and attack already frozen zombies, keeping them frozen.
  • Made treatment chamber 1 treatment a bit slower 10 seconds -> 20 seconds to counter new efficiency from recent balancing changes and using it in combination with a cooling chamber.


[h2]Bug Fixes[/h2]
  • Resource camp T1 and T2 should now show the correct mining and chopping gadgets (axe and pickaxe), visuals were partially swapped previously.
  • All freezers can now be prioritized and disabled.
  • Threat zombie head icons now show up at correct thresholds (1, 5, 30, 40, 50)
  • Fixed humbie level 3 remain shown as hostile with red outline after he attacked a worker, no more permanent alarm.
  • Fixed problems with frozen zombies not getting prorperly stored in frozen zombie storages.
  • Fixed problems to a bug called lab not working and similar smaller issues.
  • Fixed a problem with worker stuck and not eating properly, may be caused in a combination of lab alarm and worker in a very hungry get food fallback state.
  • Fixed wrong tutorial zombie wave settings where lots of zombies could spawn if the tutorial is played for a longer period of time.
  • Fixed some missing object icons/ weird camera setups.
  • Fixed sound and music bugs in loading screen.
  • Fixed a problem with world map mission labels.
  • Fixed a problem with objectives in the tutorial not progressing in a very specific case.


We also updated our roadmap!

Hotfix 0.17.8 - New Languages Thai, Magyar and Japanese


With 0.17.7 we accidentally added the new community translated languages, but something was stlll broke, so we decided to quickly fix that and give you three new languages for our game.

Thanks to our hardworking community that is using Crowdin (Check our discord to learn how to help translate our game) we now have added Thai, Japanese and Hungarian wich you can choose in the settings and change anytime.

Note: Those languages are partially translated and by picking them in the settings a warning appears that some parts might still be missing.
Japanese is almost fully translated, closely followed by Hungarian and Thai.

Patch 0.17.7 - Balance, Bugs and Stealthy Humbies


We have a longer list of small balance improvements and few important bug fixes for you.
In parallel we are working on the next major update, stay tuned!

Balancing/ Tweaks:
- Early zombies have less health, takes more time until higher health Zombies appear. Balanced for all missions. Takes a bit higher threat levels until the late zombie types appear.
- Humbie Level 1 do not flee from Zombies anymore and do not get attacked. Gives you new possibilities to utilize them. Humbie Level 2 also do not get attacked, but flee from Zombies. We are curious about your feedback here, felt very good while testing and opened up lots of possbilities.
We had the problem that Zombies within your base are painful to handle and the fleeing behavior they trigger can get your lab to a stand still, this problem grew with the added frozen zombie storages and unfrozen Zombies now in your base, having Humbie Level 1 do repairs and still able to interact helps a lot to counteract those problems.
- Humbie Level 3 attacking doors changed to deal 1000 extra damage instead of instantly opening doors and giving them the broken state flag. Makes high tier doors more valueable against angry humbie level 3.
- Tank boss now uses zombie attack behavior, making it more reliable that he attacks at the same front as the other zombies. Has less chance to attack the main storage and attacks gates for longer before choosing a new target.
- A more stepless smoother camera zoom without a threshold to overcome for that final zoom out
- Camera field of view stays at 53 now instead ranging from 52 to 100.
- Resource camps give less lumber harvesting bonus on later levels.
- Fences and walls do not have broken status icons anymore. Trees and gatherables do not have can't be accessed status icons anymore. Reduces object status icon spam.
- Furnace I and II +20% metal output to make early metal production a bit easier.
- Humbie Level 1 get hungry a little slower.
- Meat Grower I now produces one meat every 50 seconds instead of 75, which roughly translates into 18 meat per day instead of 10, accounting for down times. Necessary change to make Humbie Level 1 operated meat grower with less output more feasible.
- Grills now require lumber to produce grilled meat, at least for tier 2 and 3.

Bugs:
- Fixed can't save problem in late game, fixing a problem with resource tracking data.
- Chemical Extractor footprint fixed, there was a hole were workers could get stuck at
- Main storage I footprint now matches other storage tier footprints, may reduce worker at main storage stuck problems
- Missing references bug fixes.
- Loading a savegame exceptions bug fixes.

Docking Hero | Status Update

Thanks to your participation in Docking Hero, the first data set is already 90% complete with 1,652,018 calculations. It will be made available to the university shortly. Thank you all very much! 💛
The next data set will increase the accuracy with more calculations in the future.

Of course, thanks to your support, a lot of in-game content has already been unlocked for all players as well, including the decorative objects "Cat Wall Picture", "Sunflower", "Cactus" and "Decorative Lava Lamp Table", the mission "Impossible Defense" and the "Stone Crusher" machines.

Outlook: The "Wreckage Only" and "Lone Survivor" bonus missions are currently half unlocked - so keep calculating! 💪

Hotfix 0.17.6

Hotfix 0.17.6 is live!
Now you have a real alternative to your ice pack production with some cool new freezers spawning over all tech-tiers. We also fixed some bugs and worked on various balancing topics.

Features/ Content:
- Added missing freezer upgrade chain that produces ice packs for tier two, three and extra tier four upgrade where the resources directly go into your global pool without requiring a hauler.
- Tooltips of buildings now show their hitpoints to make them easier comparable.

Balancing:
- Boss damage dampener added that lets his damage grow slower relative to the threat value.
- Missions build up less ~20% less threat over time by duration to slow down threat growth.
- Walls more hitpoints then fences now, but still more expensive.
- Frost nova damage increased for tier upgrades.
- Humbie Level 2 and Level 3 production and defence ability reduced to counter too quick end game economy growth. (Humbie 2 150% -> 125%; Humbie 3 200% -> 150% production bonus)

Bug Fixes:
- Sound issues fixed, no more annoying upgrade sound for fences. Blizzard contraption II should no longer constantly play its attack sound.
- Freeze Traps effect only triggered by hostiles, not workers anymore.
- Boss is not getting hauled anymore
- Research objectives in tutorial shows in which category it can be found
- Air Conditioners, frozen zombie storages and guards buffed in damage to make it possible to deal with zombie outbreaks in cooling chambers and keep them more easily frozen.