Blood & Flame (Part 1)
[h2]Hi there![/h2]
I'm excited to release Part 1 of the first major update to Undeadly.

Let's dive in!
[h3][Game] Inferno Zombie[/h3]
Inferno zombies are a tough new variant.

Inferno Zombies leave behind a trail of fire as they move, have increased health and immunity to fire. They rarely spawn during normal gameplay but will have a stronger presence in Part 2.
[h3][Game] New Hazards: Bleeding & Puncture[/h3]
[h3][Equipment] New Utility Payload: Spike[/h3]
The Spike payload is a nasty improvised explosive that deals a variable amount of damage.
The spike payload can be attached to mines and grenades. While it deals a low amount of damage, the spike payload causes the new puncture hazard and has a good chance to cause a bleed hazard in targeted zombies.
[h3][Equipment] New Ammo Augment: Incendiary[/h3]

Incendiary ammo has a high chance to set a zombie on fire. Watch out!
[h3][Equipment] New Weapons[/h3]
Six new weapons have been added. Check them out!

[h3][Balance] Weapon Rebalances[/h3]
Some weapons have been tuned. link
[h3][Quality of Life] Moveable Traps[/h3]
Survivors can now disarm, pick up and redeploy mines and bear traps. Link

[h3]Patch Notes[/h3]
As always, be sure to drop any feedback in the Discord server or the in game feedback tool.
There are also some exciting additions coming in Part Two of Blood & Flame. Stay tuned!
Thanks, ːsteamthumbsupː
Ryan
I'm excited to release Part 1 of the first major update to Undeadly.

Let's dive in!
[h3][Game] Inferno Zombie[/h3]
Inferno zombies are a tough new variant.

Inferno Zombies leave behind a trail of fire as they move, have increased health and immunity to fire. They rarely spawn during normal gameplay but will have a stronger presence in Part 2.
[h3][Game] New Hazards: Bleeding & Puncture[/h3]

Bleeding
Puncture
Bleeds cause 6 damage every turn and last 9 turns.
This makes the targeted unit move 1 tile less per action point for 5 turns.
Like with fire and toxic gas, a bleeding survivor can spend action points to reduce the bleed timer.
A punctured survivor has no mitigation opportunity.
Some ammo modules, utility modules and weapons now have a chance to cause bleeds.
The new 'Spike' payload gives the puncture hazard.
Some zombies have a chance to give a survivor a bleed when they attack.
[h3][Equipment] New Utility Payload: Spike[/h3]
The Spike payload is a nasty improvised explosive that deals a variable amount of damage.

[h3][Equipment] New Ammo Augment: Incendiary[/h3]

Incendiary ammo has a high chance to set a zombie on fire. Watch out!
[h3][Equipment] New Weapons[/h3]
Six new weapons have been added. Check them out!

[h3][Balance] Weapon Rebalances[/h3]
Some weapons have been tuned. link
Weapon
Changes
Axe
Weight 12.5 => 14
Bleed Chance => 15%
(Armour) Armour Damage 60% => 75%
(Armour) Penetration Damage 25% => 10%
Bleed Chance => 15%
(Armour) Armour Damage 60% => 75%
(Armour) Penetration Damage 25% => 10%
Bat (wire)
Weight 7.5 => 5
Bleed Chance => 40%
(Armour) Ignored Damage 20% => 50%
Armour Damage 40% => 30%
Penetration Damage 40% => 20%
Bleed Chance => 40%
(Armour) Ignored Damage 20% => 50%
Armour Damage 40% => 30%
Penetration Damage 40% => 20%
Machete
Bleed Chance => 40%
(Armour) Ignored Damage 15% => 20%
(Armour) Penetration Damage 25% => 20%
(Armour) Ignored Damage 15% => 20%
(Armour) Penetration Damage 25% => 20%
Deagle
Weight 10 => 9
M1911
Damage Min 70 => 68
FAL
Range 19.5 => 21
SPAS
Damage Min 90 => 92
Engineering Tier 2 => 3
Engineering Tier 2 => 3
Trench Gun
Damage Min 92 => 94
Weight 12.5 => 12
Engineering Tier 1 => 2
Weight 12.5 => 12
Engineering Tier 1 => 2
M700s
Damage Min 105 => 106
SVD
Range 24 => 25
Engineering Tier 3 => 2
Engineering Tier 3 => 2
[h3][Quality of Life] Moveable Traps[/h3]
Survivors can now disarm, pick up and redeploy mines and bear traps. Link

[h3]Patch Notes[/h3]
- [Equipment] Bear traps have a chance to sever zombie legs and instantly make them into a crawler, regardless of health.
- [Balance] Scatter weapons (e.g. a shotgun when using buckshot) have been rebalanced. link
- The scatter does not pass through multiple zombies, unless the zombie is a crawler.
- The damage dealt is divided amongst the number of targets in the scatter.
- You can also now more freely aim the scatter gun instead of only clicking on zombies (for example, it's closer to how you can throw a grenade).
- The scatter does not pass through multiple zombies, unless the zombie is a crawler.
- [Balance] Tweaked coverage of the mobile putrid rifts (they will now no longer go through the base).
- [Balance] Decreased the base number of turns taken to study (18 => 14).
- [Equipment] Updated the model for the Glock, M1911 and G36.
- [Equipment] Updated the images for some weapons to be clearer
- [Equipment] Updated the sound effects for some weapons.
- [Quality of Life] Better equipment information display. Link
- Melee weapons and ammo now show their armour damage profile in the inventory, equipment wheel.
- The equipment corner now shows the weapon name and armour damage profile when moused over.
- Melee weapons and ammo now show their armour damage profile in the inventory, equipment wheel.
- [Quality of Life] Improved visibility of hover menus. link
- These are the menus that float above survivors, zombies and so on.
- For non-focused hover menus, they have decreased scale, are more transparent and hide some elements.
- For the focused hover menu, it is now always on top, more opaque and has mouse padding to help usability.
- These are the menus that float above survivors, zombies and so on.
- [Quality of Life] There is now a friendly fire warning when using AOE equipment such as explosives and scatter guns. Link
- [Quality of Life] Added a tutorial prompt for the zombie heatmap. This is triggered the first time the player takes damage.
- [Quality of Life] Clicking an ability icon on the HUD opens the library menu and focuses on the ability that was clicked.
- [Quality of Life] Clicking on ammo icons within the inventory info panel will now open that ammo in the ammo crafter menu.
- [Quality of Life] Improved readability of cooldown text in the ability bar.
- [Bug] Fixed a bug where overkill could be activated with a keypress when it should not have.
- [Bug] Fixed a bug where overkill would apply to other weapons in some cases.
- [Bug] Fixed the alignment of some weapon projectile effects.
- [Bug] Fixed bug where ejected shells would appear large for one frame in some cases.
- [Bug] Fixed a bug where the damage hover messages would overlap in some cases.
- [Bug] Fixed a bug where the modifier message in the ammo crafter menu would not display correctly in some cases.
- [Bug] Fixed a bug where placed items would visually duplicate with saving and loading in some cases.
- [Bug] Fixed a bug where the bear trap would look as though it was deployed after loading.
- [Bug] Fixed a bug where hazards were ending one turn too early.
As always, be sure to drop any feedback in the Discord server or the in game feedback tool.
There are also some exciting additions coming in Part Two of Blood & Flame. Stay tuned!
Thanks, ːsteamthumbsupː
Ryan