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Undeadly News

Update #14 - Steam Strategy Fest

Hi there

I've made some fixes and improvements based on community feedback.

  • [Quality of Life] New feature - Long Range Movement



    This is a mode that makes it more convenient to move survivors across large distances. You can activate this mode by holding the 'Control' key and left clicking on a distant tile.



    The survivor will move towards this tile every turn.

  • [Quality of Life] The following elements now scale with modified game speed:
    • The camera zoom-out motion that happens when fitting multiple subjects in the frame.
    • Animations for the void ship disappearing/appearing.
  • [Game] New feature - Survivor Recruitment

    You are now able to recruit new survivors in game. Do this by discovering and approaching the survivor recruitment board, found somewhere in the map.



    Survivors take different amounts of turns to be recruited, and some will require scrap or meds.
    The recruitment board refreshes every few days.
    The board will only appear in new save games.

  • [Balance] Reduced the number of starting survivors from 6 to 4.
  • [Balance] Reduced the number of zombies that start active on the map from 50 to 35.
  • [Bug] Fixed a bug where the camera could go outside of bounds after loading in some cases.
  • [Bug] Fixed a bug where loot would not appear on the void ship.
  • [Bug] Fixed a bug where the friendly fire warning would not show in some cases.
  • [Bug] Fixed a bug where engarde would not trigger if the last player to move in a turn activated engarde.
  • [Bug] Fixed a bug where a sequence error could occur at the start of the tutorial.


Thanks ːsteamthumbsupː
Ryan

Upcoming Sale & Update: Steam Strategy Fest

Hi there!

I'm excited to share that a Undeadly is about to receive an update to coincide with the Steam Strategy Fest.



The update is set to include a new quality of life feature, Long Range Movement, which will help speed things up when moving survivors over long distances, and Survivor Recruitment, which will allow you to grow and replenish your survivor group.

Thanks, ːsteamthumbsupː
Ryan

Update #13 - Patch 21st July 2023

Hi there

I've made some fixes and improvements.
  • [Quality of Life] Slightly reduced the size of some elements on the HUD.
  • [Quality of Life] Added input icons inside the tooltips for the buttons in the contextual panel.
  • [Bug] Fixed a regression where the action point preview on the HUD no longer worked.
  • [Bug] Fixed a regression where survivors returning from the medical bay or the library would stand inside an obstacle.
  • [Bug] Fixed a bug that would occur if a survivor was admitted to the medical bay or started studying in the library while still moving to position.

Thanks ːsteamthumbsupː
Ryan

Blood & Flame (Part 2)

[h2]Hi there![/h2]

I'm excited to release Part 2 of the first major update to Undeadly.



[h3][Game] Inferno Rift[/h3]

This mobile rift moves around in a zig-zag pattern, is able to phase through walls and leaves behind a dense trail of fire.



[h3][Game] New Event: Inferno Beam [/h3]

A random Flux Beam will now have a chance to turn into an Inferno Beam.



This beam will spawn inferno zombies and inferno rifts.

An Inferno Beam can only be disabled if all the fiery beacons surrounding it are destroyed.



[h3][Map] Residential District Expansion[/h3]

The Residential District has been expanded westwards.



There are some news areas to loot.

[h3][Game] New Survivor Ability: Mitigate Hazards Faster[/h3]

This ability doubles the rate of hazard mitigation (e.g. stopping bleeds) for a survivor and any nearby survivors.



'Mitigate Hazards Faster' costs 1 ability token and can be accessed towards the bottom of the doctor ability category. This has shifted 'Cheaper Healing' and 'Faster Healing' upwards in the ability tree.



  • [Balance] Increased the day length by 2 turns (18=>20).
  • [Balance] Increased the active/inactive durations of flux beams from (9-12) to (11-16).
  • [Quality of Life] Added a requested feature to turn off the camera rotation in the main menu. This can be found under 'Options => Accessibility => Main Menu Rotates'
  • [Quality of Life] You can now cycle slots in the equipment wheel by scrolling the mouse wheel.
  • [Quality of Life] Made the outline effect for looting and interactable objects much more obvious.
  • [Quality of Life] Added an option to not play the introduction sequence when starting a new game. This can be found under 'Options => General => Show Intro Sequence' Link
  • [Quality of Life] Added an option to hide the Discord button. This can be found under 'Options => General => Show Discord Button'


As always, be sure to drop any feedback in the Discord server or the in game feedback tool.

Thanks for the feedback, feature requests and bug reports that have been coming in. Much appreciated!

Thanks, ːsteamthumbsupː
Ryan

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]


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. 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



Weapon

Changes



Axe

Weight 12.5 => 14
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%



Machete

Bleed Chance => 40%
(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



Trench Gun

Damage Min 92 => 94
Weight 12.5 => 12
Engineering Tier 1 => 2



M700s

Damage Min 105 => 106



SVD

Range 24 => 25
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).
  • [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.
  • [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.
  • [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