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  3. 🧟 Rise of the Zeds - Update v0.5.2

🧟 Rise of the Zeds - Update v0.5.2

[p]Hey there, survivors![/p][p]
We have an exciting update to push! This one focuses heavily on zombie behavior, combat feel, AI interactions, and performance improvements. Lots of small fixes add up to a big step forward in how the world feels when you’re out there surviving. We are still working out a few kinks and will keep improving based on user feedback, so thank you survivors for always reporting.[/p][p]We’re still a small part-time team, but your support keeps us going. We’ve also got some really exciting updates coming over the holidays, so stay tuned![/p][p][/p][hr][/hr][p][/p][h2]🌎 World & Spawning[/h2]
  • [p]Added 300+ new zombie spawns across the map, roads, and empty areas. The world now feels more alive… or, well… “un-alive.”
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  • [p]Updated JSON POI Manager spawn settings across MainLevel and DemoLand.[/p][p]

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  • [p]Increased several AI spawner iteration speeds to make spawning more responsive.

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[hr][/hr][p][/p][h2]⚔️ AI Combat & Behavior Improvements[/h2][h3]MoreInteractions[/h3][p]Everyone fights everyone now:[/p]
  • [p]Scavs attack zeds & animals
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  • [p]Animals attack zeds & scavs
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  • [p]Zeds attack scavs & animals[/p][p][/p]
[p]Basically, the ecosystem is a whole lot angrier - and more fun to watch!![/p][p][/p][p][/p][p][/p][h3]Louder Zeds[/h3]
  • [p]AI now broadcasts attack sounds, so nearby AI will react even if they’re not facing the action.

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  • [p]Fixed issues where zombies would attack but not look at their target correctly.

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  • [p]Fixed bugs causing scavs/zeds to ignore each other during investigation state or fail to deal damage.

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[h3]Melee Adjustments[/h3]
  • [p]Reduced melee attack delay, making hits feel much snappier.

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  • [p]Increased how fast zombies turn to face you during attacks.

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  • [p]Cleaned up melee logic so zombies only stop movement for the proper duration of the animation.

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  • [p]Removed a buggy bite animation that caused attack hitches. (RIP weird bite montage - you will not be missed.)[/p][p][/p][p][/p][p]
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[hr][/hr][p][/p][h2]🧟 Zombie Tweaks[/h2]
  • [p]Added new systems to prevent zombies from sliding or moving while in spawn or hit reactions.

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  • [p]Tweaked attack montage play rates to feel less sluggish.

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  • [p]Redesigned zombie animation blending so upper-body attacks play cleanly while the legs still chase you. (less “ice-skating zeds” around the map.)

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  • [p]Fixed zombies attacking next to a scav but not facing them properly, causing missed hits.

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  • [p]Added checks so zombies can’t break out of disabled movement while climbing out of the ground.

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  • [p]Increased the climb-out-of-ground animation speed and tightened timing.

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  • [p]Added footstep cues for zombies so they sound more grounded and alive (or… undead).

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[h3]Sneak Attack Bonus[/h3]
  • [p]If you melee a zombie before it’s aggro’d, it now takes 3x damage.
    Time to channel your inner post-apocalyptic ninja.

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[hr][/hr][p][/p][h2]🔧 Performance & Optimization[/h2]
  • [p]Added cull distances to AI.

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  • [p]Added LODs to most zombie and AI meshes and created a mesh reduction profile.
    (We’ll likely generate LODs for all unique meshes soon.)

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  • [p]Disabled fixed mesh bounds on base zombie models to fix camera edge culling.

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  • [p]Improved pawn sensing so alert cues play correctly.

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  • [p]Added safety checks to prevent null reference crashes in multiple systems.
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[p][/p][hr][/hr][p][/p][h2]🐞 Bug Fixes[/h2]
  • [p]Fixed AI getting stuck in MoveToTarget state with movement disabled.

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  • [p]Fixed rare null pointer in AI multicast montage system.

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  • [p]Fixed AI bug where enemies played the “sense” alert every time they heard you.

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  • [p]Fixed null pointer in Async Spawner Func Lib.

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  • [p]Known visual bug: ranged AI may not aim guns correctly when too close and meleeing, but their shots still register.[/p]
[p][/p][hr][/hr][p][/p][h2]🛠 Internal C++ Plugin Updates[/h2][p]Various adjustments and backend improvements to our internal AI plugin to support the new systems.[/p][p][/p][hr][/hr][p][/p]
Thank You, Survivors
[p]As always- thank you for all the support, bug reports, and patience. ZSGO is built by a tiny part-time team, and updates like this happen because you keep pushing us forward.[/p][p]We have some awesome new features already in progress (more news soon 👀), and we can’t wait to share what’s next.[/p][p]Stay alive out there,
  - The ZSGO Team 🧟‍♂️[/p][p]
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