End of Everything โ Update 0.2.3
๐ง Update 0.2.3
[hr][/hr][h2]๐จ Critical Fixes & Core Improvements[/h2][p][/p][h3]๐ ๏ธ Repair Station (Anvil) Exploit & Validation Fixes[/h3][p]Fixed a critical item duplication exploit involving the Repair Station (Anvil)[/p]- [p]Certain non-repairable items could previously be inserted, causing duplication and broken interactions[/p]
- [p]Stackable items can no longer be placed into the Repair Station, preventing unintended behavior and exploits[/p]
- [p]The Repair Station (Anvil) now strictly validates repairable items and safely handles edge cases to prevent exploits and UI issues[/p]
- [p]Added additional safety handling to prevent invalid items from being accepted through unusual inventory interactions[/p]
- [p]Approaching the edge of the map now displays a screen overlay warning indicating you are leaving the playable area[/p]
- [p]Remaining outside the boundary for 10 seconds will result in player death, preserving immersion while enforcing map limits[/p]
- [p]Fixed an issue where players could respawn inside or too close to the out-of-bounds trigger, causing repeated damage after death[/p]
- [p]Players now correctly respawn safely back inside the playable area after an out-of-bounds death[/p]
- [p]Adjusted out-of-bounds warning text to be wider and more readable across different screen sizes[/p]
- [p]Added a new Investigate state โ infected will now search last known locations instead of instantly disengaging[/p]
- [p]Added line-of-sight and field-of-view detection, preventing infected from reacting through walls or outside their vision[/p]
- [p]Added hearing groundwork, allowing infected to react to sound-based events (footsteps, doors, gunshots) as this system expands[/p]
- [p]Added a search pattern system, where infected scan and check multiple points around where you were last seen or heard[/p]
- [p]Attacks now use a windup + recovery system for more readable, fair, AAA-style combat pacing[/p]
- [p]Added type-based special attacks (where supported by animations):[/p]
- [p]Walker โ Grab[/p]
- [p]Runner โ Tackle[/p]
- [p]Hellhound โ Pounce[/p]
- [p]Improved infected variety through type-based tuning (FOV, hearing range, chase frequency, attack tweaks, special chances)[/p]
- [p]Default keybinds have been added to the Gameplay tab in the in-game options menu[/p]
- [p]This is an early implementation and will be expanded and refined in future updates[/p]
- [p]Machete[/p]
- [p]Stone Pickaxe[/p]
- [p]Stone Hatchet[/p]
- [p]Stone tools harvest resources slower than steel variants, reinforcing early-game progression and balance[/p]
- [p]Added proper item descriptions for the Machete, Stone Pickaxe, and Stone Hatchet[/p]
- [p]Upon waking, the player gains +20 HP[/p]
- [p]This adds meaningful risk when sleeping in the open โ placing a sleeping bag without nearby structures leaves you exposed during the sleep duration[/p]
- [p]More stats will be added over time as systems expand[/p]
- [p]Fix Extras section issues[/p]
- [p]Add text UI hints and tips for new players[/p]
- [p]Add intro dialogue text on new game start[/p]
- [p]Add environmental text triggers across the map to better explain the world and tease upcoming Easter eggs[/p]
- [p]Add hover prompts on building slots (e.g. Hold F to interact), including an option to destroy placed objects[/p]
- [p]Increase the number of lootable world objects throughout the wasteland[/p]
- [p]Fix environmental rain effects not functioning correctly[/p]
- [p]Expand environmental storytelling and interaction density[/p]
- [p]Add animal AI (beef, chicken, pork, birds) as new survival food sources[/p]
- [p]Add missing sound effects for Hellhounds[/p]
- [p]Increase sound variety for infected enemies[/p]
- [p]New infected animations and behavior tweaks[/p]
- [p]Fix Hellhound rigidbody issues[/p]
- [p]Add at least one zombie boss type (Tank-class infected)[/p]
- [p]Fix zombies running into player-built structures[/p]
- [p]Allow zombies to attack structures, with health systems added to player builds over upcoming updates[/p]
- [p]Add remaining food items currently planned for the game[/p]
- [p]Zombies will always have a chance to drop Rotten Meat, which restores hunger but damages health[/p]
- [p]Add a Poison Manager system:[/p]
- [p]Deals damage over time when infected[/p]
- [p]Antibiotics disable the poison effect[/p]
- [p]System can be enabled or disabled for balancing and difficulty tuning[/p]
- [p]Player spawns in a house[/p]
- [p]Wakes up in a bed[/p]
- [p]Intro text UI dialogue plays before gameplay begins[/p]
[p]Note on Early Access & Pricing:[/p][p]With nearly two years of Early Access development, End of Everything is approaching its full release. As part of this transition, the price will increase to $5.99 USD at launch. This change reflects the current scope of the game and helps support continued development. Updates, fixes, and new content will continue after release at the same pace as during Early Access.[/p][p]
[/p][p]Kind regards,
NekMinute[/p][p]
Solo Developer of End of Everything Happy Dayz Games[/p]