[Beta Branch] October Update Patch Notes
[p]This month’s beta build rolls out the foundation for the living, breathing endgame we’ve been promising — factions will soon be on the move, hordes will be converging on human camps, and new blood-soaked missions will be waiting to test your resolve. For now you are invited to test and give feedback on the mechanics that will make all this possible.
[/p][h3]New Features[/h3][p]Vectorial Travel System Added [/p][p]Your team and enemy factions (soon) will be able move between unlocked locations via vectorial routes. This is the first major step toward the dynamic endgame campaign we envisioned, allowing full simulation of faction wars — human groups attacking each other and zombie hordes ravaging settlements regardless of allegiance. The travel times are now accurately scaled and that will allow us to estimate a campaign duration and rebalance the resources accordingly.[/p][p]
[/p][p]Fire Station vs Pyromaniacs
A new campaign episode has been added, featuring an off-the-rails group of pyromaniac bikers planning to turn the entire city into ashes using fire engines as improvised flamethrowers. Their leader is the maddest of them all — yet deeply connected to some powerful players. A gory tale of human sacrifice that only you can put to an end.[/p][p]
[/p][p]Booby Traps Implemented
The Pyros have rigged their base with deadly traps. Watch your step unless you want to end up roasted. The trigger mechanism is easy to spot and destroy if you’re observant. Expect even nastier surprises in the next iterations — this isn’t the Urban you remember.[/p][p]
[/p][p]Firefighter Suits Added [/p][p]Introducing the new Firefighter faction armor – a full-body suit providing strong protection against fire and panic, as well as decent general defense. The iconic helmet offers matching bonuses. As a full-suit gear type, it covers chest and limbs in one piece.[/p][p]
[/p][p]Auto Inventory Expansion
To prevent players from losing items during trades when inventories were full, a new auto-expansion system adds extra rows automatically once capacity is reached. Weight limits still apply — exceeding them will show a special icon and deny the transfer.[/p][p]Auto-Sort Function
All inventories and containers now include an auto-sort feature to remove gaps and keep the visible area fully packed. It doesn’t merge stacks automatically — use the manual Sort button when you want to group items, keeping your trade and stash layouts intact.[/p][p]Select One / Multiple Stacks
A new toggle next to the Sort button allows quick switching between single-item and whole-stack transfers (via the small arrow widget). Mouse drag-and-drop behavior remains unchanged.[/p][p]Ability to Exit Clue Dialogues
By popular request, you can now postpone or exit a hidden clue dialogue and return later when better prepared. Older clues may need retroactive adjustments, but all new episodes now support this feature.[/p][p]Quest Items Now Marked
Quest items are now visually highlighted with a star icon, making them easier to spot in loot. Many have been updated to auto-consume upon quest completion, reducing inventory clutter.[/p][p]Hover Info
Inventory icons now feature hover boxes that display detailed descriptions and usage tips, a long-awaited quality-of-life upgrade.[/p][p]More Proofread Episodes
Our guest-star editor, Scott Hamm, has sent over new proofread and edited campaign episodes, bringing us closer to a release quality story script. (You can check out Scott’s work here: MobyGames profile)[/p][hr][/hr][h3]Balance & Fixes[/h3]
[/p][h3]New Features[/h3][p]Vectorial Travel System Added [/p][p]Your team and enemy factions (soon) will be able move between unlocked locations via vectorial routes. This is the first major step toward the dynamic endgame campaign we envisioned, allowing full simulation of faction wars — human groups attacking each other and zombie hordes ravaging settlements regardless of allegiance. The travel times are now accurately scaled and that will allow us to estimate a campaign duration and rebalance the resources accordingly.[/p][p]
A new campaign episode has been added, featuring an off-the-rails group of pyromaniac bikers planning to turn the entire city into ashes using fire engines as improvised flamethrowers. Their leader is the maddest of them all — yet deeply connected to some powerful players. A gory tale of human sacrifice that only you can put to an end.[/p][p]
The Pyros have rigged their base with deadly traps. Watch your step unless you want to end up roasted. The trigger mechanism is easy to spot and destroy if you’re observant. Expect even nastier surprises in the next iterations — this isn’t the Urban you remember.[/p][p]
To prevent players from losing items during trades when inventories were full, a new auto-expansion system adds extra rows automatically once capacity is reached. Weight limits still apply — exceeding them will show a special icon and deny the transfer.[/p][p]Auto-Sort Function
All inventories and containers now include an auto-sort feature to remove gaps and keep the visible area fully packed. It doesn’t merge stacks automatically — use the manual Sort button when you want to group items, keeping your trade and stash layouts intact.[/p][p]Select One / Multiple Stacks
A new toggle next to the Sort button allows quick switching between single-item and whole-stack transfers (via the small arrow widget). Mouse drag-and-drop behavior remains unchanged.[/p][p]Ability to Exit Clue Dialogues
By popular request, you can now postpone or exit a hidden clue dialogue and return later when better prepared. Older clues may need retroactive adjustments, but all new episodes now support this feature.[/p][p]Quest Items Now Marked
Quest items are now visually highlighted with a star icon, making them easier to spot in loot. Many have been updated to auto-consume upon quest completion, reducing inventory clutter.[/p][p]Hover Info
Inventory icons now feature hover boxes that display detailed descriptions and usage tips, a long-awaited quality-of-life upgrade.[/p][p]More Proofread Episodes
Our guest-star editor, Scott Hamm, has sent over new proofread and edited campaign episodes, bringing us closer to a release quality story script. (You can check out Scott’s work here: MobyGames profile)[/p][hr][/hr][h3]Balance & Fixes[/h3]
- [p]Mossberg shotgun rebalanced (-1 AP).[/p]
- [p]Two new Tier 2 sniper rifles added to late-game loot and trader pools.[/p]
- [p]Added a proper camp setup for the two rescued girls in the Old Port storyline.[/p]
- [p]Go to your Steam Library[/p]
- [p]Right-click the game > Properties[/p]
- [p]Navigate to the Betas tab[/p]
- [p]Choose “beta_branch” from the dropdown[/p]
- [p]Wait for the update to download[/p]