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War Of The Zombie News

V1.0.72 Update

Releasing soon, minor update with fixes for:
◙ Pathfinding problems on some maps
◙ Entering pre-bombarded mission zones
◙ Marine's not being able to exit water
◙ Mission endings with marines ranked Elite5

We are also running a small contest for suggestions on 1 more country-supplied shotgun variant (for next update).

The fan whose shotgun is chosen will get a code for 1 Billion in-game funds as well as a special code for a gold-plated version of their shotgun.

You can post your suggestions here in the community hub or on our facebook fanpage at www.facebook.com/warofthezombie

Simple rules:
#1: Can't be from a country that already supplies weapons in the game
#2: Can't be a variant of a shotgun already in the game
#3: Has to exist/have existed in real life as a production or prototype shotgun
#4: Country supplying it has to actually have developed, use/d, acquired, engaged with, or manufactured it in real life.

Current fan suggestions on the shortlist are:

◙ SPAS-15 (to be supplied by India)
◙ Colt Defender (to be supplied by Vietnam)
◙ Winchester Liberator (to be supplied by T.B.C)
◙ KS-23 (to be supplied by N.Korea)

V1.0.71 Update

Minor update with fixes for:
◙ Tutorial intro ship sequence
◙ Humvee driving through hedge in Farmland map
◙ Black Hawk enters train map through rebel zone setting off alarm
◙ Rare satellite initializing screen issue
◙ Lift not working when in underground scientist mission

V1.0.7 Update

Key Improvements:

◙ Up to 300% faster pathfinding
◙ New Suburbs map (with swimming pools to catch zombies)
◙ New Farmland map (with hedges to slow everyone down, especially zombies)
◙ A refresh of all maps & objects within them
◙ Marine's turret targeting of zombies improved
◙ RPGs & C4 do more damage to Red Mist machines
◙ Fences can now also be destroyed by shotguns, but overall withstand more zombie damage (useful due to rebel improvements below)
◙ Rebel zones are now more secure with additional fences & gates preventing easy access
◙ Simpler exit out of boxes using exit icon, once a marine hides in a box/crate they will now have an exit icon on their tab so they can now be selected/unselected as per normal (without getting out of the box/crate)
◙ Infected countries and/or countries with an FOB no longer attack player's Ark
◙ Humans can survive underwater twice as long
◙ Crew in rescue crew missions now finally have ranged weapons

Key fixes:

◙ Detection of marines inside rebel zone fixed
◙ Rare issue with box/crate/nuke pop ups fixed
◙ Detection of marines inside rebel zone fixed
◙ Box/crate/nuke popups fixed
◙ Zombies correctly attack a vehicle with a single occupant

..and a host of other fixes and improvements!

V1.0.6 Update

◙ Improvements to marine and vehicle aiming
◙ Fix for rare occurrence when marines cannot enter vehicles or chinook
◙ Fix when trying to enter career stats from next day screen
◙ Minor interface fixes and enhancements

Update v1.0.5 Released

So this is not yet a major update that will include new maps and missions, however, we have fixed the bugs that players brought up as well made several improvements & enhancements (some minor, some major) based on player feedback.

◙ Tired of fiddling with Autofire ON/OFF in a marine's inventory? The manual AIM icon will now always be visible for marines on foot. Marines will autofire within their autofire range until you manually select a target or target location by clicking their AIM icon. This is identical to the existing way marines fire when sitting in a vehicle turret.

◙ One for all and all for one...not anymore, Safeteam autofire range has been removed from the options menu. You can now set each marine's autofire range in the mission briefing screen prior to deployment as well as from their inventory during the mission. Setting their range to 0 (which is set by default for RPGs) means a marine will only fire by manually selecting a target or target location. You can also apply any range adjustment to the whole safeteam with the 'apply to everyone' button.

◙ Some like it hot, some don't. As everyone has their own way of playing, either guns blazin' or sneakily climbing into a rebel vehicle we have add the option to either fire-at-will OR use stealth at the beginning of rebel zone missions. Fire-at-will lets your marines open up on rebels the moment they spot them regardless of whether you have entered the rebel area, using stealth will halt your marine's from firing first. You can still always trigger the rebel alarm by blowing stuff up or running wild in the rebel held area.

◙ Hitting a moving target is never easy. Predictive firing has been added so marines will now fire slightly ahead of moving targets.

◙ Firing weapons always requires a small amount of stamina. We've reduced the stamina requirement so marines with very little remaining stamina will still be able to shoot. As per usual, a marine at rest replenishes stamina.
◙ Entering rebel held areas with helicopters or vehicles naturally encourages rebels to run like the wind and equip their RPGs. The chance of them doing so has now been reduced.

◙ Vehicle turret rotation speeds have now been increased by 10% ,and now they'll also use the new predictive firing.

◙ Apache/Cobra helicopter movement and target acquiring have been improved, so they spend more time hitting their targets and less time flying around to line up that perfect shot.

◙ Is your computer a powerful beast? We've re-introduced the max. zombies onscreen slider in the options menu and boosted the maximum zombie count, so you can now face off with up to 1000 zombies onscreen at any one time.

◙ Not fond of the camera view auto-moving when selecting different marines? Now we let you choose your preference with the Camera Auto-movement toggle in the options menu.

◙ Been getting carried away creating new careers and now stuck with a basket full? Fret not, now you can delete any career from within the load career screen.

◙ The Katana is definitely a lethal weapon for close-quarters, but be prepared for that inevitable zombie bite. We've fixed the Katana bug that occurs when a marine tries to use it.

◙ So many locations to deploy from into a mission but do they meet deployment requirements? We've fixed the bug that doesn't allow you to deploy a Safeteam when an FOB and Ark, or 2 FOBs are within Safeteam range and only one of them does not meet the deployment requirements.

◙ Choo choo boom! All trains in the train station map are now fully destructible, so get those itchy trigger fingers ready. But wait... sometimes you can find a little something inside those carriages.

◙ Reduced the rebel field of view range making it that much easier to sneak around rebel-held area.

And those are just the obvious ones.

While we have not yet had the time to go over everyone's suggestions, rest assured we will be looking at them all now while we continue working on the new maps and mission types.