Zombie Overlord
Joined: 22 Feb 2010
Posts: 53
Location: Afghanistan
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Jul 03 2010
- [Content]: Screen shot image gallery added to the Features portion of the website.
Jun 30 2010
- [Content]: Website has been migrated to a new Joomla 1.5 format.
Mar 31 2010
- [Content]: New zone(s): Buchanon State Forest with State Forest Recreation expansions.
- [Bugfix]: Zones display will now show proper description tag relative to percentage infection of zone. Zones with less than 20% infection percentage will no longer not display a description tag.
Mar 26 2010
- [Bugfix]: Issue with scan displaying players multiple times in multiple rooms is fixed.
- [Bugfix]: Issue with stat recalculation on equipment damage fixed.
Mar 14 2010
- [Major Update]: Weapon and armor equipment upgrades and attachments are now live! Check the forum page here.
Mar 02 2010
- [Bugfix]: pistols are fixed and can be reloaded again.
Mar 01 2010
- New policy. Type policy...and OBEY!
Feb 20 2010
- New log-in screen.
- New characters now have autofollow turned on.
Jan 31 2010
- Recalling will now heal your character to 100%.
Dec 18 2009
- Squad members will now auto-jump/climb with their squad leader if they have autofollow on.
- Soldiers, Scientists, and Survivalists receive 15% more ammunition, medical, and food/water supplies (respectively) per class point invested, for a maximum of +30% to any given salvage. This bonus modifies the base amount salvaged which is then modified again by personal or communal salvage type.
- Class 1 Survivalists can now see salvageable resources at range when looking or scanning. Class 2 Survivalists can see salvageable resources and lootable points at range when looking or scanning.
Nov 13 2009
- 4 new firearms added to the mix.
- [BUGFIX]: Class 1+ Survivalists now gain proper +HP bonus from Iron Chef ability.
- [BUGFIX]: A long-standing combat chain bug fixed.
Nov 12 2009
- [FEATURE]: Class 1+ Survivalists now have the Iron Chef passive skill which doubles all +HP/MV bonuses from eating and drinking food, as well as halves the time it takes to prepare food. This is on top of the normal 2x bonus from preparing food, so a class 1+ survivalist will gain 4x +HP when food is prepared!
- [BUGFIX]: Class type can only be changed at the main safe house. This was the originally intended behavior.
- [BUGFIX]: Progress bar functions properly again.
Nov 08 2009
- [BUGFIX]: 'Repair all' will now properly repair all equipment (including containers) to 125% integrity for class 1+ scientists.
Nov 07 2009
- Class 1 Scientists can now repair equipment to 125% integrity and repair equipment outside of safe houses.
- [BUGFIX]: Containers can now be repaired.
Sep 11 2009
- Minor change to the way the Mercantile displays auction time remaining: now displays minutes/seconds instead of just whole minutes.
- The following help files have now been shifted to the forums: NESWUD, EXITS, SCAN, WATCH, AUTOEXIT, LOOK, ENTER, LEAVE, SLEEP, WAKE, REST, SIT, STAND, CAMP, LOCK, UNLOCK, OPEN, CLOSE, CHECKPOINT, RECALL, SAFEHOUSE.
Sep 09 2009
Aug 08 2009
- [BUGFIX]: Scan can now be used during combat.
- [BUGFIX]: Solder 1 class MV bonus now applies properly if you are Soldier 2.
- [BUGFIX]: Firearm ammo now decreases properly on the killing round of combat - previously it did not decrease at all.
- All non-equipment (consumables, survival kits, etc.) loot items have a 10 minute junk timer initiated when they are picked up and dropped.
- New weapons of the lawn and garden care variety - chainsaws, weed eaters, hedge trimmers, brush cutters, and everyone's favorite: lawnmowers.
- You can now look at equipment being worn by other players. Syntax: look <player> <item> (INFO: http://razethedead.proboards.com/index.cgi?board=skills&action=display&thread=25).
Aug 07 2009
Aug 06 2009
Aug 04 2009
- [BUGFIX]: An improperly terminated if-statement broke the loot dropping system for about a year...has been fixed. Loot drop chances still need rebalancing.
- All players now have a 1/4 chance of getting a consumable item loot drop for every zombie killed.
Aug 02 2009
- [BUGFIX]: Manual reloading during combat fixed.
- Examining or looking at a locked container will no longer automatically display its contents until the container is unlocked.
Jul 30 2009
Aug 03 2008
- The 'LOOK' command and the bulk of its functionality has been shifted to the scriptengine. This will create a more user-friendly
experience for players.
May 14 2008
- [BUGFIX]: MAX_SUPPLY affects (+MAX_AMMO, etc.) from survival kit items have now been bugfixed.
May 11 2008
- [BUGFIX]: The issues surrounding survival kit affects have finally been mostly resolved with this latest fix. As a point of technicality they wern't actually broken since the last fix - instead, the order in which stats and skills are reset, recalculated, and reapplied when a player logs in or dies was out of whack, resulting in stat/skill applies being zeroed out by accident.
Apr 30 2008
- Players now gain +1 MAX_MV per character level and +2 MAX_MV per point trained in the fitness attribute.
Mar 24 2008
Mar 23 2008
Feb 27 2008
Feb 26 2008
Feb 23 2008
- [BUGFIX]: On next level your supply kit unlock slots will now unlock properly. The next content wave (*No ETA) will introduce survival kit items that you can use to modify character statistics with.
Feb 21 2008
Feb 20 2008
Feb 17 2008
Feb 14 2008
Feb 10 2008
- Player equipment will now take damage during zombie attacks for testing purposes; check skillroll listings for additional information. Armor effectiveness will begin to decrease when a piece of armor drops below 80% durability by the percentage difference between 100% and the current durability (ie. 75% durability is 25% less effective). Weapons effectiveness will begin to degrade immediately when weapons are damaged. Shield effectiveness will begin decreasing below 50% durability.
- Headshot damage multiplier changed from 2x to 1.5x - a hit that lands a headshot will now do 50% less damage, keeping it closer in-line with the rest of the damage spectrum while still making crit_success chances very worthwhile.
- [BUGFIX]: Looking at a weapon will now display the proper examination output. This was an issue with the old examination function being renamed but never updated in the scripted command parser.
Feb 4 2008
- A bug in firearm damage calculation that was inflating firearm damage by 50%-75% has been fixed. This is technically not a damage nerf. Most firearms will now reflect their actual damage as it was intended to be.
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