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Ben
Posted: Wed Feb 24, 2010 2:27 pm Reply with quote
Zombie Overlord Joined: 22 Feb 2010 Posts: 53 Location: Afghanistan
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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