The Melee update is coming soon. Here's a preview of what's in store.
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Additions
Effects
- Blood decals appear on ground
- New blood hit particles to emphasize enemy hits
New Weapons - Level 15+
- Aluminum Baseball Bat - blunt weapon
- Combat Knife - small bladed weapon
- Wakizashi - shorter, faster Japanese blade
- Survival Ax - modern one handed ax
- Morning Star - reproduction blunt weapon
Animations
- Additional attack animations for one handed melee weapons
- Additional attack animations for two handed melee weapons
Sounds
- Exertion sounds for survivors
- Hurt sounds for survivors and zombies
- Footstep sounds for survivors
- Some new interface sounds (movement confirmation, failure)
Enemies
- New "Bruiser" enemy at higher levels, has 100% chance of knockback
- New zombie attack animations, overhead strikes, kicks
Interface
- Added arrows to rollovers for weapons for quicker comparison
- Added location information to mission report screen
- Added paging to Survivor and Loot tabs on mission report screen
- Text chatter during missions from survivors to give feedback on events
- Weapon information is now displayed relative to the survivor equipping it when in the Survivor windows or assigning to missions/defensive buildings
- Added MISS and DODGE messages to combat for survivors using melee weapons to better communicate combat system
Gameplay
- 'Ammo Cost' is now displayed in Weapon info panels (for future Ammo update)
- Changed Automated Mission calculations to account for new DPS
- Automated Missions now display text rating, instead of percentage
Zombies
- Zombies can now cause knockback to survivors
- Zombies have 'hit/injury' animations, adding stopping power to weaponry (base on knockback chance)
- Zombie attacks have a chance to break reloading and scavenging
- Larger & tougher enemies have higher nudge and knockback chances
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Changes
Weapon Balance
- Re-balanced nearly all melee weapons
- Moved Hatchet level range from 5-10 to 10-14
- Adjusted some mid-level pistols and sub machine guns to balance DPS
General
- Fixed Damage Per Second (DPS) calculations
- Calculations for DPS now take bursts, capacity and reload times into account
- Effect of Gear and Survivor skills now show on weapon rollovers in equip screens
- Changed Mission Success Chance to text rather than percentages
- Reduced overall chance of injuries from Automated missions
- Changed automated mission success to be more evenly weighted off number of survivors and weapon DPS
- Removed "Reloading" text bubbles to make sure reload indicators always show
- Bullet tracer fire now plays more often
Combat
- Changed Attack Speed to Attacks per Second
- Increased attack speed on a large number of melee weapons
- Zombies now have chance to "nudge" survivors on hit
- Zombies now have chance to "knockback" survivors on hit
- Reloading can be broken by nudges and knockbacks
- Scavenging can be broken by nudges and knockbacks
- Healing can be broken by nudges and knockbacks
- Survivors have a reduced chase range when using melee
- Fixed survivor AI to chase down nearby enemies when enemy is attacking teammates
- Survivors no longer endlessly chase zombies
- Survivors with less than 50% health will go into preservation mode and not actively chase enemies in melee
Zombies
- Zombies can now "sense" survivors that are close behind them
Survivors
- All survivor classes now increase their Melee and Ranged combat skill by 5% per level
- Made Medics have a Blade specialization
- Made Scavengers have a Blunt specialization
- Made Recons have a Blade specialization
Morale
- Increased the importance of food and water stocks for morale
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Fixes
- Added upgrade times to Wheel of Misfortune
- Performance and memory optimisations to pathfinding
- Fixed survivors assigned to watchtowers from being stuck in rubble during zombie attacks
- Fixed combat sound playback
- Fixed zombie attacks occurring when only one survivor is in the compound but is being retrained
- Fixed 'lockout' bug in which some locations would not display lock timers on the map
- Loot items of the same type are now consolidated on mission report screen
- GPU RAM is now completely cleared between game scenes
- Various memory and performance optimisations
- Various small bug fixes