Changelog v1.090 - The Melee Update

  • Announcement
  • Updated 3 years ago
The Melee update is now live. Here's what's changed.



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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
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Con, Official Rep

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Posted 3 years ago

  • 1
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David Sanchez

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i was just about to ask when this would be implemented nice work con!

I never before wanted to buy a game just to support the makers but for you i will <3
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Keyser Söze

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HaHA! Good find, Vostro! :-D
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Mark Santos

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Then again, by 'hurt', it could mean:

Human - "Ow, I have sustained a physical injury that is detrimental to my continued health and thus must seek alternative action and perhaps medical attention."

Infected - "Hgrmmgrhaaarrh." ("Something is actively preventing me from squishing this flailing meat-bag into a soupy paste but since my nervous system has been relegated to that of a single-celled organism, I shall continue as before.")
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Vostro

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lol Mark... but further "evidence":

"Zombies in the Last Stand "universe" are actually infected humans and as such act more like humans."

Though I certainly hope the zombie hurt sound is indeed "hgrmmgrhaarr"
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HanzoRazor

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I don't know about you, but I really doubt I would continue running at top speed towards the person firing a machine gun at me. Not to mention actually getting hit by the machine gun fire and still continuing at full speed. So more like humans is relative.
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Chris

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when will this be up?
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Helios Denton

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Great, can't wait to crash some zombie skulls.

Also, lol @ the update banner.
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Fane Whim

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sledgehammer love <3
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Edgar Villalobos

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You know what does that mean? It's Hammer Time! :D
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Grumpy Guayabo

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Morning Star...

that just made my day!

YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!
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HanzoRazor

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Looks Great!
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Wong Yew Weng

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What's the difference between a "nudge" and "knockback"? Does the latter disable your survivor longer, or something like that?
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Con, Official Rep

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Nudges are just shorter versions of knockbacks that don't actually move your character. It's more of a hit reaction.

They're designed to break any action that's currently in progress, including attacks.
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Darthgaiden

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It seems to me that if our survivors get surrounded (which mine commonly do), then once they run out of ammo they're screwed.

Fighter: Crap! Out of ammo! Reloading!
Whap! (reload resets)
Whap! (reload resets)
Scavenger: What's the deal? Hurry up and reload!
Whap! (reload resets)
Fighter: Can't! These dipwads keep interrupting me!
Whap! (reload resets)
Scavenger: Great! Now i'm out too!
Medic: Don't worry! I'll heal you!
Whap! (heal resets)
Whap! (heal resets)
Fighter: Well, this sucks...
Whap! (reload resets)
Whap! (reload resets)
Whap! (reload resets)
Scavenger: Let's get out of here!
All three survivors run away but are chased by the zombies until they stop and then are once again mauled.
Whap! Whap! Whap!
Medic down...
Fighter down...
Whap! Whap!
Scavenger down...
All that can be heard is the contented, lip smacking sounds of Zombies enjoying a well deserved treat...(by the way, it'd be really cool if there were some sort of eating a survivor amimation for the zombies. Food for thought).

Now don't get me wrong, I like the idea of zombies interrupting actions. But I think it would be smart in this instance if our survivors had the ability to switch to a secondary, emergency single handed weapon like a hatchet or a pistol to clear the area until it's safe again to reload. Some of the load times are very long, and rightly so, and i'm not suggesting those get reduced. I'm just saying in a pinch it would be smart to be able to switch to a secondary weapon to protect yourself. Trust me, it would be happening a lot in a real situation.

My two cents, gang. =)
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Mark Brennen

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Will we get two-handed fire axes at high levels when updated? It was the go-to melee weapon in Urban Dead, and made a fair amount of sense.

The changes seem to imply that going on missions WITHOUT a melee user would be rather risky, since gun users can get knocked down and attacks stopping reloads.

Would it be as risky going on a mission without a gunner, as it is going without a melee user?
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David Sanchez

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the same just that there is a cost to using guns
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Con, Official Rep

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We've been testing with a mix of survivors.

The melee guys are definitely handy for covering survivors who are reloading. With zombies being able to knock survivors out of their reload animation, they're a big threat.

Likewise - you'll want the range advantage against larger zombies. Getting mobbed as a melee survivor is pretty dangerous now as they can get knocked around pretty hard.
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'-Pranay Dave

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I am a level 30 player and could send 2 man level 20 street missions equipped with M24's before this update. after this update the zombies end up killing my survivors because of the reload and scavaging interruptions... I am not liking this...
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'-Pranay Dave

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I understand the ammo update, however If I want to use M 24's or meelee it should be upto me, Con is just forcing us to use meelee. I feel much safer to blast away zombies at range rather than a hand to hand combat. Please remove the knockback interruptions in healing, reloading and scavaging.
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HKm

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What about the attack (missions) / defense (compound) weapons and gear slots discussed several times ? No one wants to get raided by players using guns as our survivors come back from missions equiped with melee weapons...
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Con, Official Rep

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That'll be covered with the Ammo Update in the next few weeks.
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HKm

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Thank you :-)
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Noor Awad

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Niiice :)
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Maximillian Ortego

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wow! this is such an exciting update i can't wait to see those new stuff.
just tiny suggestion mr. Con - big melee weapons such as the bloodluster, long arm, and mace should deal "cleave damage" i got the idea from warcarft. it works like this every time you swing your weapon into a zombie there is a big possibility of hitting the zombie near by. the cleave damage is weaker than the real damage. the real damage is the damage you deal to the direct target while the cleave damage is the damage you deal to the indirect target.
the indirect target are the zombies adjacent to the zombies your survivor is attacking.
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Rephiro

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While we're scavenging for food, water and resources.
The zombies were training.

While we're collecting purple and blue tier weapons and schematics for easier raids and missions.
The zombies were training.

While we're taking our time and fuel creating great gear and weapons and schematics.
The zombies were training.



Thanks for the melee update, Con. I'll be looking forward to see how my survivors will fare against a bunch of bruisers along with the new combat system in place. :P
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David Jones

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LOL xD
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Michael

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I don't want to sound negative, but I'm really losing my enthusiasm lately.
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Keyser Söze

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@HKM - Just a side note, Con Artist is actually 4 people now (last I heard) as Con brought on 3 people to help with this game (at different times over the last 8+ months). That's still a very small team for such an ambitious game so I'm not arguing with your larger point; I just wanted to set the record straight. :)
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HKm

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Thanks ogunther for this clarification. You are right to say that 4 people for such an ambitious game isn't much.
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Demek

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I took a month's break around the time diablo 3 came out (which was a huge disappointment compared to diablo 2), and 2 week break in august for sport camp in the forest (lack of internet is really good), helped me a lot.
I have gateways on all 3 entrances and nothing obstructing the zombie movement aside traps, and they just slam against a wall of lead as I have all survivors in the centre of my compound. If I open the gates before accepting raid they don't do anything to barricades, linking watchtowers for a run around gets me one destroyed though, so I just split them.
As for long term goals, being lvl 50 and playing from day1, I want all purple gear and all sighted recoilless and suppressed scoped weapons (a tribute to spec ops from previous game). So I'm just playing slots and getting happy for any new purple Con throws at me, and eagerly waiting for trading to get some low level purples for my high level spares.
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Michael

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I may be wrong, but I still think high level feedback is important because Con has to know how each change effects level 50 players. For example, zombies destroy wooden and metal barriers in two hits. That makes them pretty useless. This may not mean that he can fix all these issues tomorrow, but they have to be fixed eventually.

However, I think some of you are still missing the point. My feedback also generally has a lot more to do with the actual content than being level 50. Most of what I've been worried about ends up holding true as well. While that doesn't mean this game is worse now than it was, some problems have came up in certain areas.

I've also never said that Con doesn't work fast enough. I've never said that his game is bad or his ideas are bad. And I've never said the updates have made the game worse. However, no mater how good someone is at something, they never think of every possibility. Without feedback, or ignoring feedback, you're never going to create something good. While it's important to choose which feedback is good feedback, it's very important in any design choice no mater what you're creating. You simply cannot think of every possibility.
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RobinT

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+10 michael
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Etimai

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It sounds like there is going to be a lot more tactical defence against the zombies and less rapid scavenging on away missions, is there any chance that the mission durations might increase to reflect this?

~D
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Blackteapie

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agree
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David Jones

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That means more exp xD I suggest decrease the time needed to scavenge.
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Keyser Söze

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I don't think more time is the answer (as this would make missions less "casual", ie. people wouldn't be able to pop on to run a quick mission anymore) and I suspect that Con never intended players to always be able to search every "chest" during every mission. It would be much more intense if you knew you had to choose which areas to check since you couldn't check them all.

If this assumption is true then I'd suggest a slight increase to the loot quantity to make up for some of the lost looting ability.
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Etimai

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Weird, for some reason it did not post my original response. Scavengers using the proper gloves already loot nodes very quickly, the issue is that from the sound of things we are going to be spending a lot more time maneuvering and protecting our survivors, which means you will be unable to focus as much on scavenging (you can only click on one survivor at a time after all). Increasing the maximum duration to say 8 minutes should not unduly inconvenience the casual play (at least I would hope not). I do recognize that this would generate more XP per mission though so I would say a reduction in XP given *per* Zed would have to be lowered to compensate.

~D
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Wong Yew Weng

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What horde levels do the Bruisers start appearing in (15+ or something like that?) and will they deal more damage and/or be more resistant to damage than regular zombies?

Also, will they look something like Mr. Murderboss Deathking from Rephiro's post? :)
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Felix Mufasa Hollenberg

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it's called DRAUGR murderboss deathking, parody on skyrim :P
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Wong Yew Weng

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I knew that, I just wanted to be polite. :P
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Felix Mufasa Hollenberg

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f*ck polite, he's undead
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Con, Official Rep

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I think the walking versions start turning up around level 16, runners at 18.
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Wong Yew Weng

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Thanks for the info, Con.
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Moje JenomMoje

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Can't wait to see it in action. Good to see the minor glitches getting ironed out...
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emdauphu

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That's a hell of an update! Booyah!

Thank you thank you thank you thank you thank you thank you endless thank you
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Zombie sniper

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Are Bruisers going to look like a more 'in shape' zombie? Also what will their HP be like in comparision to the soilders?
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Con, Official Rep

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I'll show them off soon. But no.

HP wise they're fairly high. Between soldiers and fatties.
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Zombie sniper

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Good to know, thanks.
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Skarmax

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yay, new additions sound like fun to me. Can't wait to see this update to go live
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Klappstulle

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Idea, because it wouldn't be that funny, defending enemy raids with butter knifes:

A: Different equipment slots for defending and looting/raiding

or

B: The possibility to change your survivors equipment while they are 'away'
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HKm

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This concern has been discussed many times. Look at what Con wrote about it 6 hours ago (message above).
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Klappstulle

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Oh, sorry, I'm just a little blind ...
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wererabbit

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Awsome, cant wait to see the update in action! When will this come live?
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Bathazar Xavier

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good to see some new challenges on the horizon as i've almost run out of ways to challenge myself within the game.
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Edgar Villalobos

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I know, ive been runnin lvl20 missions with pocket knives and hammers, and one than other g17 or m9, and ts fun, but with the update it will be awesome, TWD style :D
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David Jones

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Sean Esler

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Con rocks!
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Demek

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I have a problem with manual targeting system for shooting. It's pretty precise, but my reflexes are pretty bad and I have trouble clicking running zombies, which results in my recon running back and forth getting almost mauled to death, alerting far too many walkers and other unpleasant tactical disadvantages.
Can I get a button to hold my survivor in place, so he doesn't run off?
Spacebar would be nice.
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Young Ooi

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Con did you fix the bug where zombies AGAIN prefer barricades over humans in compound attacks??? I think others will appreciate it more than I do
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HKm

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What if humans are behind barricades ?
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Con, Official Rep

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We spent about 3 hours yesterday discussing that exact problem. Steve and Sev came up with a really good solution. They're working on implementing it for this update.
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James Orbe

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con you replied to me that in the last st and universe is like an infected human punching, kicking and doing headbutt... But what when the barricade is broken in the last stand 1,2 they bite the survivors... in the last stand union city his wife got bitten... So why the zombie bite people when they are infected human????? Just want to know
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Young Ooi

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thx Con for the update regarding this problem~
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Keyser Söze

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Excellent; lots of good stuff in this update including some small tweaks I've been looking forward to for awhile.

My only question is that it seems like the mission difficulty is going to increase through the need to send more survivors per mission (to have a good mixture of melee and ranged; example: currently I send one survivor per automated mission but it sounds like I'll need to send at least two per now, effectively cutting my loot efficiency by half)?

If so, will the loot tables and/or loot quantities be increased to account for this decrease in efficiency or do you consider this difficulty increase to be bringing the game more in line with your vision for how much effort it should take to get the same amounts of resources/loot?

Thanks, Con; I'm really looking forward to this update. :-D
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Con, Official Rep

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Hey,

Automated mission calculations haven't changed too much. They're about the same as they were. Will change fairly shortly, we're looking to bring the zombie health up a bit soon. Just want to see how everyone handles the melee changes first.

I designed the automated missions to be based around 3 man teams at even levels. Running one man missions at lower levels is fine, but anything close to your level should be a low chance of success. The difference now is that you'll get that granularity with the system - rather than it being zero chance for a single survivor.
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Keyser Söze

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Ah cool; I suspected something like that (in re: to the automated missions) but it's always good to get it straight from the source. :)
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Eggstor

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Two questions:

- Will the melee/ranged combat skills be retroactively increased for the existing survivors?

- Will we be able to start collecting ammo resources before the "ammo" update?
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Keyser Söze

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Good questions; I'm interested in the answers, too (though I assume the answer to the first is "yes").
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Con, Official Rep

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Sorry, answered on the wrong question below.

Yes it's retroactive.

It's 5% per level, so if they start at a skill of 5 at level 1, by level 10 they'll have a skill of 8 and by level 20, the skill will be around 14.

Ammo will be handed out when the Ammo update goes live, won't be able to collect it until that happens.
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Eggstor

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It happens. It's good to know my mid-20 level survivors won't have to be "retrained" to get the benefit.

As for the ammo, fair enough, though I have a melee team already set for when I burn through the ammo.