fistycuffs
Generals Moderator
Fellow of the Studentia
Posts: 847
|
Post by fistycuffs on Jan 21, 2007 20:08:37 GMT
No need to reply to this. I just thought it would be a good idea to put the updates of the game here, just so no one misses the unofficial ones.
|
|
fistycuffs
Generals Moderator
Fellow of the Studentia
Posts: 847
|
Post by fistycuffs on Jan 21, 2007 20:09:46 GMT
19th January 2007
Official notes: 1. As winter drags on and the dead adapt further to the urban terrain, their sense of smell sharpens. Zombies are now able to distinguish infected survivors from the uninfected using Scent Blood, and can use Scent Death to locate nearby members of their own group. 2. The dead are beginning to notice when a scientist jabs a needle into one of their horde, and survivors are paying more attention to the final coughs of a zombie infection. Dropping from infection or revivification will now be visible to other players, in the same way as a standard death. 3. A cold wind sweeps the streets, and post-quarantine newspapers now offer some advice and propaganda to new players, rather than long-forgotten local news.
Unofficial notes: 1. When killed by a survivor without headshot, the text 'you were killed by X' appears in the same bold text as a headshot notification.
|
|
fistycuffs
Generals Moderator
Fellow of the Studentia
Posts: 847
|
Post by fistycuffs on Feb 2, 2007 21:03:42 GMT
2nd February 2007
Official notes:
1. Hammering on the barricades of the derelict suburbs, the dead are learning from their experiences, and filling with a slow anger - zombies now gain experience points for tearing down barricade levels, for ransacking empty buildings, and for destroying machinery that survivors have set up.
|
|
fistycuffs
Generals Moderator
Fellow of the Studentia
Posts: 847
|
Post by fistycuffs on Feb 22, 2007 23:33:29 GMT
22nd February 2007
Unofficial notes:
1. Contacts are now coloured on the drop down list.
|
|
fistycuffs
Generals Moderator
Fellow of the Studentia
Posts: 847
|
Post by fistycuffs on Mar 6, 2007 21:25:52 GMT
6th March 2007 Official Notes: 1. Survivors have begun looting the city's museums of treasures and ornaments, to improve the ruined decor of their safehouses. At least until zombies break in and ransack everything. 2. These and other heavy or unwieldy items now take up more space in players' inventories, and the total level of encumbrance is now shown. Being at an encumbrance level of 100% or greater means, as before, that you cannot pick up further items. 3. Installing equipment in a building is now noticed by nearby characters.
Unofficial notes: 1. The cost of dropping an item is now displayed by the drop down menu. 2. Survivors cannot directly target decorations to destroy them. 3. Paintings take up 20% encumberment. You must have that much open to pick one up. 3. Now you can find more meele weapons like pool cues and ski poles at Sports Stores in Malls.
|
|
fistycuffs
Generals Moderator
Fellow of the Studentia
Posts: 847
|
Post by fistycuffs on Mar 11, 2007 15:43:58 GMT
10th March 2007
Unofficial notes: 1. The icon of urbandead.com site (small logo in the browser's tab) has been redesigned.
|
|
Sgt. Expendable
Generals
Ready to kick the tires and light the fires!
Posts: 312
|
Post by Sgt. Expendable on Mar 11, 2007 19:14:49 GMT
Generators can now be damaged. It seems to be a flavor text issue, but maybe they have HP now.
|
|
|
Post by ladyeleanor on Mar 12, 2007 20:24:52 GMT
I can verify based on the experience of my zed alt that it takes much longer than it used to to destoy a generator. I think they require X number of successful hits, something like barricades. According to the wiki, "When you attack a portable generator, you will see the message: 'You smash at the generator.' If the generator is successfully damaged, the message 'You smash at the generator, damaging it.' will appear. (The message 'It falters for a moment' does not indicate damage, similar to the 'creaking' message when attacking barricades.) Attacks degrade generators from undamaged to 'dented', 'battered', 'damaged', 'badly damaged', and destroyed." LinkI think there are multiple levels to "battered," "damaged," and "badly damaged" but I can't be sure. At least that's one point in the survivors' favor. Maybe we're going to get the ability to repair broken objects?
|
|
|
Post by kalaman on May 31, 2007 23:18:07 GMT
Official Notes: 31st May 2007
1. Some survivors are going out of their way to salvage clothing from the shops and buildings of the city, either as uniforms, souvenirs of specific locations, or simple fashion statements. Clothes may become tattered and bloodstained over time, but you can always just loot some fresh, clean ones. (Use the "settings" page to change your clothing. Flak jackets still work as before, and will be folded into the new system later.)
2. The undead can brush the dust off to reveal what they were wearing at the time of their death, but can only do this once.
3. With barricades now such a familiar sight across the city, survivors (and zombies with memories of life) are finding them easier to pull down from the inside, and anybody inside a building will now notice when others are responsible for fully destroying or starting to rebuild its barricades. Ransacking buildings and refuelling generators will now also be noticed by inhabitants of the building.
|
|
|
Post by rolotomasi on Aug 24, 2007 15:33:38 GMT
24th August 2007
* As the dead suburbs are falling further into disrepair, it's no longer possible to free run through the smashed windows and blocked-off shortcuts of ruined buildings - attempting to free run into a ruin will instead drop a survivor onto the street outside. (Free running out of a ruin is unaffected.) * It's been a long quarantine, and a lot of the city's inhabitants are now missing in action. Members of your contacts list that haven't been seen in Malton for over a month are now flagged as such. * Unskilled and desperate survivors can now use lengths of pipe to block the doors to a building, as a crude form of barricade.
|
|