Full notes
Full Defend Your Buttress update
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What changed
- Maps
- Gameplay
- UI and audio
- Balance
- Fixes
- Compatibility
A new engine! You might say that that is unreal! I would say, no it's not. Along with that, new modes! "Range Day", a calm visit to the range. "Side Shot", a snipers dream, resting upon a far perch. "Zombies Upgraded", a new additional mode to "Zombie House"! Create a maze of a house, all while killing zombies! New maps! And three new guns! And many other things. Thanks for playing!
For the first week, after uploading this update, I will be gone. After that, I am sure that there will be plenty to fix. So look forward to that. Or don't? Whichever, if fixes need be done, I will do them.
Update log:
Update 2.0.0 5/21/26
-Switched game engine from UE4, to Godot 4
-The game now uses in-house animations, instead of pre-made anims
-Added "Side Shot" mode
-Added "Range Day" mode
-Added "Zombies Upgraded" mode
-Added new Classic mode level, Castle Wall
-Added a new Bunker Down level, Tunnel Bunker
-The floating menu is now a dedicated ui menu, as functionality between the engines, is a bit different
-Players who fall out of the world, will now be teleported back to the play area
-Added a bolt-action rifle, "Kar", to the game. It also has a scope
-Added a rifle, "SVD Dragon", to the game. It has a scope
-Added a rifle, "50 Dragon", to the game. It has a scope
-The AR rifle now has a functional Holographic sight
-Removed/added hints in hints menu
-Enemies that shoot at you, now look at you, when they shoot
-You can now block with melee weapons
-Changed Uzi Start damage from 12 to 5
-Changed AR start damage from 15 to 9
-Changed Uzi start fire rate from 0.3, to 0.2
-Changed both the Uzi and AR's smallest fire rate to 0.15, from about 0.2
-Changed the starting fire rate of the Revolver from .5, to 1.25
-Lowered the starting damage of the minigun, from 50, to 30
-Fixed chainsaw starting variables, as they were 0-out
-Fixed double barrel variables, as smallest fire and reload rates, were 0- out
-Fixed Electric Beam variables, as smallest fire and reload rates, were 0- out
-Changed flamethrower gun starting reload rate, form 2 to 4
-Fixed Flamethrower guns starting variables, as they were 0-out
-Fixed Grenade Launcher variables, as smallest fire and reload rates, were 0- out
-Changed The Hershel fire rate, from .7, to .9
-Fixed The Hershel variables, as smallest fire and reload rates, were 0- out
-Changed the credits page background, from a dark grey, to the book background
-Double Barrel starting reload rate is now 1 second, from .5, for each shell
-Tripwire now has exp, and can level up
-Added powerups and powerup tokens, to the game, for classic/bunkerdown/tower defense modes
-Fixed upgrade cost being added, instead of being set, with PeaShooter on upgrade 6
-Fixed issues with PeaShooter, where upgrades were not being applied correctly
-Added a slight stagger to the PeaShooters double barrel fire mode
-Changed the Mine explosion diameter from 1m to 4m
-Tower defense Turret locked upgrades now show what the upgrade is
-Fixed Machine gun turret's final upgrade, where it wasn't actually being applied
-Changed the width of the Tower defense machine gun turret's flamethrower "Cone", to be a little wider
-The tower defense Machine guns flamethrower now does continual damage, and more damage, initially dealing damage / 2
-Poison darts now have a starting range of 3m, instead of 1m
-Poison dart effect range can be upgraded now to 5m
-Defender wall trip wire has a different design now
-There are now the same amount of rifleman, as there are wall turrets
-Fixed bolt placement on cross bolt turret
-Fixed Quad Shot turret upgrade 5 description, as it incorrectly said, "Increased Effect Range", instead of, "Increased Damage"
-Quad Shot shot count is now 16, 24, 32 per upgrades, instead of 8, 10, 12
-Tower defense turret under player control, now fire from the camera, to center screen, instead of from the turret barrel
-Fixed tower defense Minethrower turret damage upgrades, as they were taking damage away, instead of adding to base damage
-Fixed some tower defense turrets using the wrong save Exp/ExpLvl data
-Mines can no longer be placed in the player area, and right in front of the defender walls, in Snake Field
-Fixed various misspellings
-Profiles have been gotten rid off
-Fixed incorrect UV mapping on the Bunker Down defender wall
-Smoothed Bunker down turret base mesh, and the rounded part of the turret
-Fixed Rocket Launchers 0-ed out variables
-Changed the Grenade Launcher's shell cost from 10, to 30 Coin
-Rocket Launcher starting explosion diameter is now 5 meters, instead of 3
-Shotgun type player weapons now have their shot count slowly upgraded with weapon lvl-up
-The Hershel's starting shot count is now 12, instead of 18
-The Tank now attacks once every 5 seconds, instead of 4 seconds
-Both the Machete and Katana's smallest swing rate, are now 1.5s, from 1.75s
-The Rifleman now carry a Kar98K, instead of the AR
-Added an enemy stun effect, upon the player attacking the enemies, which can holt their attacks momentarily
-Added the Kar to the Zombie House tier one weapons chest
-Zombie House windows are now limited to one upgrade, that gives each board + 10 health, and an extra 2 boards
-Flatlining all zombies in zombie house mode, now gives each player 300 coin
-Zombie House "Refill All Ammo" powerup, now refill both weapons, instead of just your equipped weapon
-Zombie house "Refill All Ammo" powerup, now also refills grenades
-Zombie House Chest Ui, is slightly redesigned
-Zombie House Chests now only have one powerup use, per round
-Zombie House chests now cycle powerups, once they are refilled
-You can now shoot to explode mines
-Lowered Tank starting damage from 300, to 150
-No longer using the, "Level Up!", splashscreen
-Temporarily removed blood - Godot's compatibility mode doesn't allow for what the game was using
-Added a new enemy type, "SueB"
-Various other changes/fixes due to changing engines
Source
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