In this update6
Full notes
Full YOU vs Zombies update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Performance
- Maps
- Fixes
YOU vs Zombies changes
Attention Survivors,
During routine bunker maintenance, we discovered a number of technical issues, one temporal breach, and a disturbingly gooey substance that we’re choosing to describe as “timeline residue.”
We’ve repaired the damage, sealed the breach, and rolled out repairs. Take a look at the latest bunker fixes and patch notes below 👇
💪 Major Systems Upgrades
Steam authentication integration is now complete. It should now be easier to sign in, get into the bunker, and get back to summoning deeply questionable heroes with minimal faff.
Important Note: scenarios created under Gmail login accounts will no longer be accessible following the auth merge. A sad casualty of the timeline collapse. We will remember them fondly. Probably.
After extensive research, testing, and at least one argument in the bunker, the fog is now a sphube. Levels are now significantly more sphube-y. No further explanation will be provided.
The hero’s right foot was occasionally clipping through the ground and attempting to leave this plane of existence. It has now been recovered.
⚔️ Combat, SFX & Spell Repairs
Added a first pass on combat zombie SFX. The undead should now sound significantly more threatening and slightly less like damp cardboard.
Added SFX controls V1, so you can finally turn the apocalypse up or down depending on your tolerance for screaming.
Updated Water, Air and Earth status effect VFX.
Updated Projectile type special attack VFX.
Spells with a cooldown and an effect over time should now only trigger cooldown after the effect has finished.
AOE spells should no longer obscure your direction arrow or rotate with the hero. Friendly fire from your own UI felt a bit unfair.
🪄 Ritual Stability & Timeline Repairs
Added and extended Ash and Morgan character creation banter. They now have even more opinions about your hero choices.
Ash can no longer tell you how happy he is with your progress after you’ve died.
Added a new error handling flow on the map screen if the next story beat hasn’t been written yet. Turns out even time travel needs a queue system.
Updated Ritual failure error text.
Updated other Ritual-related error text.
Swapped the power boost icon for something that looks more… powerful.
🧟 Zombie Behaviour Updates
Bone-throwing zombies now path around obstacles better, which unfortunately means they can now aim with intent. To balance that out, bone throwers now appear later in a run.
The boss should no longer get stuck on explosives. A humiliating way to go.
The boss’ charge attack arrows should no longer ignore the shape of the earth and pass through uneven ground.
The boss’ name can no longer be obscured by the boss’ own face.
No more hide and seek. The final zombies alive in a level should now be better highlighted.
Fixed a bug where you could fail during Horde, only for “Boomer Zombies” to explode, wipe out remaining zombies, and hand you a post-mortem win.
🗺️ Field Repairs: City, Desert, Farm & Beyond
Some trains in the city trainyard have been opened up so zombies can now stagger out of them properly.
The city carpark now has a small park area behind the shops.
Added collision and corrected shaders around the new park area.
Fixed z-fighting on the green coach doors at the south end of the large carpark.
Search locations should no longer appear on train tracks. Health and safety remains undefeated.
Zombies at the lake should no longer get stuck behind the kayaks.
Grape vines in farmyard areas are now destructible.
Fixed a rural farm spawn point under the world.
Fixed floating fences near the stream in the grasslands.
Fixed floating chairs at the desert motel.
Covered some explosive barrels in the bottom left of the desert town with sand.
The hay bales in the shopping center carpark “food van” area are now affected by gravity.
🧍 Survivors, Search & Mission Flow
Survivor placement has been adjusted across multiple levels.
Survivor lines should now trigger correctly. They have found their cue.
Survivor icons and text should now layer properly in front of trees.
Area search prompts should now layer properly in front of trees too.
Updated the tutorial script with a save survivor beat.
After finding a search item, players should no longer be able to dash around while the backstory is on screen. Story time is now enforced.
Pausing and unpausing on the item found screen should no longer restart the game.
Thanks again to all the survivors playing, breaking things, and reporting what you find out there in the timeline.
More bunker updates soon.
The 10Six Bunker Team 🧟
Source
Changelog.gg summarizes and formats this update. How we read updates.
