In this update5
Full notes
Full ZEROAD update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, roaders!
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
ZEROAD changes
Version 0.1.5 brings heavy firepower to the road. Assault rifles and machine guns are now in the arsenal, along with dozens of improvements that make combat more intuitive, responsive, and fair.
New Firepower: Assault Rifles and Machine Guns
The armory has expanded. Two new, powerful weapon categories are now available:
Assault Rifles: StG 44, AK-47, HK G3. For sustained, accurate fire.
Machine Guns: Breda 30, DP-27, MG 42. For overwhelming firepower and crowd control.
Higher-level weapons now require a corresponding Shooting Skill level. To wield a top-tier assault rifle or machine gun, you must first gain experience using weapons of that type.
To ensure you're never left empty-handed, a Gun Cabinet will always contain at least one weapon matching your current skill level.
New Affixes have been added to create even more powerful and unique combinations: Double Piercing Chance, Bullet Range, Movement Speed, Piercing (but with a decrease in base damage), RPM, and Reload Time.
Weapon Balance & Combat Overhaul
Stat Scale: Player and zombie HP, along with weapon damage, have been tripled. This makes the difference between weapon bases and the impact of +% damage affixes much more tangible and meaningful.
Shotgun's Variety: Shotguns have been rebalanced for greater variety. Different models now have distinct pellet counts and damage values, making the choice between them more impactful.
Gameplay Clarity & Quality of Life
Targeting Line: Your weapon now projects a visible laser-like line from the barrel to your maximum range or the first obstacle. This instantly clarifies your firing line, shows your exact position in co-op, and visually demonstrates weapon piercing.
Co-op Identification: Characters in co-op now have colored bands (red for host, blue for client) for quick and easy identification in the heat of battle.
Improved Gas Can: The environmental hazard is now more readable. It leaks fuel after being hit, and a red circle appears when it's one hit away from exploding, clearly showing its blast radius.
- Fairer CollisionThe player's collision area has been reduced to prevent the frustrating feeling of getting hit by "low kicks" from zombies that appear to be below you.
Damage Feedback: Taking damage is now much more visceral. You'll see blood splatter and trails, and hear distinct impact sounds, making every hit clear and impactful.
- Reload ControlAuto-reload is now disabled by default, giving you full control over your firing rhythm. Reloading can also be done with the Right Mouse Button, and a hint about it is shown in the safe area.
Interface & Visual Polish
Smarter Road Intel: The road selection window now uses intuitive icons instead of just text. One to three arrows (green to red) show XP gain, and one to three skulls show difficulty. The number of ambushes and crates is now only visible on the road progress bar, cleaning up the view.
Redesigned Tooltips: All tooltips in the road selection window have been redesigned with a clean, light-background row style for better readability. Armored zombie icons now have an orange border for quick recognition, and their tooltips specify the type of protection (helmet/vest).
Hit info icons (Armor, Penetrated) now have a shadow for better readability.
The camera transition from left to right is now smoother.
The scientist zombie's hazmat suit has been recolored from red to avoid confusion with the "elite" red effect.
The zombie scientist's protective suit can no longer be bright red to avoid confusion with the red "high HP" effect.
Small Fixes & Tweaks
Fixed a bug where loud ambush music would persist after dying during an ambush.
In the safe zone, your current HP is now immediately set to maximum when you increase your max HP stat.
Load up and push forward. The road just got louder. Good luck.
Source
Changelog.gg summarizes and formats this update. How we read updates.
