Rusted Warfare - RTS

Rusted Warfare - RTS

Zombie Survival | v2.1.2 Rebirth
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Update: 31 Dec, 2024 @ 10:31am

#
#============ Version 2.1.2 Fix patch ==============#
#

-Improved AI.

-New game configuration option: Infected AI. Sets AI to Infected by default.

-Graphical improvements:
*Sewer.
*Faction icons.
*Firing effects.

-Bug fixes:
*When an item of any type was found, 1 supply was added to the global counter.
*Some heroes could not get on transports.
*Transports eliminated loaded heroes instantly if there were no more human units loaded.
*Some animal corpses did not disappear over time.
*The Rectifier Juggernaut generated a poison gas effect with its grenade launcher.

-Buffs:
*Cannoneer.
*Juggernaut.
*Human Bomb.
*Kamikaze.

Update: 18 Apr, 2024 @ 8:55pm

v2.1.1 Fix Patch



-Gathering units no longer search for new ruins when they finish searching for items to prevent them from retreating too far.

-Bugs fixed:
*Huntsdog increased the supply indicator when trained.
*Enforcer fired 1 projectile when having Concentrated Shells tech.
*Marauder would disappear when over water.
*Game ended if player 2 (red) died in any game mode.
*Rain Funnel did not allow building supply structures.

-Nerfs:
*A-230 cannon.

Update: 7 Apr, 2024 @ 1:01pm

v2.1 Rebirth


Gameplay changes

Superior rework to the mod:
*Supplies resource now functions as a population limit, water wells are infinite.
*Wood and Metal resources have been unified in the Materials resource, Metal Ore and Metal collection buildings have been removed.
*Builders no longer disappear when building.
*Vehicles require parts to be built and cannot move without a driver.

-New resource: Veterancy (Instability for Infected), useful for researching technologies. Obtained in different ways depending on the faction:
*Protectors: Constructing buildings.
*Renegades: Killing units.
*CPC: Building machines and sending mission reports.
*Infected: Infecting corpses.

-New item system:
*Non-hero units can be manually equipped with different items permanently.
*These items grant stat boosts to units at no cost.
*Objects can be found by exploring neutral structures.
*Units drop the items they were carrying when they die, and can be picked up by other units.

-13 new upgrade items.

-6 New vehicle parts.

-Ruins are generated randomly around the map in skirmish mode.

-Added Ruins exploration system, up to 10 objects and vehicle parts can be found in them.

-Improved resource delivery system.

-No structures are required to receive resources from other players.

-Improved status system, they now accumulate with hits and specify their exact duration.

-New statuses:
*Paralysis: the unit cannot move.

-Technologies do not reduce statistics, they only increase them.

-New technology level system added to all factions:
*Level technologies need to be researched in main buildings to unlock military/economic units and technologies.
*Each level technology unlocks 2 units, 2 technologies and 1 hero.
*Reduces the monotony of the mod's gameplay and divides it into stages.

-6 New Protectors level technologies.

-6 New Renegade level technologies.

-6 New PCC level technologies.

-6 New Infected level technologies.

-6 New Protector technologies.

-6 New Renegade technologies.

-6 New CPC technologies.

-6 New Infected technologies.

-1 New hero skill for every hero.

-Corpses of Bears, Deer and Wolves can now be infected.

-Amount of starting materials can be adjusted with the starting credits option in advanced game settings.

-Unmanned vehicles can be captured by any faction.

-4-wheeled vehicles can cause damage to nearby units by running over them when they move.

-Survival mode is now activated in match settings and is compatible with any map (NOTE: Requires player 2 to be an AI).

-AI is capable of micro-creating its units and taking advantage of counter units under its command.

-New game mode: Ranked, score mode, allows players to obtain ES Coins, by default in multiplayer without AIs (See Discord server for more information).



Balance changes

-Complete statistical rebalance of units and buildings.

-Vehicles are built with support units, require parts, and cannot move without a driver.

-Heroes have an unlocked skill by default.

-Heroes can level up infinitely, but their skills are unlocked every 5 levels.

-Heroes gain +1% Attack and +15 Max HP when they level up.

-Heroes deal full damage to all units (including buildings).

-Aggressor is now effective against infected.

-Support units of human factions cannot capture buildings (Engineer, Invader, Saffer), but they can repair them.

-Molotov mine removed.



Unit changes

-5 New neutral units.

-5 new Protector units.

-6 new Renegade units.

-8 new PCC units.

-1 new Infected unit.

-Infected heroes have been removed.



Aesthetic changes

-Improved descriptions of all factions, units and buildings.

-Common unit passive skill descriptions added.

-New resource icons. Unit and building descriptions display icons instead of short names.

-Object and vehicle parts quantity indicator added to resource dropoff buildings.

-Heroes indicate how much experience they need for the next level.

-Visual improvements to the main bases for each level technology.

-Visual improvements to units with equipped items.

-Slight graphical improvements for Juggernaut.

-Ruins have random visual differences.

-New faction icons.

-New skill icons.

-Improved sound effects.

-Improved general effects.

Do you want to know more?
[discord.gg]

Update: 30 Mar, 2024 @ 7:57am

Update error (version reverted to 2.0 Outbreaks). Sorry for inconveniences ;)

Update: 30 Mar, 2024 @ 7:53am

Changes.

Update: 16 Jun, 2021 @ 2:10pm

v2.0 Outbreaks


Gameplay changes

-The resource limit per storage has been removed. Now storages increase the production of nearby economic buildings and units.

-Now storages can research economic technologies.

-New Survivor tech: Sawmill Standards, Lumber Huts produce +2 Lumber.

-New Survivor tech: Reinforced Armour, all mechanical units have 400 shield.

-New Survivor tech: Flaming Darts, Watchers and Watchtowers deal burn status, but have -20 attack damage.

-New Survivor tech: Assault Rifles, Scouts and Motorbikes have +20 Attack Range and +10 Attack Damage, but have -0.4 Movement Speed.

-New Bandit tech: Suppression Furnace, Mining Huts produce +2 Metal.

-New Bandit tech: Breeding Tactics, Chicken Corrals produce +5 Supplies.

-New Bandit tech: Concentrated Shells, Enforcers have concentrated damage, but cannot cause spread damage.

-New Bandit tech: Sustained Fire, Pyromans have +10 attack damage, Molotov fire lasts +5 seconds, but they have -100 attack speed.

-New PCC tech: Modified Seeds, Conservatories produce +5 Supplies.

-New PCC tech: Nanotechnology, all mechanical units have self-repair.

-New PCC tech: Electric Nodes, Aggressors have a 10% chance to paralyze targets, but have -5 attack damage.

-New PCC tech: Additional Sanitisers, Cleaners have +5 attack damage and +20 area of ​​effect, but have -0.2 movement speed and -20 attack speed.

-New Zombie tech: Chronic Infection, Catalysts produce +5 Infection.

-New Zombie tech: Oseous Detection, Deepeners find corpses faster.

-New Zombie tech: Quick Infestation, Kamikazes infest instantly at no cost. Kamikazes infest upon death.

-New Zombie tech: Air Propulsion, Sprinters have +20 Attack Range and +10 Attack Speed, but have -0.2 Movement Speed.

-New Zombie tech: Excessive Mass, Abominations and Mutants have +300 HP, but have -0.2 movement speed.

-Now the vast majority of units must be unlocked in their corresponding buildings individually.

-A hero can now be chosen in Skirmish and other game modes.

-Now the heroes have 3 skills and must unlock them when leveling up.

-Heroes now gain experience when attacking and using active abilities.

-Heroes no longer benefit from tech upgrades.

-Alyssa Mount's Guardian Burst ability is now called Burst of Shots.

-Now heroes do not die, they are weakened and can be rehabilitated for a cost.

-Now heroes have an icon that shows their level.

-Now Wound status reduces HP of affected units per second, and reduces more HP when they move, lasts 30 seconds.

-2 new skills for Alyssa Mount: First Aid and Firearms Advise.

-2 new skills for John Riddick: Advanced Mechanic and Demolition Charge.

-2 New abilities for The Devourer: Cannibalism and Fragmentary Projectiles.

-Added option to ignore hero experience to the Sandbox tool.

-The Coalition Favor has been removed as resource.

-Now all machine units leave metal debris when destroyed.

-New game mode: Deathmatch, players start with many resources, but cannot collect more.

-The AI ​​has been improved.

-Now the main buildings generate basic resources from time to time, to avoid stagnation due to lack of resources.

-Generation of initial resources has been improved in the survival map The Las Position.



Balance changes

-Balance of the entire mod has been readjusted to make the mod playable again and more enjoyable.

-Poisoning status now deals more damage per second (1>2).

-Burn status now does not spread between units, but lasts longer (5s>20s).

-Now the Watcher, the Watchtower, the Huntsdog, the Thief, the Bonebreaker, the Ballista, the Sniper, the Mutant, the Crawler, the Jumper and the Abomination cause Wound status.

-The Zombie Crawlers can now move underground, but lose HP when doing so.

-Now the Zombie Mutant and Kamikaze are invulnerable to the burn status.

-Now the infection status is applied with just one attack, but it takes 100 seconds to turn the affected unit into a zombie, and the Buccal Contagion tech costs more (A=200, I =180 > A=300, I=200).



New units


-New Survivor defense: Bear Trap, affects an enemy, immobilizes it and causes Wound status.

-New Survivor hero: Luca Thompson, Hunter class. Can learn Aiming, Tracker Dogs and Headshot.

-New Bandit hero: Marcus Dwyer, Enforcer class. Can learn Camouflage, Smoke Bomb, and Inner Strength.

-New Bandit hero: Eva Wolf, Cannoneer class. Can learn Slavery, Minefield, and Suppression Fire.

-New PCC hero: Clone 514, Aggressor class. Can learn MG Pad, Grenade Launcher, and Heat Ray.

-New PCC hero: Rectifier Juggernaut, Juggernaut class. Can learn Overload, Drone Deploy and Toxic Coverage.

-New PCC hero: Commander 864, Sniper class. Can learn Scout Drone, Coalition Support and Coalition Influence.

-New Zombie hero: Adam West, Runner class. Can learn Human Pheromones, Infested Gas and Progressive Infestation.

-New Zombie hero: Rammer Mutant, Mutant class. Can learn Excessive Energy, Massive Power and Aggressive Throw.

-New Zombie hero: Polluting Sprinter, Sprinter class. Can learn Scattered Acid, Extreme Acidity and Polluting Pools.

-New Easter Egg unit (?).



Aesthetic changes

-Now the Chicken Farm is called Chicken Corral.

-Now the Potato Farm is called Potato Sowing.

-Graphics of all the buildings and icons of the mod have been improved.

-The description of the mod has been changed.

-The miniature of the mod has been changed.

-The name of the Survivors has been changed to Protectors.

-The name of the Bandits has been changed to Renegades.

-The name of the Zombies has been changed to Infected.

-The description of all factions has been improved.

-The help guide for all factions has been improved.

-Song re-added: The Dread.

-Mod credits file added.

-The Last Position Survival map has been renamed to The Last Stand.

-The Last Position Survival map thumbnail has been changed.

Update: 2 Mar, 2021 @ 4:23pm

v1.9.1 Competitive Patch

-Many balance changes in many units.

-CPC energy system has been changed, it is now a limit of buildings and mechanical units.

-The Zombie Buccal Contagion buff now also affects Sprinters and Marauders.

-Now the Zombie Crawler's Bury ability is instant, it takes 0 seconds to execute.

-The Infest ability of the Kamikaze and the Zombie Marauder now takes less time (10s>5s).

-The Survivors' Armored Clothing upgrade now adds more shield (30>40) and all units get the shield when investigated.

-New Survivors' unit: Trapper, unit with explosive bolt crossbow, effective against machines and buildings. Available in the Tent.

-New Bandits' unit: Bonebreaker, a unit with a melee mace, effective against buildings, has a passive skill that causes double damage in a larger area with knockback effect. Available in the Armory.

-New PCC unit: Interceptor, rocket launcher unit, effective against machines and buildings, its projectiles follow the target. Available at the Biology Center.

-New Zombie unit: Jumper, a long-range unit, effective against machines and buildings, has a passive jumping ability that causes double damage in a larger area with knockback effect. Available at the Deepener with the Progressive Adaptation upgrade.

-The storage system has been improved, it is no longer infinite with 4 storages.

-Now all units deal the same base damage (3-5) and are only effective against what is specified in their description.

-The armor of all superior units has been reduced (20>2).

-Ammo reload system has been removed from all units.

-HP of wild animals has been reduced.

-The resource spawm system has been improved, it is now lighter and faster.

-New resource for the Post-Catastrophe Coalition: Coalition Favour, resource required for technological improvements and advanced units. Awarded for constructing buildings or killing enemy units.

-Difficulty of the survival map The Last Position has been increased.

-Added Dismantle option for buildings and Recover for bio-structures. Returns 75% of the building/bio-structure cost.

Update: 19 Feb, 2021 @ 4:03pm

v1.9 Resurrection



Gameplay changes

-Full rework for the mod:
*Many balance changes.
*Improved names and descriptions.
*New resource system.
*Many gameplay changes.

-Safe Zone and Resource Victory removed from Skirmish Mode.

-Now the Food and Water resources make up the same resource: Supplies.

-New resource: Local Water, limited resource that allows plantation of Farms and growth of Catalysts.

-New resource: Wood, resource for building construction.

-New resource: Metal, resource for construction of buildings and manufacture of weapons.

-New resource: DNA, resource used for all units, structures and zombie improvements.

-New resource: Infection, resource used for units, structures and advanced zombie improvements.

-New resource: Energy, resource for the construction of buildings and advanced machines.

-Water Wells now appear by default in resource pools, and represent the only source of water in the mod (2000 water per well).

-The resource generation system has been improved.

-New population system: now the number of units that each building can create is limited.

-Now Bandits and Survivors builders manage the constructed buildings, and are spent when constructing a building.

-Now buildings leave debris (small resources) when destroyed.

-New status: Wound, shows when a unit is wounded.

-New status: Burn, reduces 5 HP per second for 5 seconds, can be spread between units. It affects humans, animals and zombies.

-New status: Poisoning, reduces 2 HP per second for 60 seconds. It affects humans, animals and zombies.

-New status: Infection, it grows until it turns its host into a zombie. It affects humans and animals.

-Knockback effect has been added to units with high attack power. Enemy units are knocked back if they are hit by these projectiles.

-Now the resources have a limit in storage that can be expanded by constructing specific buildings.

-Unit production buildings now have a unit capacity indicator.

-Storage buildings now have a capacity indicator.

-Now the resource production buildings have production capacity indicators.

-Completely redesigned Zombie gameplay system, now have structures and can collect resources.

-The help guide for all factions has been updated.

-AI has been greatly improved.

-Now the Survival map is called The Last Position and is included in the mod by default.

-New game mode: Campaign, the mod is compatible with the campaign map packs.

-New game mode: Plague, Plague Ruins appear on the map and spawn zombies over time, with only available human factions and starting military units.

-New game mode: Infected AI, set enemy AIs as zombies, and allies as humans.



Balance changes

-Many balance changes, in general HP and damage adjustments so that units can withstand several hits before dying. This gives higher priority to statuses and creates a margin for strategic action.

-Now the Potato Farm can only be built near a water source, but it produces automatically as it consumes water. Its production can be increased by assigning it Workers.

-Now the Survivors' Bonfire can cause the Burn status.

-Now the Survivors' Fumigator can cause the Burn status.

-The Bandits' Rain Funnel now fills and empties realistically.

-Now the Bandits' Rain Funnel serves as a renewable water source, it can accumulate up to 1000 water and supply up to 2 farms.

-Now the Survivors' Engineer and Bandit's Invader can capture non-biological buildings.

-Zombies must now build their structures on infested terrain.

-Now zombies don't lose HP over time, and on the contrary they regenerate a little faster than human units.

-Now the Zombie's Kamikaze can infest areas and transmute into a Tumor.

-Now the Zombie's Crawler is able to bury himself, being totally hidden from the enemy and capable of ambushing enemy units.

-Now the Zombie's Infected Deer is able to jump obstacles.

-Now the attack of the Zombie's Sprinter causes poison status.

-Now human units leave corpses when they die.

-New Zombie Conversion System: Zombies can convert human corpses before they rot.

-Now the units transported in the Bandits' Destroyer cannot attack.

-Now the Molotov of the Bandits' Pyroman has a shorter duration (30s>15s), but Pyroman has a higher fire rate.

-Now the Bandits' Pyroman and Enforcer can attack while moving.

-Now the Bandits' and Survivors' Boat can be easily destroyed by units effective against machines.

-The Bandits' Barricade can now be opened to make way for units.

-Armor stat has been added to higher units, and their price has been slightly increased.

-New technology for Survivors: Reverse Engineering, unlocks the Fumigator, Motorcycle and Craft Jeep at the Workshop.

-New technology for Survivors: Armored Clothing, +30 shield to human units.

-New technology for Survivors: Hard Vigilance, add watchers to buildings without attack.

-New technology for Survivors: Simple Construction, add self-repair to buildings.

-New technology for Survivors: Battle Engineers, unlocks the Rocketeer and Fumigator at the Workshop.

-New technology for Survivors: Steel Tools, Lumber and Mining huts have +5 production.

-New technology for Bandits: Rotary Ammo, +15 damage to human units with firearms.

-New technology for Bandits: Special Contacts, unlocks the Demolisher and Pyroman at the Mercenary Camp.

-New technology for Bandits: Rudimentary Tech, allows the construction of Ballistae and Rain Funnels.

-New technology for Bandits: Stimulating Drugs, adds more movement speed and higher regeneration speed to human units.

-New technology for Bandits: War Tactics, unlock the Cannoneer and Destroyer at the Mercenary Camp.

-New technology for Bandits: Pack Training, Huntsdogs has +40 HP, +15 attack damage and +10 attack speed.

-New technology for Zombies: Cellular Regeneration, all zombies have +5 HP regeneration per second.

-New technology for Zombies: Progressive Adaptation, unlocks the Mutant and Abomination at the Deepener.

-New technology for Zombies: Aerodynamic Mutations, allows to reanimate Infected Birds and Marauders at the Collector.

-New technology for Zombies: Buccal Contagion, allows melee zombies to cause infection status.

-New technology for Zombies: Genetic Instability, unlocks the Crawler and Sprinter at the Deepener.

-New technology for Zombies: Metabolic Proteins, all melee zombies have +5 attack damage and +0.2 movement speed.



New units

-New generic building: Lumber Hut, automatically collects wood from nearby trees.

-New generic building: Mining Hut, automatically collects metal from nearby ores.

-New neutral animal: Deer, can jump over obstacles and move over mountains. Provides Supplies and DNA.

-New neutral animal: Quail. Provides Supplies and DNA.

-New neutral animal: Wolf, can attack units of any team. Provides Supplies and DNA.

-New neutral animal: Bear, can attack units of any team. Provides Supplies and DNA.

-New Zombie structures:
*Sewer: Main base, constructor.
*Infestor: Infestation spreader.
*Infested Terrain: Construction terrain.
*Catalyst: Infection Generator.
*Deepener: Producer of basic and advanced units.
*Tumor: Constructor.
*Mutator: Technology researcher.
*Collector: Resource store and producer of advanced units.

-New faction: Post-Catastrophe Coalition, slow and very resistant faction. Resources: Supplies, Metal, Energy, Clones.

-CPC buildings:
*Outpost: Main base, builder.
*Solar Pannel: Power generator.
*Conservatory: supply generator.
*Electric Link: Power range extender.
*Biology Center: Producer of basic units.
*Assembler: Producer of advanced units.
*Communications Station: Technology researcher.
*Hermetic Depot: Resource store.

-CPC Units:
*Aggressor.
*Sniper.
*Saffer.
*Cleaner.
*AHR.
*Drone.
*APC.
*CT-13.
*Juggernaut.
*SB8 Chopper.

-New building for Bandits: Ballista, ancient weapon with great range and power, but very weak...

See the changelog.txt file to know more!

Update: 4 Aug, 2020 @ 5:57am

v1.8 Apocalyptic

-Now players does not lose immediately when one of the resources is very low, but units take damage and the low limit of all resources is 0.

-Fixed the zombie bug, which did not subtract infection when dying.

-Now Sewers cannot be repaired by Infection Clouds.

-Various balance changes.

-The AI behavior ​​has been improved and now it is not able to win by accumulation or lose by resources.

-Now resources cannot reach negative numbers.

-Now Survivo and Bandit units do not detract resources while living.

-Adjusted line of sight for scouting units such as Bonfire, Falcon, Safe Zone, and Infection Tumor.

-Fixed bug in Bandit Mercenary Camp that allowed creating first weapon upgrade multiple times.

-Now units transported by ground vehicles do not die when the vehicle dies.

-Visual effects of the mod in general have been improved.

-Now the Molotovs of the Pyromaniacs do not burn if they fall on liquids.

-Now if a zombie is accidentally created when the Infection Cloud is over liquids the zombie disappears, instead of standing still on the spot.

-Descriptions of all units and buildings have been improved.

-Weight of music has been reduced.

-New sounds have been added.

-New resource: Contaminated Water, water that can be purified, available for Bandits and Survivors.

-New resource: RNA, initial resource that can be transcribed into DNA, available for Zombies.

-New resource: DNA, main zombie resource, available for Zombies.

-Now infection is a rate that goes from 0 to 100 and must be kept high.

-New Bandit Building: Warehouse, advanced building for trading with allies, training troops and unlocking technologies.

-Now the Survivors Food Depot is called Warehouse, and is used to trade with allies as well as unlock technologies.

-Survivor Watchtowers can now shelter a unit and allow them to attack from them.

-New Bandit building: Chemistry Workshop, mine building building and Tactical Engineers.

-New Bandit unit: Tactical Engineer, unit capable of laying mines.

-New unit shared between Survivors and Bandits: Supply Balloon, unit for sending resources.

-New Zombie unit: Howler, a zombie capable of calling other zombies to its location.

-50 new superior waves for the Zombie Survival map, achieving a total of 100 Survival waves.

-New mines for Bandits: Land Mine, Molotov Mine.

-New skill for the Medic: Heal, heals allied biological units in an area.

-AI is now able to use Craftjeeps, Assault Cars, Watchtowers, and Unit-loaded Motorcycles.

-Now the units loaded by the Survivor Motorcycle can attack.

-All units with firearms now have a failure rate, and the aim has been adjusted with some massive projectiles to generate a randomness index in combat, all in order to avoid monotony in battle.

-New bullet and bullet failure effects for all units with firearms.

-Zombie chance of infection has been reduced to 50% for zombies with many HP, and 75% for others.

-New resource notification messages are displayed when resources are very low.

-The Craftjeep can now carry up to 4 units, and the Assault Car can carry 4 units capable of attacking when transported.

-Melee units are now unable to attack water units, except for Infected Birds.

-New water, food and RNA effects available, to notify the player when a production building can be used.

#== v1.8.1 ==#

-Fixed the bug of the Potato Farm that was able to produce food without a cooldawn.

-The production of the Potato and Chicken Farms has been adjusted for a better balance.

-Now the Call skill of the Howlers costs less (25>10).

-The cost and creation time of Bandit mines have been reduced a bit.

-Now Boats cannot transport heavy vehicles.

-Fixed the ability to win by resources in ZS Survival mode.

-Now low-resource messages now appear with 5 or fewer resources instead of 4 or less.

-Zombies now require fewer resources to win by resources (1000DNA>800DNA).

-Now the factions have a description.

-New Mine for Bandits: Fragmentary Mine, greater explosive capacity and greater area coverage.

-Some small balance changes.

-Zombies have been included in the counter-unit system, now they have advantages against other units.

-Added Russian translations.

-Now a warning is displayed when a player is close to winning by resources or safe zones.

Update: 22 Nov, 2019 @ 8:36am

v1.7 Infections
-Now mod allows you to play skirmish maps equally with the 3 available factions.

-Code of all units and buildings has been refined to reduce size and increase processing speed.

-4 new resources:
* Food
* Water
* Materials
* Infection
Each resource has a different way to being collected and not all are available to all factions.

-Balance changes in almost all units.

-Improved graphics for all buildings and units.

-New sounds and music.

-Now each unit is effective against other types of units, and their attacks define their role within the game.

-Map files has been separated from mod files to reduce size.

-Two new ways of victory have been added: Accumulation and Capture.
* Accumulation: Players must gather a very large amount of resources to win.
* Capture: Players must capture 8 safe zones on the map to win.
These modes together with the classic: Destruction, generates a new gameplay.

-New bandit building: Mercenary Camp, advanced troops building, can research and store resources.

-3 new technological investigations for Bandits:
* Organization: +1 attack on all units.
* Special Contacts: +2 attack on all units.
* War Supplies: +3 attack on all units.

-Horizontal and vertical barricades has been eliminated due to their uselessness.

-New Bandit building: Rain Funnel, water production building.

-Now zombies always spreads the virus after killing an enemy.

-Now the main zombie base is an Infection Cloud, capable of producing zombies and healing them.

-Now the zombies rot over time, and when they die they subtract infection.

-Improved effects for all units.

-Special paths have been used for files to reduce mod size.

-New unit for Survivors and Bandits: Medic, unit capable of attacking infectious clouds.

-Now zombies and animals roam the area when they have no orders.

-New unit for Survivors and Bandits: Boat, transports units by sea.

-New map of survival mode: Zombie Survival.
* Zombie Forest remastered.
* Capacity to 8 players.
* More spacious, 120tiles > 200tiles.
* Default survival mode with custom zombie waves.
* Compatible with multiplayer.