Company of Heroes 2

Company of Heroes 2

Zombies 1.12.6
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Sie_Sayoka  [developer] 10 Jun, 2021 @ 10:25am
Change Log
Ver 1.3 - 6/10/21
  • Added crush for mortar, katyusha, and guardian. These units will destroy terrain and barbed wire. Issue is feature includes crushed objects spawn zombies.
  • Bad UI for portraits is fixed.
  • Removed all commander abilities and passives for Soviets.
  • Lowered penetration for weaker zombies. Should greatly improve tank survivability.
  • Spawning has been reworked and issues regarding not enough building space for custom maps have been resolved.
  • Only the HQ building will be built. HQ HP is increased and receives some regeneration.
  • Tech increments are now exactly 5 minutes maxing out at 20 minutes.
  • Engineers now create a smoke cloud on death and have smoke effects.
  • Mortar and katyusha spawn rates have increased slightly.
  • Added attack animations.
Last edited by Sie_Sayoka; 10 Jun, 2021 @ 10:56am
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Showing 1-15 of 33 comments
Sie_Sayoka  [developer] 13 Jun, 2021 @ 8:40pm 
Ver 1.4 - 6/14/21
  • Added 3 new zombie types. Refer to unit list.
  • Replaced Scout Car zombies. Refer to unit list.
  • Zombies now scream and have attack noises.
  • Charger, Katyusha, Guardian, and Mortar zombies explode on death and also regen HP. Sometimes if they receive a critical they wont explode.
  • Removed received criticals from high HP zombies. This will reduce the chance of them dying before reaching 0 HP.
  • Reduced damage for Mortar weapon.
  • Spread out formations for T-34 and Su-85 zombies.
  • Fixed bug where OST bunker could not purchase the medic upgrade.
  • Fixed bug where commander units could be dispatched by Soviets.
  • Fixed bug where planes would draw aggro resulting in large clumps below them.
  • Added OST snipers for USF and OKW.
  • Added defensive structures for all factions, can be found in engineer command card.
  • Basic engineers for all factions now capture nodes 10x as quickly.
  • Added another tech level at 25 minutes for zombies. This will spawn Bombardiers and Chargers as well as add regeneration and 30% damage reduction for T1/T2 units.
  • Added a small chance for zombies to apply criticals on vehicles with less than 20% HP.
Last edited by Sie_Sayoka; 14 Jun, 2021 @ 12:20pm
Sie_Sayoka  [developer] 14 Jun, 2021 @ 4:47pm 
Ver 1.4.2 - 6/14/21
  • Removed sniper requirements. USF and OKW should now have them.
Sie_Sayoka  [developer] 14 Jun, 2021 @ 6:55pm 
Ver 1.4.3 - 6/14/21
  • Royal Engineers now build additional defenses instead of Infantry Sections.
  • Mainline infantry for all factions now can capture points faster.
  • Disabled all building for zombie engineers.
Last edited by Sie_Sayoka; 14 Jun, 2021 @ 6:58pm
Sie_Sayoka  [developer] 17 Jun, 2021 @ 3:07pm 
Ver 1.5 - 6/29/21
  • Soviet vehicles are now available to all factions. This can be found in the engineer command card.
  • Extended defenses have been reworked and include many custom buildings. Refer to Unit List discussion.
  • Zombies will now stop to attack while running if near an enemy.
  • Half Track zombie core members have been increased from 1 to 4. HP has been lowered.
  • Turned zombies will now merge with nearby squads on creation.
  • Turned zombies will now have the models of other mainline infantry.
  • Raised the unit icon for some units so it doesn't block their model.
  • Increased engineer squad to 3. Increased spawn frequency.
  • Smoke cloud from engineer death reduced to 10 seconds.
  • Zombie formations have been reworked and should prevent clumping in most situations.
  • Fixed bug where the T-34 and SU-85 had lower HP than they should.
  • Decreased Bombardier range and increased barrage cooldown.
  • Bombardier barrage ability will now throw down warning smoke.
  • Bombardier HP reduced to 100.
  • Bombadiers are now visible in the FoW.
  • Lowered Carcass HP.
  • Increased SU-76 member count to 12.
  • Changed hit material of zombies to better reflect their max HP and specialty.
  • Increased the damage of self-detonation.
  • Fixed bug (hopefully) where Assault Guards could be dispatched.
  • Removed the starting squad for zombies.
  • OST can build the short barrel versions of the Stug and Panzer IV from ToW.
Last edited by Sie_Sayoka; 19 Jun, 2021 @ 10:31am
Sie_Sayoka  [developer] 24 Jun, 2021 @ 1:15am 
Ver 1.6 - 7/4/21
  • Spawning system has been changed. Refer to bottom of post.
  • 4 new zombie types, they will appear at the 25 and 30 minute mark.
    • Angel - Aura that reduces damage taken by 60%
    • Headless - Tier 5 standard zombie
    • Miasma - Toxic cloud attack that blinds units. Toxic cloud on death.
    • Tsar - Giant AoE attack that stuns units. Cannot be killed by snipers. Explosion on death.
  • Charger HP has been increased from 250 to 350.
  • Reduced critical damage from on death explosions to 50%.
  • Engineer zombie smoke clouds no longer block LoS. Zombies in the cloud have a 5% chance to be hit.
  • Tier 1/2 zombies now have twice as much penetration at 25 minutes.
  • Added 2 wall types, these replace sandbags and barbed wire. They are found in the vanilla command card for engineers. Walls block movement but can be attacked.
    • Makeshift Barricade - HP 800
    • Steel Barricade - HP1400 (Armor 100)
  • Custom defense buildings can now be scutted to free up popcap.
  • Increased LoS for custom buildings to match their range.
  • Watchtower now provides 60% more LoS.
  • Fixed bug where units in watchtower would not target beyond a certain distance.
  • Made Fortified Mortar Bunker fire more consistently.
  • Mobile Command Post now has more LoS.
  • Mobile Command Post now has an antenna on it.
  • German snipers now do 80 damage. 1 hit kill on infantry still applies.
  • Allied AI will not build any defensive structures, this should help make them more aggressive.
  • Changed mortar zombie effects to a dust cloud.
  • Added randomized timed effects for zombies. Should make effects look more organic.
  • Made on death effects happen consistently.
  • Changed flame zombie effects, should be better for fps now.
  • Flame zombies cannot be killed by fire, but can still be damaged from it.
  • Bombardier will now fire only 4 times instead of 16. Carcass squad number has increased to 4. This will result in the same number of 16 zombies result but reduce lag.
  • Turned now have a maximum squad size of 30 and will merge with each other. Should reduce lag.
  • Fixed bug where aircraft would be targeted by zombies and clump up below it.
  • Halftracks can now camouflage.
  • Changed some icons for special zombies so they can be seen in the minimap.
  • SU-76 is now a T5 unit. HP has been increased to 80.
  • Changed models for zombie HQ and bunkers.
  • T-70 squad increased from 10 to 13.
  • T-34 squad decreased from 30 to 25.
  • Sniper squad increase from 6 to 8.
  • Stug III E can now have an MG mount upgrade.
  • Increased armor for fortified mortar bunker from 80 to 140.
  • Fortified mortar bunker now prevents all damage to occupants.
  • Increased damage of fortified mortar bunker.
  • Increased cost of fortified mortar bunker and flak 43 emplacement.

Previously on average a zombie player would spawn around 7.5 squads per minute at max tech not including zombies such as turned or carcass. This would lead to lag and the inability to advance because of so many units. Zombies will now spawn around 4 squads per minute on average.

Every 10 minutes there will be a large wave of zombies. This is to encourage defense and offense gameplay as you can defend waves and push during the lull. Lower tier units will also be phased out or have reduced spawn rates in favor of their higher tier counterparts.

Zombies are now capped at 25 squads for 200 popcap or 8 pop per squad. Zombies created through different means such as carcass and turned do not contribute to popcap. Explosive special zombies contribute to popcap but ignore popcap limits. The amount of lag was getting out of control. Especially on larger maps where it would take several minutes for the zombies to walk across it resulting in huge drops for frame rate.
Last edited by Sie_Sayoka; 4 Jul, 2021 @ 2:33am
Sie_Sayoka  [developer] 6 Jul, 2021 @ 7:06am 
Ver 1.6.1 - 7/6/21

Drastically increased performance through several avenues. This should increase FPS, especially during late game. From my own testing 50+ minute mark went from 5-20 FPS to 30-45 FPS. Lag from the sheer number of units of course is still present but currently the balance of effects to performance is optimized as best as it could be.
Last edited by Sie_Sayoka; 8 Jul, 2021 @ 8:15am
Sie_Sayoka  [developer] 7 Jul, 2021 @ 11:53am 
Ver 1.6.2 - 7/9/21
Fixed the issue where zombies would clump up at the nodes before the enemy base if you repaired or held out long enough. This is actually an issue present within the base game from what I can tell. Hopefully the fix I implemented works but I can't be 100% certain.
  • Cleaned up zombie attack animation. Will no longer result in them being crouched after attacks.
  • Fixed bug where the transparent zombies for the halftrack wouldn't always be transparent.
  • Pantherturm friendly fire AoE damage is 0. Loaded units receive no damage.
Last edited by Sie_Sayoka; 9 Jul, 2021 @ 5:11pm
Sie_Sayoka  [developer] 10 Jul, 2021 @ 3:37am 
Ver 1.6.3 - 7/10/21
  • Fixed bug where royal engineers were unavailable from british HQ.
  • Fixed bug where the flag from mobile command post would persist after death.
Sie_Sayoka  [developer] 10 Jul, 2021 @ 8:49pm 
Ver 1.7 - 7/19/21
  • The new Titan zombie will spawn at 1 hour.
  • Added most commander units for all factions. They can be built in production structures. Since some shuffling had to be done to make room in the menus some units will be out of place.
  • Added some commander upgrades for units.
  • Added custom icons for zombies.
  • Changed portraits for zombies.
  • All infantry for every faction now captures nodes instantly.
  • Zombies can now repair bridges.
  • Zombie hordes will now spawn around every 10 minutes. This is to prevent predictability of horde timings that made gameplay too easy.
  • Timer on zombie HQ for hordes has been reduced from 90 to 15 seconds.
  • Changed zombie names. List can be found in Unit List discussion.
  • Added hotkeys to units without them or had duplicate hotkeys. Vanilla hotkeys should be unchanged.
  • Fixed bug where some zombies could pick up weapons.
  • Fixed bug where demo charges would be targeted by zombies.
  • Guardian HP has been increased from 1200 to 2000.
  • Halftrack HP has been increased from 130 to 180.
  • Miasma HP has been increased from 300 to 400.
  • Miasma damage has been increased from 2 to 3.
  • Makeshift barricade HP has been increased from 800 to 1200.
  • Steel barricade HP has been increased from 1400 to 3000.
  • Tsar HP has been increased from 2500 to 3500.
  • Decreased tsar attack cooldown from 10 to 6.
  • Added a crown for the tsar.
  • Sandbags have been reintroduced to provide cover for units that require them. They no longer block pathing.
  • Increased spawn rates for conscripts and penals.
  • Fortified Mortar Bunker weapon delays have been reduced to 0. Cooldown has been increased to 5. This should be around the same or better DPS but provide more reliability.
  • Changed emplacement hit pass throughs. Should result in less friendly fire.
  • Reverted some settings for the AI from previous versions, not sure if this changed anything.
  • Added a toggle ability for snipers to prioritize special zombies.
  • Retreat point toggle ability received damage decreased from 50% to 30%.
  • Bofors can be built in command territory.
Last edited by Sie_Sayoka; 20 Jul, 2021 @ 4:12am
Sie_Sayoka  [developer] 20 Jul, 2021 @ 4:13am 
Ver 1.7.1 - 7/22/21
  • Added 1919 LMG for USF without requiring the specific commander.
  • Fixed bug where raid section could not be dispatched.
  • Sniper toggle ability "Prioritize Special Zombies" renamed to "Target Heavy Zombies"
  • Sniper toggle ability doesn't work in garrisons, this cannot be fixed. Text changed to reflect this.
  • Fixed bug where the flag from mobile command post would persist after death.
  • Fixed bug where assault sections icon and text were wrong.
Last edited by Sie_Sayoka; 22 Jul, 2021 @ 9:50pm
Sie_Sayoka  [developer] 12 Aug, 2021 @ 4:33am 
Ver 1.7.2 - 8/25/21
  • Titans can now be seen in the FoW.
  • Penetration for T4 and above standard zombies has been reduced from 70 to 50. This should allow tanks to withstand more damage.
  • Goliaths no longer instantly kill zombies. The default damage of 200 still applies.
  • OST commander concrete bunker armor increased from 0 to 25.
Last edited by Sie_Sayoka; 25 Aug, 2021 @ 5:03am
Sie_Sayoka  [developer] 1 Oct, 2021 @ 3:23pm 
Ver 1.7.3 - 10/8/21
  • AT guns, RPGs, and TD weapons have been reworked. Previously these units were pretty much useless against zombies due to their reduced infantry damage and low AoE. They now fulfill a support role applying powerful debuffs against zombies. You shouldn't need more than a couple of them to make full use of their abilities.
    • AT guns now apply a 5 second debuff named 'Shredded' on zombies that increase damage taken by 30% and lower damage dealt by 50%.
    • Tank Destroyers now apply a 5 second debuff named 'Concussed' on zombies that increase damage taken by 30% and lower movement speed by 30%.
    • RPGs now apply a 5 second debuff named 'Jolted' on zombies that increase damage taken by 30%.
    • AoE has been increased proportionally to their damage. The calculation is damage*0.02. For example a Pak40 does 160 damage so its new AoE will be 160*0.02 or 3.2.
    • Damage has been reduced to 10% of the previous values. Between the increased AoE and damage debuff this will be an overall increase in possible damage dealt.
    • Damage taken debuffs do not stack. A zombie can have all types of debuffs active on it but it will still only receive 30% increased damage.
  • Descriptions explaining these changes will be added to these units.
  • Added critical icons for these debuffs.
  • Fixed bug where sometimes turned would be spawned for non-zombie players.
  • Titans will now spawn at the 50 minute mark.
  • Changed Titan weapon behavior. Previously if you were to run away after it attacked nothing would happen. Now it will explode whatever target it aimed at.
  • Changed the skin of the Mobile Command Post to have it better stand out.
  • Removed the unit cap for the KV-8.
  • Fire type zombies are now immune to fire weapons.
  • Added nicer screenshots.
Last edited by Sie_Sayoka; 8 Oct, 2021 @ 10:55pm
Sie_Sayoka  [developer] 7 Oct, 2021 @ 2:58am 
Ver 1.8 - 10/21/21
  • The regular Soviet faction is now playable. AI will always choose zombies.
  • Added some buildable commander units for Soviets.
  • The default HQ for Soviets has been changed to "Construction Site". You can choose to either play as Soviets or Zombies through upgrades from this building.
  • Turned Conscripts have been added.
  • Turned Ashen have been added at an 8% rate.
  • Soviet Vehicle Facility has been changed to Experimental Weapons Facility. All previous units buildable from this have been removed since Soviets are now playable.
  • Added production tabs for the Experimental Weapons Facility. These are available for Brit, OKW, and US only. It is not possible to add them for Sov and OST.
  • Added new units from the Experimental Weapons Facility.
    • Technicians
    • Tesla Troopers
    • Generator Carriage
    • Teleforce Halftrack
    • Tesla Tank
    • Mechanized Knights
    • Dreadnought
  • Technicians can build a new structured called the Tesla Tower.
  • These units (except technicians) fire energy weapons with perfect accuracy. However they must be in range of either a Generator Carriage, Tesla Tower, or HQ in order to shoot. Being powered will also increase movement speed by 10%.
  • These units (except technicians) will drain a certain amount of fuel.
  • Added criticals for powered/unpowered for these units.
  • Reworked zombie run speed. They should be around the same speed as before but now able to attack while moving which was not possible for the faster zombies.
  • Very fast zombies are slightly faster from 6 to 6.3.
  • Charger speed has been increased from 9 to 11.
  • Titan speed has increased from 6 to 7.2
  • Changed Shredded critical icon to make it read better.
  • Vehicles that can capture will have an increased capture speed like infantry.
  • 105mm and 152mm howitzers are now constructible for German and Soviets.
  • OKW can now build fuel and munitions caches.
  • Supply trucks are available to all races.
  • OKW Opel Blitz Cargo Truck renamed to Opel Blitz Support Truck
  • Stormtroopers can be dispatched to ambient buildings instead of built from the OST factory.
Last edited by Sie_Sayoka; 21 Oct, 2021 @ 5:12pm
Sie_Sayoka  [developer] 21 Oct, 2021 @ 9:21pm 
Ver 1.8.1 - 10/27/21
  • Fixed bug where Panzerfusiliers spawned from map entry point. They should now spawn from the Mechanized Regiment HQ.
  • Fixed bug where Soviet Snipers were not discounted or buffed.
  • Fixed bug where the Tsar and Titan could be instantly killed by some rifles.
  • Improved Teleforce weapon angle targeting. It should now catch on terrain less.
  • Changed Teleforce and Dreadnought handbrake ability to the common version.
  • Added handbrake to the Tesla Tank.
  • Added better descriptions to the new units.
  • Fixed grenades for conscripts
Last edited by Sie_Sayoka; 27 Oct, 2021 @ 9:46am
Sie_Sayoka  [developer] 2 Nov, 2021 @ 3:14pm 
Ver 1.9 - 11/18/21

Major Changes
  • Changed behavior of idle zombies. 5 minutes after spawning they will enter "berserker mode" and turn red. They will then run directly towards a flagged player HQ at increased speed. If they encounter enemies along the way they will resume normal behavior. This is to help with some maps having bad pathing causing the AI to become stuck, it should also help with lag by reducing the number of units on the field. Usually on a good pathing map zombies don't live for 5 minutes.
  • Edited zombie weapon cover multipliers to be more consistent. Damage bonuses for cover have been removed and light/heavy cover have been buffed. Overall this means that cover protects much more and infantry wont receive additional damage for being out in the open.
  • Made annihilation conditions only for HQ buildings. For USF, the Barracks is the annihilation condition.
  • Barracks HP increased from 1500 to 3000.
  • The majority of the non-essential USF base buildings are now destructible.
  • Once a HQ building has been destroyed, it will permanently lose its flag. If a team loses all flags the game will be lost. HQ descriptions have been updated accordingly.
  • HQ buildings now have healing, repairing, fuel, and power auras with a radius of 30.
  • Added Airship type units. These are available from the Experimental Weapons Facility and Technician build menu. These units are extremely fast with good damage but drain ammunition. They require more attention than most units.
    • Rocketeers. Fast-moving flamethrower squad. Can be upgraded with flame missiles and rocket efficiency.
    • Hover Tank. Lightly armored tank with incendiary cannon and 2 flamethrower turrets. Can be upgraded with a molotov mortar and rocket efficiency.
    • Airship Refueling Station. Static structure that can refuel airship units. Can be upgraded with a special sniper and repair technicians.
    • Auto Turret. Quick deploying turret with incendiary rounds. When hydrogen tanks deplete it will self-destruct.
  • Airship units have a new refueling mechanic. These units have hydrogen tanks which are depleted slowly. Moving depletes hydrogen tanks faster. Once hydrogen tanks reach 0, the unit's movement is slowed to a crawl. They may refuel at the Airship Refueling Station.
  • Airship units can retreat to the HQ or Airship Refueling Station. They will ignore any forward retreat points. Hydrogen tanks are not depleted while retreating.
  • Airship units while fueled have 40% received accuracy, which most times results in 60% chance to be hit. AoE will still always hit if the unit is near the center of the explosion. Miasma will still always hit. Rocket efficiency can upgrade this to 40% received accuracy.
  • Airship units have a fiery death. Be careful of where you place them.
  • Technicians can partially refuel airship units at an expensive cost.
  • New zombie type: Infected Tesla Trooper. This zombie is immune to energy weapons and will have +50% damage if within a power aura. They will turn yellow when in the aura.
  • Some zombie types can now create turned versions of themselves on kill. These turned versions can also create more turned of their own type. Ashen and Turned Ashen still have an 8% chance to create Turned Ashen just like other zombies.
    • Burned and Firebrands will create Turned Firebrands.
    • Sledge and Maul will create Turned Maul.
    • Infected Tesla Trooper will create Turned Tesla Trooper.
  • Added ui circles for auras.
  • Aura circles are visible for all players from HQ, Tesla Tower, and Airship Refueling Station. Mobile Command Post and Generator Carriage auras are visible when selecting them.
  • Infantry are now immune while garrisoned. The buildings, of course, can still be destroyed.
  • Outbreak source can now exchange presents with artillery.
  • Angel aura has been buffed from 40% reduced damage to 70%.
  • Airbourne Commandos are a new unit for British. They are identical to regular commandos but can be paradropped.
  • Added paratrooper type units for all races that are available in the commander ability UI.
    • AEF: Paratroopers
    • OKW/OST: Fallschirmjaegars
    • Brit: Airbourne Commandos
    • Sov: Guards Airbourne
  • Shock Trooper armor increased from 1.5 to 18. Overall buff which will make them deflect 62% of low-tier zombie hits and 33% of mid-tier.
  • Urban Panzergrenadier armor upgrade increased from +2 to +35.
  • Increased effectiveness of SMG type weapons. They now use mid values for far range.
  • Anti-tank Rifle damage increased against zombies as if they were vehicles. For example most have 40 damage to vehicles but only 27 against infantry, now it will deal 40 damage to zombies.
  • Tesla unit upgrade costs have been changed to require more fuel and less munitions.
  • Non-zombie AI can now build extended emplacements.

  • The Watchtower capture points (pre-placed on some maps) can no longer be garrisoned.
  • Fixed bug where AoE values for some weapon's max distance were inaccurate. I think this should result in a larger AoE overall.
  • Changed Titan weapon explosion fx to be larger.
  • Titan weapon cooldown decreased from 3 to 2.5.
  • Improved visuals of Tesla unit projectiles. They should now shoot without the weird projectile slowdown at the end or travel.
  • Changed visuals of Tesla Tank airburst mortar weapon.
  • Increased tracking speed for Teleforce weapon.
  • Added range reticle for Teleforce Halftrack.
  • Dreadnought's Temporary Power Field ability now has a light and reticle displaying its range.
  • Dreadnought's Stormcall upgrade weapon cooldown reduced from 10 to 6.
  • Added more effects to Stormcall.
  • Tesla Trooper squad pop cost is reduced from 12 to 10.
  • Tesla Troopers now target different enemies within a squad. This should make them more effective rather than all of them shooting at the same zombie.
  • Fortified Mortar Bunker HP increased from 2400 to 2500. Weapon range from 50 to 55.
  • Changed Fortified Mortar Bunker projectile behavior. It should now land shots much faster.
  • Fortified Mortar Bunker is now raised a bit to show the infantry garrisoned in the lower section. Improved mortar attacking visuals.
  • Pantherturm HP increased from 700 to 1100, armor from 170 to 300.
  • Pantherturm weapon now has double tracking speed, better accuracy, and reduced reload time.
  • Fixed bug where pantherturm wouldn't have a visible projectile. Added sound for firing.
  • All defensive type structures now have the scuttle ability.
  • Resource caches now have the scuttle ability.
  • Guardian Grave defenders (the sitting guys) weapon range increased from 12 to 15.
  • Guardian Grave HP increased from 600 to 1000.
  • Added description text to the Outbreak Source.
  • Updated resource drain descriptions. They are affected by resource scaling.
  • British Salvage Engineers have been removed from the HQ.
  • Fixed bug where Partisan Dispatch would appear in the commander ability UI section.
  • Removed Paratroopers, Guards Airbourne, and Fallschirmjaegars from buildings.
  • Changed description of Flamethrower Infantry Section to better match its function.
  • Fixed bug that displayed Chinese characters in the Riflemen description.
  • Fixed bug where Turned Ashen wouldn't spawn smoke clouds.
  • Fixed bug where Maul had 1.5 armor instead of 1.
  • Fixed various bugs involving infantry weapon upgrades.
  • Fallschirmjaeger dispatch ability cooldown has been decreased to match other races.
  • Partisan dispatch ability cooldown has been increased to 30 seconds.
  • Changed sniper targeting ability icons.
  • Zombies can now repair bridges if enemies are nearby instead of being interrupted. They will be locked out of all commands until they either die or finish repairing. Zombies will take 80% less damage while repairing.
  • Added descriptions to zombie units.
  • Mobile Command Post damage aura munitions cost reduced from 200 to 125. Manpower cost increased from 200 to 250.
  • Mobile Command Post retreat upgrade manpower cost reduced from 200 to 150.
  • Mobile Command Post retreat toggle ability now gives +150 armor.
  • Wraiths will no longer spawn after 30 minutes.
  • Tesla Tank main weapon cooldown increased from 3 to 4.
  • Teleforce weapon cooldown decreased from 4 to 3.5.
  • Fixed bug where ZiS Supply Truck would be available for zombies.
  • Cleaned up target list filters for automatic aggro ability for zombies.
  • Increased early game (first 5 minutes) spawn rate for normal zombies by 50%.
  • Guardians can no longer be sniped.
  • 1 Guardian will now spawn when Outbreak Source is at 50% HP or lower.
  • Guardians now have 8 Lesser Guardians with them in the squad.
  • Changed Bombardier artillery ability warning from smoke to a red reticle.
Last edited by Sie_Sayoka; 1 Dec, 2022 @ 9:29am
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